Well, as Shamus Young’s game giveaway has ended, I thought that it was high time to have one here, on the Whimsy Games site.  I’m going to ask folks to do a bit of work to earn their entry.  As anyone who has purchased a copy of Sherwood Showdown already knows, the game comes with 4 blank cards- 2 full, like the outlaws, and 2 half and half, like the leaders.

To enter this giveaway, just use the comments to tell me one character you would create, and what your character’s special ability is if they have one. There will be 2 winners- one randomly drawn and one Designer’s choice, chosen by yours truly.   So you can trust to luck, or you can imagine something fun and amazing and WOW! me to increase your chances.  The contest is open to anyone living anywhere on earth, and will remain open until July 27th at 3pm Mountain Standard time.


*edit- as requested by commenters, here is a quick summary of the cards in the game with special powers- all the rest are simply strengths 1-10:

Special outlaws include a Thief and Pickpocket who steal ransoms from the opponent if you win the melee, a Healer who allows you to return 1 card from your discard pile to your hand, and the Bugle Boy, who allows you to draw an additional 3 cards at the end of a melee.

Leaders include the Fair Maiden, who lures the opponent’s weakest outlaw to your side; Maid Marian, who gives each of your outlaws an additional 2 strength; Friar Tuck, who returns all weapons played in a melee to your hand at the end; Robin Hood, who may be played along with any other outlaw as a sidekick; a Fighter who may use 2 weapons; and a Giant, who is just big.



70 Responses to Win a copy of Sherwood Showdown

  1. Nick says:

    I would create High Priest. A leader card with the ability to convert opponents to the players side.
    Not sure if you’ve already got something like that in the game but that’s what I’d do, in my limited understanding of the game and its units.

  2. Jarenth says:

    I have some (two) questions here:

    - Am I allowed to create multiple entries, or is it one entry per person?


    - Is there an overview somewhere of which cards are already in the game? I wouldn’t want to find out my amazing card designs already exist.

  3. admin says:

    Jarenth- You may create multiple entries provided that they are all creative in some small way. For the random drawing I will just include each person 1 time, rather than each entry though.

    Good point about the existing cards. I will list them here in short form for you:

    Special outlaws include a Thief and Pickpocket who steal ransoms from the opponent if you win the melee, a Healer who allows you to return 1 card from your discard pile to your hand, and the Bugle Boy, who allows you to draw an additional 3 cards at the end of a melee.

    Leaders include the Fair Maiden, who lures the opponent’s weakest outlaw to your side; Maid Marian, who gives each of your outlaws an additional 2 strength; Friar Tuck, who returns all weapons played in a melee to your hand at the end; Robin Hood, who may be played along with any other outlaw as a sidekick; a Fighter who may use 2 weapons; and a Giant, who is just big.

    Variations on existing cards are welcome, as are drawings of outlaws- I’m just hoping that folks have fun with this:)

  4. Jarenth says:

    That’s fair. Here’s what terrible ideas crossed my mind this afternoon:

    Leader: the Gritty Vigilante. The Vigilante is a ‘darker’, ‘more modern’ outlaw leader, who is in no way based on Russel Crowe’s character in Robin Hood. The Vigilante is more focused on the ‘robbing the rich’ and getting his imaginary revenge than his is on ‘giving to the poor’. The Vigilante gives all of your outlaws an additional 4 strength, but reduces the ransom value of any travellers you win by 1.

    Traveller: Impressionable Lad/Lass/Youth. The Impressionable Youth is so blown away by whoever wins this card’s random that he or she joins your gang! The player who won this Traveller can take one Outlaw card used in this fight and return it to their hand instead of discarding it.

    Outlaw: Cripple. The Cripple has joined the gang of outlaws because he can’t provide for himself any other way. The Cripple has a negative combat strength (-3 or -4 or something): playing this card will actually hurt your chances to win. However, if you do win, the Traveller will be so impressed by your gang’s plight that they give you an additional 2 Ransom they’d manage to hide from you.

