Der Fluch des Waldes IV (fan expansion for The Adventures of Robin Hood)
Der Fluch des Waldes IV (fan expansion for The Adventures of Robin Hood) Rulebook
Table of Contents
Table of Contents
- Important Information
- Items
- Setup
- Event Cards
- Story: The Iron Door
- Bounty Hunters
- Tile 25
- Tile 64
- Quest 65
- Quest 66
- Quest 67
- Quest 68
- Tile 72
- Quest 75
- Tile 80
- Tile 90
- Tile 100
- Tile 102
- Tile 110
- Quest 115
- Tile 116
- Tile 117
- Tile 119
- Tile 120
- Tile 121
- Tile 126
- Tile 130
- Tile 138
- Tile 140
- Tile 149
- Tile 150
- Tile 160
- Tile 164
- Tile 165
- Tile 166
- Tile 170
- Tile 180
- Tile 190
- Tile 200
- Tile 206
- Tile 208/209
- Tile 210
- Tile 212
- Tile 214
- Tile 215
Important Information
This adventure booklet gives you one more exciting adventure of Robin Hood and his companions. The story takes place directly after Part 1, "Der Fluch des Waldes – Der Anfang vom Ende", Part 2, "Die Suche nach der Wahrheit", and Part 3, "Die letzte Chance", so it is best to play Parts 1, 2 and 3 first. Because new elements and tiles from later adventures have been built in, it is recommended that you have already played the base game and the bonus adventure "Die Tochter des Ketzers".
All outlaws already have their special abilities.
The functions of new items are explained on the next page.
Note: this fan adventure has two different variants (Variant I or Variant II). The first time you play, Variant I is recommended.
Read through the setup instructions carefully now!
Items
Items:
Bow: If you attach the wooden arrow to your standing figure and the tip of the arrow touches the tile of a guard, you may also perform the action Overpower from a distance. Important: you may use the bow only against guards.
Hat: If you possess the hat and the cloak, you are ignored by the guards and by Guy of Gisbourne. This camouflage lasts until you attempt to overpower an opponent. Then you must return the two dice in your colour to the supply.
Cloak: If you possess the cloak and the hat, you are ignored by the guards and by Guy of Gisbourne. This camouflage lasts until you attempt to overpower an opponent. Then you must return the two dice in your colour to the supply.
Sword: When performing the action Overpower (without a bow), you may draw 1 additional die from the bag. If you possess 2 swords, you may draw 2 additional dice. Note: a player can use at most 2 swords when overpowering.
Axe: With it, when performing the action Overpower (without a bow), you may draw 2 additional dice from the bag. In addition, you may explore the long tile 64 (in the middle of the forest) and fell the tree. Note: a player can use at most 1 sword in addition when overpowering with the axe.
Two-handed sword: When performing the action Overpower (without a bow), 1 drawn white die counts immediately as 2 white dice. Note: a player who uses the two-handed sword when overpowering cannot use any additional swords or an axe.
Rope: If you explore the long tile 111 (on the castle wall), you may turn it so that the rope is visible. Then you must return your die from the rope to the supply.
Horn: You may use the horn 1x. If a disc is drawn from the bag, you may put it back into the bag unused and draw again. Then you must return your die from the horn to the supply.
Shield: You may use the shield 1x. You may give it up when the figure of Gisbourne touches you. Then you lose only the shield. Then you must return your die from the shield to the supply.
Barrel: During your movement you may use the long movement figure of a fellow player additionally, 1x. Then you must return your die from the barrel to the supply. Note: if a player possesses several barrels, they may still use only one of them per turn.
Provisions: You have one extra turn, which you may use 1x, instead of drawing the next disc from the bag. Then you must return your die from the provisions to the supply.
Gold sack: Any player has one extra turn, which they may use 1x, instead of drawing the next disc from the bag. Then you must return your die from the gold sack to the supply.
Telescope: If the disc in the colour of the player who possesses the telescope is drawn from the bag, that player may immediately draw a second disc and place it next to the stack of discs. This will be the next disc. After that player's turn, this second disc is placed on the stack.
Setup
Setup instructions:
- Assemble the 8-part game board carefully and place it in the middle of the table.
- Very important: at the start, all tiles must be turned so that no star is visible. Exception: tiles with 2 stars.
