Note: This is the 2nd Printing. It is identical to the 1st Printing, except that any known errata will be corrected.
A Gest of Robin Hood is the second game in the , further adapting the system to depict peasant revolts, feudal tax collection, and outlaw activities in late 12th century medieval England. Transposing one of GMT’s most popular systems into a simpler format and a more approachable setting makes A Gest of Robin Hood perfect for newcomers to wargaming. At the same time, it also offers a tight challenge for more experienced wargamers who can enjoy a tense asymmetric duel in under an hour.
Highlights:
- An ideal entry point to the COIN system and the ICS series: a two player, relatively low complexity game with a family friendly theme that plays in one hour and introduces all of the key concepts found in the COIN series.
- A new hidden movement mechanic: The Sheriff will chase Robin Hood across Nottinghamshire to prevent him from organizing peasant revolts, but Robin can sneak away and hide amongst his Merry Men.
- A second new hidden movement mechanic: Carriages serve as a simple twist on Lines of Communication, transferring wealth back to Nottingham while providing a target for robbery by the Merry Men—but some of them might be a trap, containing concealed Henchmen!
- Random encounters with rich travelers: Robin Hood draws from the Travelers Deck when conducting a Rob action, then decides whether to play it safe or demand a larger ‘donation’ with potentially negative consequences.
- A streamlined sequence of play: Further developing the two-player sequence of play first found in Colonial Twilight, this new sequence of play is easy to understand while still presenting difficult tactical decisions.