    I might come up with additional ones later, because to be frank I’m having way too much fun coming up with these to stop now.

  5. [...] Roberta Taylor is giving away another copy of the game. This time, she’s giving a shot to you luck-impaired folks by giving you an opportunity to [...]

  6. Robert Hayes says:

    The Psychic – gives the holder of the card the ability to know what the rules and components of the game being given away are, so that the holder can make a meaningfully creative new card for the game.


    The Smartass – has the ability to mock his betters without fear of substantive retribution.

  7. Dev Null says:

    Well, given the setting, I’d say the obvious characters to add would be King Richard, The Sherrif, Guy of Gisbourne, or Wil Scarlett. Not having played the game (yet), its hard to pick abilities for them that wont unbalance the play. Scarlett is hard, because he has so many roles depending on whose version of the story you happen to read, and all 3 of the others are adversaries to one degree or another for BOTH bands of outlaws so…

    What I want is some way to turn the battle around. Something like some or all of (but obviously needing a more experienced head to balance):

    The Sherrif has a value of 5. The Sherrif arrives on the scene of the robbery in progress! Whoever has the _stronger_ force present will now be captured by the Sherrif and be forced to pay a ransom (set amount? based on largest card played?) Players may continue to play additional cards in the round (more bandits arrive to help their fellows escape…) but the new cards played after the Sherrif (and only those cards) will _lower_ that players score. New outlaws must be _lower_ in value than any played so far.

    • Dev Null says:

      Actually, I think it might be interesting to base the ransom on the largest card played, and leave the rule that each outlaw has to be bigger than any previous. That way, you can risk playing a bigger outlaw to try to escape, but that means the ransom gets bigger if it doesn’t work…

      The value of 5 for the Sherrif was picked arbitrarily – you want it to have some value so that, if played too early in a round the player will end up capturing himself. But the more I think about it the more I think you’d want to playtest and tweak that number; its going to end up making a _big_ difference in how that card plays.

  8. Mark Lewis says:

    Little John: (Leader – 8) Little John gains +2 strength from a Quarterstaff instead of +1.

    If the opponent has a Leader in play at the end of this melee, Little John gains +4 strength.

    • Mark Lewis says:

      May want to reverse the order of these two abilities so there is no confusion. The +4 against Leaders applies whether or not Little John has a Quarterstaff.

    • Mark Lewis says:

      I like that Little John kicks the crap out of other Leaders. I thought about giving him bonuses against Robin Hood only (as per the legend), but that is just too specific.

      As it is, if you see Little John out there with his Quarterstaff, you should probably save your Leaders for the next melee.

    • Mark Lewis says:

      But feel free to overwhelm him with a bunch of Outlaws. His numbers should probably be adjusted to make this easier.

  9. Mark Lewis says:

    Spy: (Outlaw – 3) At the end of this melee but before drawing new cards, the opponent reveals his hand.

  10. SteveDJ says:

    Not too sure about how the game flow works just yet, but wanted to get this idea out first… :-)

    Duck (i.e. Daffy Duck): Leader
    Weapon: Buck-and-a-Quarterstaff

    First time used, you get the following attacks, in order — Ho, Ah-ha, Guard, Turn, Parry, Dodge, Spin, Ha, Thrust, Pfft (automatic fumble).

    Second time used — Ho, Ah-ha, Guard, Turn, Parry, Dodge, Spin, splash (automatic fall into water).

    • SteveDJ says:

      Ah, finally found the “How to Play” video – so let me alter my suggestion as follows:

      Duck Leader (-1 — yes, neg. one for player)

      Artwork: Shows not-quite-Daffy-Duck looking character (avoid copyright issues), with beak bent upward, holding a $1.25 Quarterstaff.

      Special Ability: Fumble — Choose up to two weapons already in play by opponent, and discard them.