- If necessary, turn tiles 30 to 38 so that all 9 tree bridges are visible. The long tile 64 (in the middle of the forest) should show the question mark. The large tile (60 or 70, whichever one does not contain your secret camp) must show the Dark Events.
- Empty the bag next to the game board.
- If wooden pieces from a previous game are still on the board, return them to the supply now.
- Each player chooses one outlaw and takes that outlaw's 5 figures. The outlaws may be chosen freely.
- Each player throws the wooden disc in their colour into the bag.
- Also throw one grey disc, the red disc, one violet disc and the white disc into the bag.
- Each player places 1 die in their colour on the picture of the bow, and 2 players of your choice each place 1 die in their colour on the item Fur.
- Important: this can be exchanged at the trader for an item on the lower parchment (not for an item from tile 79).
- The two furs may not be traded at the same trader.
- Each player takes 6 violet dice and 1 white die, and then throws them into the bag.
- Stack the following hourglasses on the Evil End. Only if you play on "easy" do you add one additional hourglass.
- 2 players: 5
- 3 players: 4
- 4 players: 4
- Place the Minstrel figure on the Hope banner, on the number for your player count:
- 2 players: 6
Starting positions:
- Place one violet standing figure in the shadow in front of the castle gate.
- Take tile 29 (in the right tower of the castle) out of the game board.
- The heroes have different starting fields depending on the number of players. Decide for yourselves who starts where, and place the corresponding figure on the corresponding spot on the game board.
- 2 players: 1 figure in the recess at tile 29; the other figure on tile 57.
- 3 players: 2 figures in the recess at tile 29; the other figure on tile 57.
- 4 players: 2 figures in the recess at tile 29; the other 2 figures on tile 57.
- Place tile 252 (bottom left in the forest) in front of one of you who is in the castle. The figure should be visible. It again represents the dark mage Alatar.
- Important: the player who has Alatar in front of them may, when overpowering, return one violet die that was just drawn to the bag and draw again.
- Place the second violet disc in the third seal recess. Only if you want to play on "easy" do you also place the second grey disc there.
- Turn the cave tile (102) so that the question mark is visible.
- Remove tile 111 (on the castle wall) from the game board.
- Turn tiles 72, 115, 117, 119, 126, 165 and 212 (all in the castle), 116 (by the church), 206 (the blacksmith) and 210 (the miller), bottom right, so that the question mark is visible.
- Also turn tile 208 (boat on the river) so that the small star is visible, and then turn tile 209 (boat on the river in the village) so that the question mark is visible.
- Also turn tile 149 (bottom, by the river) so that the question mark is visible.
- Tile 79, with the additional items, should lie face up.
The setup is now complete, and the story continues on booklet page 5.
Event Cards
The booklet prints these six cards on a separate page to be cut out, and they are stacked face down as described in the setup.
Card 1: Guy of Gisbourne has a new lead. Now carry out (only) the movement of Guy of Gisbourne.
Card 2: Something far worse will soon happen. Now put 3 violet dice into the bag.
Card 3: An item was suddenly no longer to be found. Now remove one of your dice from any item on the item parchment.
Card 4: The population no longer believed in success. Now reduce the hope by 2.
Card 5: The Sheriff issued new orders. Now turn over all guards with an odd number.
Card 6: The guards were especially watchful today. Now turn over all guards with an even number.
Story: The Iron Door
With a mysterious spell, the mage Alatar was able to open the heavy iron door at the edge of the castle.
Note: from now on, the figures of the outlaws can no longer be swapped.
Suddenly the heavy iron door fell shut. The outlaws were from now on separated, and hoped that this had been the right decision.
The outlaws inside the castle found an empty dungeon and saw the jailer, who was standing guard in front of the barred gate. Suddenly the old mage Alatar stumbled over a heavy chain of the dungeon... The barred gate sprang open, and the jailer stood before them like a giant.
Mandatory task: the outlaw(s) in the castle who are in the recess of tile 29 must, when it is their turn, overpower the jailer 115. To do this, you must draw 1 white die from the bag in one turn. If it does not work out, you, or another player, may try again later. This action may be carried out in the recess of tile 29, and you do not need to move. Once the jailer has been overpowered, read on at quest number 115.
The outlaws felt ready, for they had already faced far greater challenges.
