Robin Hood Score Calculator
Score a Sherwood chapter by combining story progress, completed objectives, hope, guard pressure, gold, character health, hidden movement, and final tale quality.
Load a chapter state, then adjust the objective, health, guard, gold, and hidden movement values to match your table.
Use each hero's current health or readiness value. The calculator rewards a strong party and penalizes knocked-out heroes.
Robin
Little John
Maid Marian
Will Scarlet
Click map zones to cycle clear, watched, and dangerous. Combine that with hidden moves, revealed moves, and guard patrols for a stealth score.
| Scoring area | Calculator input | Point model | Why it matters |
|---|---|---|---|
| Main objectives | Main objectives completed | 12 points each | Story success is the strongest score source. |
| Side objectives | Side objectives completed | 4 points each | Rewards extra rescues, clues, and map progress. |
| Failed objectives | Failed or abandoned objectives | Minus 6 each | Unfinished story threads reduce the tale rating. |
| Story pages | Pages or plot beats resolved | 3 points each | Measures how much of the chapter was uncovered. |
| Ending condition | Won, mixed, or failed | 18, 6, or minus 12 | Final chapter outcome anchors the total score. |
| Track | Positive input | Penalty input | Score note |
|---|---|---|---|
| Hope | Hope marker | Guard alert level | Hope above alert creates a morale bonus. |
| Guards | Guards defeated or evaded | Patrols crossed | Clean evasion helps; repeated patrols add heat. |
| Gold | Gold collected | Gold spent or lost | Net gold is capped so objectives stay primary. |
| Villagers | Villagers helped | Failed objectives | Village aid supports hope and story quality. |
| Time | Fast finish | Turns used | Chapters over the time target lose efficiency. |
| Movement state | How to count it | Calculator weight | Table reminder |
|---|---|---|---|
| Hidden move | Quiet movement not revealed to guards | Plus 2 points | Best when routes avoid dangerous zones. |
| Revealed move | Noisy, exposed, or forced movement | Minus 2 points | Use for moments that increase pursuit. |
| Watched zone | Click a zone once | 1 map risk | Risky but manageable with careful routing. |
| Dangerous zone | Click a zone twice | 3 map risk | High pressure zones lower stealth score. |
| Patrol crossing | Any route crossing guard pressure | Minus 1 point | Use as an audit trail for close calls. |
| Rating | Normal score band | Typical chapter shape | Watch item |
|---|---|---|---|
| S | 110 or more | Won, quiet movement, strong hope, healthy heroes | Usually needs most objectives complete. |
| A | 90 to 109 | Won with a few wounds or guard mistakes | Guard heat may block the top band. |
| B | 70 to 89 | Solid win with partial side progress | Improve side objectives or hidden moves. |
| C | 50 to 69 | Messy finish or mixed ending | Health and failed objectives are common drains. |
| D | Below 50 | Failed chapter or heavy pursuit | Replay with cleaner routes and more hope. |
Separate story and loot. Treat completed objectives and story progress as the main score; gold is useful, but it should not outweigh the chapter outcome.
Audit hidden movement. Count quiet moves, revealed moves, patrol crossings, and the zone heat map together so stealth scores reflect the route, not just the ending.
When the Sheriff has a bow out hunting you down, there’s a constant tug-of-war: looting for the poor versus staying alive. That’s at the heart of any Robin Hood campaign. And most gamers is all about the gold. Each pouch found are a win. But at the end of each chapter, it doesn’t matter what you think. The scorecard reflect something else entirely.
Plug in your objectives, health status, and other details of your route into this calculator. It’ll crunch the numbers for you and let you know where stealth really pays off versus straight-up theft. It also saves you from guessing how much stealth actualy matters against raw wealth.
How the Game Scores You
In this scoring system, narrative comes first. You get major credit for completing main objectives which further the plot. Getting through a chapter with hanging main plot points won’t help your rating even if you somehow managed to evade every guard on the way there. You’ll recieve bonus support from side objectives, but those are secondary. Abandoned or failed quest pull your score down severely. That’s because in the game of Sherwood, doing things halfway usually results in disaster. So the tool rewards finished story beats with high scores and punishes unfinished story threads.
What does all of this do? It forces players to focus on finishing missions before shiny loot.
Another thing that tends to get overlooked is hope. This track is kind of like bands’ morale and villages’ morale. It’s a barrier against hopelessness. As long as your hope is above the alert level for guards, then you will have a morale bonus. That means that community is still up and fighting. If your guards is raising too much heat and your hope starts dropping, then that puts negative pressure on your final rating. So it’s more than staying hidden. It’s about keeping the spirits of the resisters alive. Maybe you can hide from all patrols in the woods. But if people lose their faith, what’s the point? The table on the page is clear on this. It shows how your threat levels and your morale levels interacts and combine into your overall standing.
While health matter more than most realize, story progress outweighs everything else. A room of injured hero tells a tale of survival rather than victory. Danger markers and wounds reduce total score. That means you won at a cost. Maintaining the health of Robin, Marian, Little John, and Will demonstrate capable management. It also signifies savvy gameplay. Characters knocked out will severely damage the score. This underscores the importance of maintaining your crew. Outlaws has to make it to the next chapter.
Movement quality is also tracked, providing a layer of tactical depth via stealth scoring. Positive points is awarded for hidden moves. Noisy or revealed movements reduce your score. Entering dangerous areas and crossing patrol lines raises the map risk. This in turn reduces your stealth score despite success. So it stops players just brute-forcing their way through chapters. Because quiet navigation fits the archetypal elusive outlaw. Quiet navigation is rewarded too. But so is a precise strike versus It is a chaotic brawl. The system tells them apart here.
Never let gold gathering replace goals. Stealing from the rich is as iconic as it gets, but you’ll get lower ratings if you’re too busy storing up and not completing the mission. The system caps out net gold in the scoring to keep the focus on story completion first and foremost. Helping the villagers helps the hope meter. That’s a positive feedback loop that will boost your score naturaly.
Rushing through a chapter can backfire because time pressure impacts efficiency. Too many mistake hurt your final standing. To aim for an S or A rating is to find the right mix of the elements. Keep guard heat manageable and complete objectives solidly. Clean stealth routes and keep your heroes alive. It’s a story you want to tell.
Those numbers aren’t more than a sign of the success of your ability to balance the reward with the risk in the greenwood. You should of kept your blades sharp, hope high, and the score will follow.