      Special Text on card: Ho, Ah-Ha, Guard, Turn, Parry, Dodge, Spin, Ha, Thrust, Pffft!

  11. Martin says:

    Yeah, I tried that luck thing over at twenty sided and that didn’t go well…

    Would be nice to have the game to play while I wait for the game…

    A second game would certainly make a nice gift. Maybe I’ll be lucky?

    I could design a card while I wait

    Lucky One – Live on to fight an other day : Can take back a card from this melee if the player loose.

    • Martin says:

      There are line missing from my post (because I put them as tag (between “lessthan” and “greaterThan” signs)

      Here is the post as It should have been :

      Yeah, I tried that luck thing over at twenty sided and that didn’t go well
      (Ordering the game)
      Would be nice to have the game to play while I wait for the game
      A second game would certainly make a nice gift. Maybe I’ll be lucky?
      I could design a card while I wait

      Lucky One – Lives on to fight an other day : Can take back a card from this melee if the player loose.

  12. Sheriff of Nottingham: scare away one of your opponent’s played outlaws (and his weapon).


  13. Eric says:

    How about:

    The Grifter- With a strength of 1, this outlaw must be played first. Gaining the Traveller’s trust, he allows you to double your strength (ally with the Traveller), earning you half the ransom if you win (the Traveller gives you a reward).

    The Matador- With a spin of his cape, this leader creates confusion in the ranks, allowing you to swap any number of outlaws on your side for an equal number of your opponents (regardless of strength).

    The Blacksmith- I can’t decide if this should be a traveller or leader. Either way, the round when he is in play, you can trade ransom cards for weapons of equal value ($1 = 1 strength).

  14. Mark Lewis says:

    Disguise: (Weapon – 0) Play the wielder of this weapon face-down. At the end of this melee, reveal the wielder and add it to the melee before determining the winner.

    The Giant cannot use this.

    • Mark Lewis says:

      The rules that determine which cards you can play still apply, so the opponent could look at which Outlaws you play before and after this card to get an idea of the strength of the disguised card.

      Thus, it’s best to disguise your Leaders.

  15. Nick Haubrich says:

    Intimidator: As you play this outlaw, look at your opponent’s hand and discard a card of your choice.

    Ebony Knife:(Weapon – 1) At any point in the melee, you may discard a card and give the attached soldier +3 Strength. This may be used up to 3 times in the melee.

    (Hey, this is pretty fun!)

  16. The Hokey Pokey says:

    Saboteur (Leader – 1) Opponents can only play outlaws with an unmodified strength greater than 6.

    Trickster (Leader – 4) Choose one card from an opponent’s hand at random. If it is an Outlaw, Special Outlaw, or Leader card play it on your side. If it is a ransom card, play it on the traveler. If it is the Trickster, discard your hand.

  17. Mark Lewis says:

    Noble: (Leader – 5) You may discard a Ransom card from your hand to bribe an opponent’s Outlaw into leaving the melee. The Outlaw’s base strength (ignore weapons) must be equal to or less than twice the Ransom value. Discard the opponent’s Outlaw.

  18. Kel says:

    I offer up to you a new special outlaw – “The Illusionist”. Only capable of being played at the end of a melee (as in the “big reveal!), the player is able to exchange any one of the outlaws for any other outlaw in his hand. (i.e a outlaw 1 for a 9, or a two for a 6, and so on.) His mastery of disguise and illusion made it possible for a player to “bluff” having a higher ranked outlaw in the band during the melee. The Illusionist can only be played once per game, to keep a player from picking him back up multiple times, and can only be used to replace outlaws, as leaders have too much “presence” to be successfully portrayed by another.

    I also offer up – “The Bard” His special ability is the use of song to either bolster his own band of outlaws abilities, or to reduce the morale of the opponents band of outlaws by 1 for each outlaw played in the melee. The player must declare if he is enhancing his own morale or reducing his opponents when he plays the card. With the Bard’s help, a encouraged group (+1 to each outlaw played of your own) of lesser outlaws could overwhelm a smaller group of stronger outlaws, or through a bards mocking, a small band might prove victorious over a much greater band of outlaws (-1 to each of your opponents band of outlaws). The Bard can be played at any time during the melee.