Each outlaw now takes 2 white dice from the supply and places them in front of them. These dice represent the life points of each individual outlaw. Each outlaw starts with 2 life points.
An outlaw loses a life when a guard attacks them. Then one white die is returned to the supply.
Nevertheless, they felt a connection between them, even though they were not in the same place.
If an outlaw no longer has any life, another outlaw may give up one of their white dice. If no outlaw can give up a white die, that outlaw is eliminated from the game.
The outlaws outside the castle walls received the dreadful news that the secret camp had been discovered by bounty hunters. There was no time left for them; they had to go back to stop them.
Now read on the right.
Bounty Hunters
Now uncover the two tiles 75 and 73 in the middle of the forest. They represent the bounty hunters. They move whenever a violet disc is drawn. Then take the violet movement figure of Guy of Gisbourne, place it against the tile of the bounty hunter, and move the bounty hunter towards the secret camp.
Read on where your secret camp is:
- Camp bottom left: Tile 75 is placed on tile 62, begins its movement there, and moves along the lower path towards the secret camp. Tile 73 is placed to the right of guard no. 10, begins its movement there, and moves along the upper path towards the secret camp.
- Camp top left: Tile 75 is placed on tile 64, begins its movement there, and moves between tree bridges 35 and 36 towards the secret camp. Tile 73 starts above, at the edge of tile 73, and runs along the upper edge of the game board towards the secret camp.
Overpowering the bounty hunters and event cards: the players may overpower the bounty hunters by drawing three dice one after another, with one white die among them. If a bounty hunter has been overpowered, its tile is placed back in its starting position and starts again as soon as a violet disc has been drawn. If a bounty hunter reaches the edge of the camp, an event card is turned over and carried out immediately. The bounty hunter is placed back in its starting position and starts again from the beginning. The event card that was drawn is set aside, and as soon as all event cards have been set aside, they are all shuffled and formed into a new stack.
Now place 1 violet die as a reminder on the Dark Events "Violet".
Note: the bounty hunters cannot be overpowered with a bow. The bounty hunters ignore the outlaws, and nothing happens if they touch them.
Note: stopping the bounty hunters is not a mandatory task. Usually nothing good happens when the bounty hunters reach the secret camp.
Now draw a seal from the bag, carry it out, and then put it straight back into the bag.
Note: if this seal is drawn at the first red disc, draw another one!
Then draw the first disc from the bag.
Tile 25
The castle has been fully explored, and there was no trace of Walter Fitzgerald in the castle. He must be outside the castle, but how do we get out of here again? Then the outlaw discovered a large slingshot. If it were used correctly, one could certainly leave the castle. The idea was there, but it was quite dangerous.
Now place the slingshot on tile 121, as shown in the picture below, and then place one of your standing figures on the arrowhead, one after another.
Now launch all of your figures that are inside the castle out of the castle, one after another, by quickly pressing on the end of the arrow.
If your figure lands on a field with meadow, stones or a building, you lose one life point (one white die), and then the figure is placed where it came to rest.
If your figure leaves the game board, or your figure remains lying in the castle, you may try again.
Note: even if a guard attacks you, you lose one life point.
Now read on the right.
If your figure lands on a field with forest, on a person, in a puddle, or in the river, you do not lose a life point (a white die), and you then place the figure back where it came to rest.
Mandatory task 3: all outlaws must meet in any shadow outside the castle walls. When everyone has gathered, roll the six-sided die and read on at the quest number matching the number rolled.
Now also place 2 additional hourglasses on the Evil End.
- Face value 1: quest number 65
- Face value 2: quest number 65
- Face value 3: quest number 66
- Face value 4: quest number 66
- Face value 5: quest number 67
- Face value 6: quest number 68
Important note: do not forget your further mandatory task 2, which you received under a tile in the castle.
Note: mandatory task 1 was to explore all the tiles in the castle.
Tile 64
Your eye falls on an old, rotten tree. A large beehive full of fine honey hangs from it.
You may now throw 1 white die into the bag.
Attention: only if you possess the item Axe may you read on here. Otherwise your turn ends here, you do not turn tile 64, and the next disc is drawn.
The tree has long since died and is overgrown with ivy and mistletoe. A single good blow with an axe would fell it.
If you wish, you may now carry out the special action "Felling the tree". In doing so you may draw up to 5 dice from the bag. If you draw only violet dice, felling the tree has unfortunately not worked. Nothing else happens.