    PS: I really like the concept of the game, and the chance to be a part of it through this contest just makes it even more amazing! Huzzah!

    • Kel says:

      I forgot to add – the melee value of “The Illusionist” is 0, and the melee value of The Bard is also 0. Their special abilities are what they bring to the table, and by themselves they have add no value to the melee.

  19. Freeze_L says:

    The Chronologically Incorrect Assassin.

    Who needs skill when you have an RPG? and a time traveling toaster.

    This warrior rouge from the future has the ability to remove any opponents card from play instantly (the card is discarded and may not be brought back by a healer, little outlaw bits are terribly hard to put back together), However his betters frown upon using time travel to blow up random archers, after use this card is discarded and may not be brought back by a healer.

  20. Decius says:

    The sheriff (special card, part of the player decks): All cards currently in play are discarded. The traveler escapes. May be played any time any outlaw or leader may be played.

    The blind man (special outlaw, strength 1): While the blind man is in play, weapons have no effect.

  21. Mark Lewis says:

    Alan-a-Dale: (Leader – 4) All of your Outlaws are inspired and gain +1 strength.

  22. Jarenth says:

    S’more things for you guys:

    Outlaw: Honourable Rogue. The Honourable Rogue has really high combat strength — I’m thinking maybe 11 or 12. However, the Rogue’s sense of honour only allows him to join ‘fair’ fights. You can only play the Honourable Rogue if you are in melee with an opponent, and only if your opponent currently has more cards in a melee than you.

    Outlaw: Burly Brute with a Heart of Gold. Similarly, the Burly Brute has a really high combat strength. However, the Brute has a real soft spot for the fairer sex. If the enemy plays the Fair Maiden card, it will select this card instead of your weakest card.

  23. Jarenth says:

    Outlaw: Woad Raider. This mighty warrior has come down from the Scottish Highlands to join your noble cause! Or to just look for a good fight, that works too. This card actually has no special bonuses, but it does allow the player who plays it to brag about it and insult their opponent in the best terrible Scottish accent they can muster.

    Leader: Oriental Monk. Having spent the better part of her life training in an Eastern Monastary, the Monk has developed a powerful unarmed combat form. When the Monk joins the fray, all weapon cards played so far are discarded without effect, and no more weapons cards may be played by either side.

  24. Destrustor says:

    “The lone rogue” : has a huge combat strength( maybe 10 or 12), but works best alone( loses 1 per outlaw on your side)
    “the tone-deaf bard”: greatly distracts the enemy with his bad music( -2 to all opposing outlaws) but must be protected as he is the main target ( -1 to all your own outlaws) and can’t defend himself while he plays

  25. William says:

    I would create the following:
    High Druid – Leader 2
    Sacrifice your lowest rank Outlaw to draw the top three cards from your deck and place the highest rank outlaw drawn into your stack. Discard the other 2 cards.

    • William says:

      Make that:

      I would create the following:
      High Druid – Leader 2
      You May sacrifice your lowest rank Outlaw to draw the top three cards from your deck and place the highest rank outlaw drawn into your stack. Discard the other 2 cards and the High Druid.

  26. Lord Nyax says:

    I love making cards, so there may be more to follow…

    Outlaw: Black Market Fence Strength of 1. Special ability: If you win the traveller then you may draw cards equal to the traveller’s worth.

    Outlaw: The Fur Trapper Strength of 4. Special ability: Choose an opponents outlaw that has a strength of 4 or less. That outlaw has a strength of zero for the rest of the battle.

    They are simple cards, but I think they’re well balanced and useful and suitable for such an interesting card game.

    • Lord Nyax says:

      Note: I toyed with the idea of making the Black Market Fence’s power be to draw cards equal to half the traveller’s worth, but decided that that would be complicated with odd numbers. If you think half would be more balanced then by all means do half instead. Heck, if you think either of my cards basic concepts is good but you don’t like the detials then change away.

      Though….though I guess you would anyway. I mean its your game. I’m just saying. I wouldn’t be offended if you tweaked my cards.

  27. trevelyan says:

    The Plague Carrier – randomly removes 33% of cards in play.

  28. Jan Karell says:

    Welsh Bowman Leader 1.
    Adds +1 to any subsequent outlaw cards played. The player must also speak in a fully incomprehensible manner while the card is in play. Success lets the player draw two extra cards after the melee. Failure means the opponent draws an extra card after the melee.

  29. rofltehcat says:

    Traveller “heroes” (well, special travellers)! They are worth quite a lot but make winning the melee for the stronger player a little harder and have a strenght value themselves. The strength value is added towards the currently weaker player’s value. This can end in draws but they are worth more than normal travellers so the risk can pay off.

    Guarded tax transport:
    Worth a lot (10$ or something, don’t know) and has the strength of medium to high outlaws (4-5?). Special: Ransom cards on this traveller count double.

    Outlaw hunting party:
    Worth a lot (noblemen etc.) but has a high strength (6?). Special: When the outlaw hunting party is on the table, it is always participating in melees. It leaves after being beaten or after a melee draw in which a total of at least 6 outlaws fought (and stays until such a battle occurs to prevent “aach, let’s just discard it”).

    Traveller caravan:
    Worth: 2-4, strength accordingly 2-4
    Special: When the caravan is on the table, the winner of a melee gets both the caravan and the other traveller.

  30. Greg says:

    Designing cards is fun :)

    Jimmy Fletcher
    Str 4
    Wildcard: The band with the lowest total strength wins this encounter.

    Lady Irini
    Str 1
    Crowd: For the rest of this robbery players may only add outlaws with a lower strength than the last outlaw played.

    Lucky Jake
    Str 0
    Gambler: When played immediately discard lucky Jake, then shuffle all cards played so far together and deal an equal number to each player. The traveller escapes.

    The Masked Man
    Str 10
    Unturstworthy: Whenever a card with an odd strength is played the masked man joins the side of whoever played that card.

    Str 2
    Winner: If you win the encounter Charles remains in play and adds his strength to your side for next turn. Charles remains in play until you lose or tie a round.

    Str 0
    Trap: The traveller is immediately discarded and each player discards cards equal to the number of leaders they had in play.

  31. Jarenth says:

    Leader: the Bootlord. The Bootlord is He who Kicks, the Boot from the Shadows; the arrival of His hob-nailed fury puts even the most experienced fighter on edge. The Bootlord is a leader of men: next to his medium-high strength (6), He increases the strength of all your outlaws by 2, and decreases the strength of all opposing outlaws by 2. However, the Bootlord is a tough act to follow: the player who played the Bootlord can add no more extra outlaws to the melee.

    (This… is in reference to something specific. Don’t ask.)

    Outlaw: Anarchist. The Anarchist doesn’t play by anyone’s rules! The Anarchist can only be played if no Leader has been played yet, and once the Anarchist is in the melee, no Leader card can be played.

    Outlaw: Arsonist. When in doubt, apply fire. When the Arsonist is added to a melee, his main contribution is setting the surrounding forest on fire! Discard all cards played in this melee: yours, your opponent’s, and the Traveller. The melee is over; nobody gets any ransom, as everyone is running from the conflagration.

    Traveller: Armed Convoy. The Convoy has no inherent ransom value. Instead, the player who succesfully robs the Convoy turns over the next two Traveller cards and collects ransom for both of them.

    Weapon: Guard Horn. This horn mimics the war horns of King John’s patrols. When this weapon is deployed, your opponent returns all cards played thus far to their hand. You automatically win this melee. However, you still discard any cards used in the melee.