Then turn over the tile.
If you draw a white die, the tree has been felled, and you must stop drawing immediately. Then tile 64 is turned over so that it shows the tree.
Quest 65
A man came running to the outlaws and reported a prisoner transport.
Take tile 24 out of the game board, so that the prisoner transport is visible.
Mandatory task 4: overpower the prisoner transport by drawing 2 white dice from the bag.
If you have overpowered the prisoner transport, read on at quest number 75.
Note: the players, and also Guy of Gisbourne, may walk over it.
Quest 66
A man came running to the outlaws and reported a prisoner transport.
Take tile 62 out of the game board, so that the prisoner transport is visible.
Mandatory task 4: overpower the prisoner transport by drawing 2 white dice from the bag.
If you have overpowered the prisoner transport, read on at quest number 75.
Quest 67
A man came running to the outlaws and reported a prisoner transport.
Take tile 22 out of the game board, so that the prisoner transport is visible.
Mandatory task 4: overpower the prisoner transport by drawing 2 white dice from the bag.
If you have overpowered the prisoner transport, read on at quest number 75.
Quest 68
A man came running to the outlaws and reported a prisoner transport.
Take tile 193 out of the game board, so that the prisoner transport is visible.
Mandatory task 4: overpower the prisoner transport by drawing 2 white dice from the bag.
If you have overpowered the prisoner transport, read on at quest number 75.
Tile 72
The heavy iron door of the treasury was, of course, locked.
If you possess the item Key, you may read on in the box below.
Box: if you possess the item Key:
You take the key and put it into the keyhole. You hear a click, and you push the door open. To your astonishment you see... nothing! The treasury was empty! But... behind the door lay two small gold sacks. You take them and disappear again.
Place 2 of your dice on the item Gold sack.
Now turn over the treasury tile (72).
Quest 75
You have won the game.
The outlaws had managed to free Walter Fitzgerald from the hands of the Sheriff. Robin and his friends still could not believe it. They had left the castle in a high arc and survived. Alatar had therefore spoken the truth. Marian embraced her father and was visibly relieved to see him free and well. The bounty hunters could be driven off, and although the camp had now been discovered, it was not long before the outlaws found a new hiding place, where they could live in peace. Everything now seemed to be in perfect order. Everything?
Soon Robin and his friends were plagued by a terrible nightmare, which none of them could forget so quickly, and which influenced their actions more or less.
You will learn about these events in another adventure of Robin Hood.
Tile 80
The outlaw watches the farmer, who sits on the ground and shakes his head, because he is stuck with his cart. The rear wheel is jammed.
Do you want to a) carefully look around, so that the farmer does not notice you, or b) help the farmer get the cart out?
Answer to a): The outlaw sneaks carefully past the cart on the right, so that the farmer does not notice him. He sees some barrels on the cart and grabs one. He leaves the farmer again at once.
Place 1 die in your colour on the item Barrel.
Now turn over the farmer's tile.
Answer to b): Together you manage to move the cart. "Thank you for your help! I must hurry on. Many thanks again."
You may place 1 white die into the bag.
Now turn over the farmer's tile.
Tile 90
You see the Keeper, who paces restlessly up and down. He notices you and comes over to you. "Thank goodness it is you. Bounty hunters have entered the forest and know where the secret camp is. Stay on your guard. Here, take this telescope. Perhaps it can help you."
Now place 1 die in your colour on the item Telescope.
Tile 100
The trader struggles with his cart. Sweating, he stops. "I have to take this barrel to the miller, but I cannot manage it. I still have to go into the forest today. Could you take it over for me? Here, take this barrel."
Now place 1 die in your colour on the item Barrel.
Task (optional, not mandatory): if a player hands this barrel over at the miller (210), you may place 1 additional hourglass on the Evil End, and the hope in the land rises by 2. Mark the miller with 1 red die as a reminder.
Note: the barrel can also be used as usual.
"Do you have anything else to trade?"
You may now place any number of dice in your colour from the upper item parchment onto items of the lower parchment (never the other way round!). When trading, no die may be placed on tile 79 or on the item Rope.
Now turn over the trader's tile.
Tile 102
You want to enter the cave entrance, but you see at once that it is buried under rubble. There is no way further here. On the ground, however, you find a red banner with a yellow lion.