    Weapon: Forest Horn. This horn mimics the rallying horns of the opponent’s outlaw gang. When this weapon is deployed, the opponent has to play all play-legal cards from their hand: all Outlaws, all Weapons that can be deployed, and one Leader card if there isn’t a Leader in this melee yet.

    • Eric says:

      Traveller: The Skarn-Beast
      This handsome devil comes fresh from a game of Werewolves. Only communicating in the internet equivalent of hipster, he sows turmoil amongst all outlaws on the field. If the total (sum) strength of both players ends up as an even number, the higher strength player wins as normal. If the total is odd, then both players must forfeit $5 of ransom, their dignity, and then discard all of their cards (including those in their hand). They have been well and truly bested because they could not work together.

      To increase the players’ humiliation, he may post a supplement to Youtube (optional).

  32. Mark Lewis says:

    Witch: (Leader – 4) Choose one Leader or Special Outlaw in the opponent’s band. For this melee, its special ability is canceled.

    • Mark Lewis says:

      May want to specify that any cards in play that are tied to the canceled ability are discarded.

      The Witch’s curse weakens the enemy force in various ways, upsetting your opponent’s strategy. If played on Robin Hood, his sidekick leaves. If played on the Fighter, he drops one weapon. If played on the Healer, the opponent can’t bring a card back into his hand. If played on the Fair Maiden, your stolen Outlaw returns to your band.

      She’s a decent counter who can really shake things up, so maybe her strength should be lowered to 2 or 3.

  33. Scott says:

    Will Scarlet (Leader – 8). When played, Will Scarlet may remove one Weapon from an enemy already in play and attach that Weapon to himself.

    Much, the Miller’s Son (Leader – 3). Much may replace a friendly Leader already in play, returning that Leader to the player’s hand.

  34. Sharon Noullet says:

    I would create a mother card. When played on an opponents card she would cause the opponent to stop what ever he is doing in order to attend to some mundane task such as taking out the garbage or calling his Aunt Polly. Her special ability is “the look”.

  35. Khazidhea says:

    The Jester
    The Jester confuses/amuses his/her enemies causing their strength to diminish by one each, minus two for each enemy holding a weapon.

  36. Sumanai says:

    Disguised guards (outlaw card): Str 0, can be played like a leader (doesn’t matter what the strength of played cards are).
    When played both players have to discard either the leader or the strongest card (ignore weapons) in melee (player’s choice), if the leader is the strongest card then the leader is discarded. If there’s no leader in melee, then it’s the strongest card.
    Play continues as if the discarded cards were never played.

    Obvious guards (traveler card): When drawn, draw a traveler that the guards are accompanying. For that traveler, the currently highest strength card or leader will be ignored (player’s choice, has to be stated publicly when leader enters melee. May change later, but has to be stated) from both sides when deciding the winner of the melee.
    This means that in the first round both players have to play two cards, in order to be able to have any combat strength.

  37. Silicon Scout says:

    The Alchemist – Leader

    Strength: 0

    When played the alchemist adds no strength to the melee but he changes any Ransom cards to lead, they are worthless and discarded.

    Alternately, the player can choose to pay the alchemist to destroy a target weapon. To cover his fee, the Player must discard Ransom cards from his hand or his loot pile equaling or exceeding the strength of the weapon destroyed.

  38. Jason H says:

    The Sheriff of Nottingham

    Leader – 6

    When he comes into play the sheriff causes all outlaws in play to be discarded. If Maid Marrion is played (or in play) the sheriff joins that her players side in the Melee.

    • Jason H says:

      ahhh missed adding that he prevents other outlaws from being played unless their strength is greater than his own. (for Both Sides).

  39. Computer Sage says:

    Midge the Millers Son – Outlaw
    Strength = 4

    If played as Robin Hood’s Sidekick, Midge gains +3 Strength.

  40. Bryan says:

    Traveler — Prince John
    Bounty — $10 (or similar)
    Comes with 5 bags of gold.
    Must be won by a total of at least 30 to be taken. (Or his guards will fight them off.)

    A couple of strategy points for this card:

    This card is designed to be a “superior traveler.” The idea is that he can only be taken by overwhelming force. If you know you don’t have the cards to take him, you can stop before your opponent reaches 30 points to force a “retreat from the guards.”

  41. Huntman says:

    The Gambler – Outlaw

    Strength = 4+

    When the gambler is played the player draws the top card from his draw pile and places it face down under the gambler.

    At the end of the Melee the card is revealed. If it is a ransom card the gambler gains it’s dollar value in strength and the ransom is added to the players loot. Any other card is discarded.

  42. Huntman says:

    Archery Judge – Leader
    Strength = 3

    When the archery judge comes into play each player flips over the top card in their draw pile. The player with the strongest card automatically wins the melee. Both cards are discarded. Ransom cards use their ransom value as their strength.

  43. Huntman says:

    The Flatulent Elf – Outlaw
    Strength = 5

    Once during the Melee the player can choose to “release the hounds” and discard the Flatulent Elf from the melee, when he does so he may take any leader or outlaw in play with him. The player losing the outlaw or leader can choose to try to save him. To do so he must flip over and discard the top card of his draw pile. If the card is odd then his card is reshuffled into his draw pile.

  44. Bryan says:

    Here are a few weapons I thought up…

    The Giant’s Club — Playable only with The Giant, it adds +4 to his strength.

    The Mystic Orb — Whomever wields the Mystic Orb will not die in battle (do not discard the attatched outlaw) but it can only be used once. (Remove the Mystic Orb from the game immediately after battle, no chance of recovery)

    The Silver Arrow — May only be brought into play after the opponent plays a leader. When brought into play, it must immediately be used to kill an opponent’s leader. (both the leader and the arrow are discarded.)

    The crooked staff — +0 — When brought into play, the opponent must discard a weapon in play. (opponents choice)

    • Bryan says:

      If the Silver Arrow is played on a leader with the Mystic Orb, the orb is discarded instead of the leader.

  45. Carol says:

    My somewhat predictable if not quite fitting offering
    Bag of Kittens (Weapon – 0) When your outlaw releases the bag of kittens discretely, they reduce the strength of all your opponents’ outlaws by 1 through attacking their ankles and clawing their way up their clothes. The weapon’s strength is zero as they do no real damage but they throw an unprepared outlaw off his game.

  46. Al says:

    Will Scarlet — His scarlet clothes are so dainty that he seems an easy target for an outlaw. Anyone dressed in such fashion cannot possibly be a capable fighter. However, anyone who knows Will Scarlet knows that one should not judge a book by it’s cover. Will Scarlet’s dress attracts the attention of the strongest fighter seeking easy prey. Instead that fighter discovers that he has met his match and is instead rendered ineffective for the rest of the combat as he struggles to save his own neck. The net effect is that the strongest fighter on the opposing side is removed from the melee.

  47. straphael says:

    The Blacksmith – Has the ability to search a weapon from your deck and put it into your hand.

  48. Huntman says:

    The Mummer
    Outlaw – Strength ???

    When brought into play the mummer can mimic any other outlaw already in play. Being an imitation his strength is one less than the outlaw he is performing as.

  49. Huntman says:

    David of Doncaster – Outlaw
    Strength = 5

    If David is on the losing side of a melee then his player reshuffles his discard pile back into his draw deck. If he is on the winning side of a melee then his player may return any one card from his discard pile and shuffle it into his draw deck.

  50. Huntman says:

    The Tinker – Outlaw
    Strength = 3

    If the tinker is played with a weapon and on the winning side of a melee, then the tinker and that weapon can be added to the players loot pile. He adds an amount of gold equal to the combined strength of the tinker and the weapon.

  51. Roberta says:

    It’s 3pm, and the contest is now closed… Stay posted for the winners!

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