Place 1 die in your colour on the item Banner.
Task (optional, not mandatory!): bring the item Banner to the church in the village and place it there, in front of the church door. This raises the hope by 5!
Note: once the banner has been picked up, nobody else can pick up the banner in the cave (102).
Tile 110
The outlaw watches the beggar, who sits on the ground and shakes his head.
Do you want to a) carefully look around, so that the beggar does not notice you, or b) try to help the beggar?
Answer to a): You discover a white, shiny stone and pocket it.
Place 1 die in your colour on the item Crystal.
Now turn over the beggar's tile.
Answer to b): You speak to the beggar, and he complains that he is very hungry. At once you give him a piece of bread that you still have in your pocket. The beggar thanks you, and you feel a little hope.
You may place 1 white die into the bag.
Now turn over the beggar's tile.
Quest 115
The jailer collapsed unconscious to the ground. The outlaws took his rope and gagged him. They had to stay on their guard. Now there was no turning back. They were ready to look around the castle.
Now turn over tile 115 (the jailer), so that he is no longer visible.
Mandatory task 1: explore all tiles with question marks in the castle. Once you have explored all the tiles in the castle (explored, not overpowered!), read on at quest number 25.
To remind you, place a violet die on each tile with a question mark in the castle (72, 117, 119, 126, 165 and 212), 6 violet dice in total. As soon as you have explored a tile in the castle, remove the violet die.
Now place all figures standing in the castle in the shadow next to tile 115.
Tile 116
The back door of the church was open. You dare to go in and think that this could be a good hiding place. In the dark you find a silver sword. Who might have lost it here in the church?
Place 1 die in your colour on the item Sword.
You take the sword and disappear again. Behind you, the door closes.
Now turn over tile 116.
Tile 117
The executioner drags an innocent man towards the gallows.
You may now try to overpower the executioner. To do this, you must draw 1 white die from the bag in one turn. If it does not work out, you, or another player, may try again later.
Now turn over the executioner's tile (117).
Box: if the executioner has been overpowered:
The executioner was defeated. You free the prisoner and find beside the executioner an axe of a special kind.
You now receive the item Throwing axe. This item may be used once to overpower a guard automatically, without drawing dice, when overpowering with a bow. The item Throwing axe may be passed on like any other item.
As a reminder (for the throwing axe), place 1 die in your colour in front of you.
In addition, add 1 white die to your life points now. (You may now also have 3 white dice!)
Tile 119
"What do you want here? Well, you will regret having turned up here!" said the Sheriff, and drew his sword.
You may now overpower the Sheriff by drawing 2 white dice.
If you have overpowered the Sheriff, you may now place 1 die in your colour on the item Key.
"Where could this key fit?" you wonder. "Something important must be locked up!"
Now turn over tile 119.
Tile 120
The trader seems very stressed, but his draft animal will not go any further. "Oh, always the same! I still have to hand this horn over to a trader. Could you help me? Here, take this horn!"
Now place 1 die in your colour on the item Horn.
Task (optional, not mandatory): if a player hands this horn over to the trader (100), you may place 1 additional hourglass on the Evil End, and the hope in the land rises by 2. Mark the trader (100) with 1 red die as a reminder. This task can only be carried out once.
Note: the horn can also be used as usual.
"Do you have anything else to trade?"
You may now place any number of dice in your colour from the upper item parchment onto items of the lower parchment (never the other way round!). When trading, no die may be placed on tile 79 or on the item Rope either.
Note: only 1 Fur may be traded at this trader.
Do not turn over the trader's tile now.
Tile 121
It was eerie here. You had just loosened the rope when a dark voice suddenly shouts: "Now we have you! Surrender!" Numerous sharpshooters stand on top of the castle wall and aim their bows at the outlaws.
Now place 8 violet dice along the castle wall, as shown in the picture below. Now draw a die from the bag.
- If you have drawn a white die, one violet die is returned from the castle wall to the supply. The drawn white die is returned to the bag.
- If, however, you have drawn a violet die from the bag, the die just drawn is set aside from the bag, and one violet die on the castle wall is put into the bag.
Keep drawing one die from the bag until no violet dice remain on the castle wall.
Tile 126
Variant I: the executioner stands broadly in front of you and laughs: "What do you want here?"
Optional task (not mandatory!): overpower the executioner by drawing 2 white dice.
Note: if you have explored all the tiles in the castle, read on at quest number 25.
If you have overpowered the executioner, read on in the box below.
Box: if you have overpowered the executioner:
You snatch the executioner's throwing axe and disappear.
Place 1 die in your colour in front of you. It represents the throwing axe. You may use it once against a guard, to overpower the guard with the arrow (as with a bow). When doing so, you may draw 1 die more from the bag.
Variant II: as soon as the executioner sees you, he disappears behind a door.
Now turn over the executioner's tile.
At the edge you discover a conspicuous large barrel, marked with a large "A". Without thinking, you take it with you, to bring joy to a person outside the castle.
Mandatory task 2: bring this barrel to the corresponding person. As soon as you touch the tile, read on in the box below.
Note: if the tile has already been turned face down, it is enough to touch the face-down tile.
Note: mandatory task 1 is exploring all the possible tiles in the castle.
Note: if you have explored all the tiles in the castle, read on at quest number 25.
If you touch the farmer's tile (80) and it is face down, it is now turned face up. If you touch the tile, mandatory task 2 has been fulfilled. If not, read on only once you have touched the tile.
Box: when you touch the farmer's tile with the barrel:
As soon as the farmer sees you with the barrel, joy is written on his face. He waves to you and whistles. This barrel meant everything to him, for it secured him the next months, so that he would not go hungry.
Tile 130
You watch Rowena gathering branches at the edge of the forest. She looks tired and sad.
Do you want to a) help the maid gather more branches, or b) carefully look around so that the maid does not notice you?
Answer to a): Together you manage to gather all the branches. "Thank you for your help! I was much faster this way. Many thanks again. Here, take this!"
Place 1 die in your colour on the item Gold sack.
Now turn over the maid's tile.
Answer to b): The outlaw hides behind a tree and gains new courage.
You may place 1 white die into the bag.
Now turn over the maid's tile.
Tile 138
You come to a mysterious place, and inexorable thoughts run through your head: "Was it already a good idea to enter the castle?"
You gather new strength and courage.
Now place 1 white die into the bag.
Tile 140
You watch the carpenter as he tries to lift a heavy tree trunk. But he cannot manage it.
Do you want to a) carefully look around so that the carpenter does not notice you, or b) lend the carpenter a hand?
Answer to a): You hide behind the carpenter's wooden hut and feel the strength of your friends.
You may place 1 white die into the bag.
Now turn over the carpenter's tile.
Answer to b): Together you manage to lift the tree trunk and lay it somewhere else. "Thank you for your help! Without you I would not have managed. Many thanks again. Here, take this!"
Place 1 die in your colour on the item Axe.
Now turn over the carpenter's tile.
Tile 149
You look around briefly and hear voices behind the bushes. A family with children was hiding here. "Oh, we know you. You must help us. Bring us to safety!" the people plead.
Place this tile beside you as a reminder. As soon as you are in the secret camp, you may place 1 additional hourglass on the Evil End.
Tile 150
You watch Father Egbert kneel in front of the church gate and try to lever it back into place. The church gate hangs crooked, and Father Egbert seems desperate.
Do you want to a) help the priest, or b) carefully look around so that the priest does not notice you?
Answer to a): Together you manage to hang the church gate properly again. "Thank you for your help! Without you I would not have managed. Many thanks again."
You may place 1 white die into the bag.
Now turn over the priest's tile.
Answer to b): You hide behind the church wall and see a small barrel beside it. You do not hesitate long and take it with you.
Place 1 die in your colour on the item Barrel.
Now turn over the priest's tile.
Tile 160
You find some mushrooms. You...
Roll the six-sided die (or another player names a number from 1 to 6) and read on at the number rolled.
1: ...find delicious mushrooms!
Place 1 die in your colour on the item Provisions.
Now turn over the mushroom tile.
2: ...immediately try one, and a strange effect sets in!
Now draw 3 (!) dice. You may decide whether to leave them all outside or put them back into the bag.
Now turn over the mushroom tile.
3: ...are hungry and immediately devour one, but that very one was not edible.
Set aside your two short movement figures. On your next turn you may not use these.
Now turn over the mushroom tile.
4: ...recognise them at once. They are glowing mushrooms. They glow when shaken. You may use them during one of your turns to turn over a guard. Your figure must stand in the same clearing as the selected guard. (They may be used only once, and at any time, for example when resolving the red disc, to avoid being captured.)
As a reminder, place 1 red die on the mushrooms.
Now turn over the mushroom tile.
5: ...immediately take a big bite of one. Suddenly everything goes black, and you see the silhouettes of a person.
You may now hand over 1 item to any fellow player, wherever that player is.
Now turn over the mushroom tile.
6: ...immediately eat the large, yellow-shimmering mushroom, and suddenly you feel especially strong. Is it only imagination?
At the next overpowering of guards or nobles, you may draw 5 dice instead of 3.
As a reminder, place 1 red die next to your movement figures.
Now turn over the mushroom tile.
Tile 164
You stand before seemingly dense undergrowth, but suddenly you recognise a narrow path. A useful shortcut.
Now turn over tile 164, so that it shows the path.
Tile 165
The door is open. Carefully you go in, and in the back corner...
Roll the six-sided die, and then read on at the corresponding number:
Roll 1-2: ...you find several crates full of freshly cast white candles. Who left these here? Who could they belong to?
Optional task (not mandatory!): bring them to the appropriate person, and they will reward you. To do so, place a white die from the supply in front of you as a reminder. If you believe you are at the right person, read on at quest number 166 under "Roll 1-2".
Note: even if the tile is already face down, the candles can be handed over there.
Roll 3-4: ...you find several sheaves of grain. Who brought these here? Who could they belong to?
Optional task (not mandatory!): bring them to the appropriate person, and they will reward you. To do so, place a white die from the supply in front of you as a reminder. If you believe you are at the right person, read on at quest number 166 under "Roll 3-4".
Note: even if the tile is already face down, the sheaves can be handed over there.
Roll 5-6: ...you find several crates of horseshoes. Who left these here? Who could they belong to?
Optional task (not mandatory!): bring them to the appropriate person, and they will reward you. To do so, place a white die from the supply in front of you as a reminder. If you believe you are at the right person, read on at quest number 166 under "Roll 5-6".
Note: even if the tile is already face down, the horseshoes can be handed over there.
Tile 166
Roll 1-2: ...when you touch the church and have the candles with you, read on in the box below.
Box: the priest thanked you and was glad to have his lost candles back.
Reward: place 1 hourglass on the Evil End, and the hope rises by 4!
Roll 3-4: ...when you touch the mill tile (210) and have the sheaves of grain with you, read on in the box below.
Box: the miller thanked you and was glad to have his lost sheaves of grain back.
Reward: place 1 hourglass on the Evil End, and the hope rises by 4!
Roll 5-6: ...when you touch the blacksmith's tile (206) and have the horseshoes with you, read on in the box below.
Box: the blacksmith thanked you and was glad to have his lost horseshoes back.
Reward: place 1 hourglass on the Evil End, and the hope rises by 4!
Tile 170
In the reeds beside the river you find a shield and a bent, longer sword.
Mark the shield with 1 die in your colour, and the two-handed sword on the bottom item parchment (79) with 1 white die. You may already use the shield now. The two-handed sword you may not yet use.
Now turn over tile 170.
Task (not mandatory): take the bent two-handed sword to the blacksmith (tile 206). If you touch tile 206 with one of your standing figures, you may remove the white die and place 1 die in your colour on the item Two-handed sword, and then use it as well.
Tile 180
You find an old cart wheel. We will teach the guards in Sherwood to fear us!
At any time, but only once, you may throw the cart wheel (from tile 180). As a result, a face-up guard in an adjacent clearing disappears, and the hope rises immediately by 1.
Then, after this action, turn over tile 180.
Tile 190
You find an old, small chest here at the edge of the forest. You try to open it. It is stuck, and then it opens. You find 1 gold sack.
Place 1 die on the item Gold sack.
Now turn over the chest tile.
Tile 200
Near the blacksmith you can see his wife, who is just carrying heavy iron bars.
Do you want to a) carefully look around, so that the blacksmith's wife does not notice you, or b) help the blacksmith's wife carry the iron bars?
Answer to a): You sneak past the blacksmith's wife and see a sword standing by the smithy. "I'll only borrow it!" you whisper.
Place 1 die in your colour on the item Sword.
Now turn over the blacksmith's wife's tile.
Answer to b): You go over to the blacksmith's wife and help her carry the heavy iron bars. "Thank you! I would not have managed without you!"
You may place 1 white die into the bag.
Now turn over the blacksmith's wife's tile.
Tile 206
Near the forge you can watch the blacksmith, who is carrying heavy iron bars.
Do you want to a) help the blacksmith carry the iron bars, or b) carefully look around, so that the blacksmith does not notice you?
Answer to a): You go over to the blacksmith and help him carry the heavy iron bars. "Thank you! I would not have managed without you! Here, take this!"
Place 1 die in your colour on the item Shield.
Now turn over the blacksmith's tile.
Answer to b): You sneak past the blacksmith and overhear conversations of the guards on the castle wall.
You may place 1 white die into the bag.
Now turn over the blacksmith's tile.
Tile 208/209
(Same function as usual! The text is repeated here for reference.)
You find a boat on the riverbank. Do you want to use it?
There are 2 tiles on the river: 208 and 209.
If you now throw 2 violet dice into the bag, you may turn over the tile you are currently standing on, so that the boat is no longer visible. Then you may turn over the other tile on the river, so that the boat is visible there. Then place your figure on that tile.
Important: the boat may be visible on the game board only once, as if you had just crossed in it.
If you do not want to use the boat, it remains face up.
Note: the boat can carry at most 2 people.
Now any player of your choice draws the next disc from the bag.
Tile 210
In the vicinity of the mill you watch the miller, who is carrying heavy sacks into the mill.
Do you want to a) help the miller carry the heavy sacks, or b) carefully look around, so that the miller does not notice you?
Answer to a): You go over to the miller and help him carry the heavy sacks. "Thank you! I would not have managed without you!"
You may place 1 white die into the bag.
Now turn over the miller's tile.
Answer to b): You sneak past the miller and see a horn standing at the mill. "I'll only borrow it!" you whisper.
Place 1 die in your colour on the item Horn.
Now turn over the miller's tile.
Tile 212
Variant I: you carefully open the door and see a crying boy in the corner. Quite frightened, he looks at you. "Don't be afraid!" you assure him. He starts to cry and demands his mother. You notice that he has strikingly reddish hair. But who could his mother be? You decide to take the boy with you and look for his mother.
Mandatory task 2: bring the boy to his mother, and read on in the box below.
Note 1: if the tile has already been turned face down (where you believe the mother is), it is enough to touch the face-down tile.
Note 2: mandatory task 1 is exploring all the possible tiles in the castle.
Note 3: if you have explored all the tiles in the castle, read on at quest number 25.
If you touch the maid's tile (130) and it is face down, it is now turned face up. If you touch the tile, mandatory task 2 has been fulfilled. If not, read on only once you have touched the tile.
Box: when the boy reaches his mother:
As soon as the maid sees her son, she runs over to you and takes him in her arms. She kisses him on the head and hugs him. Joy is written on her face, and she beams.
Variant II: you push open the door, and a guard holds his sword against you.
Optional task (not mandatory!): overpower the guard by drawing 2 white dice.
If you have overpowered the guard, read on in the box below.
Box: if you have overpowered the guard:
You snatch the guard's sword and disappear.
Place 1 die in your colour on the item Sword.
Note: if you have explored all the tiles in the castle, read on at quest number 25.
Tile 214
(The tile has the same function as in the previous adventures.)
- You may hide in it. You may place your standing figure on the straw cart. As long as it lies there, Guy of Gisbourne and the guards cannot see you. When you are next on your turn, you may simply set your figure up again (it must still touch tile 214) and move.
OR
- If you give it a little push, you may roll the cart up to the castle wall. You may turn over the cart's tile, and also tile 215 at the castle gate, so that the straw cart is visible there, as if it had been rolled to the castle gate.
Note: your figure remains on tile 214.
A player may jump from the castle wall onto the straw cart. For this, one of their movement figures must touch the straw.
Important: this does not work the other way round. There is no way into the castle this way!
Tile 215
The cart is loaded with fresh straw.
You may use the cart (as usual) in two different ways:
- You may hide in it.
OR
- A player may jump from the castle wall onto the straw cart.
(Important: this does not work the other way round. There is no way into the castle this way!)