Die Abenteuer des Robin Hood: Die Intrige
Die Abenteuer des Robin Hood: Die Intrige Rulebook
Table of Contents
Table of Contents
Items
The functions of all items are listed here, at the front of the booklet.
Bow: If you place the wooden arrow on your standing figure and its tip touches the tile of a guard, you may also perform the action Overpower from a distance. Important: You can use the bow only against guards.
Hat: If you own the hat and the cloak, guards and Guy of Gisbourne ignore you. This disguise lasts until you try to overpower an opponent. Then you must return both cubes in your colour to the supply.
Cloak: If you own the cloak and the hat, guards and Guy of Gisbourne ignore you. This disguise lasts until you try to overpower an opponent. Then you must return both cubes in your colour to the supply.
Sword: When you perform the action Overpower (without the bow), you may draw 1 additional cube from the bag. If you own 2 swords, you may draw 2 additional cubes. Note: A player can use at most 2 swords when overpowering.
Axe: With the axe you may draw 2 additional cubes from the bag when performing Overpower (without the bow). In addition, you may explore the elongated tile 64 (in the middle of the forest) and fell the tree. Note: A player can use at most 1 additional sword when overpowering with the axe.
Fur: If you explore one of the two merchants (100 and 120) and he offers you a trade, you may place the cube from the fur onto the picture of any other item on the lower item parchment.
Rope: If you explore the elongated tile 111 (at the castle wall), you may turn it so that the rope is visible. Afterwards you must return your cube from the rope to the supply. When you are next on turn, you may climb up or down it. Once it hangs there, other players may also use the rope.
Horn: You may use the horn once. When a disc is drawn from the bag, you may throw it back into the bag unused and draw again. Afterwards you must return your cube from the horn to the supply.
Shield: You may use the shield once. You may give it up when the figure of Guy of Gisbourne touches you. Then you lose only the shield. Afterwards you must return your cube from the shield to the supply.
Barrel: During your movement, you may once additionally use the long movement figure of another player. Afterwards you must return your cube from the barrel to the supply. Note: If a player owns several barrels, he can still use only one of them per turn.
Provisions: You have an extra turn, which you may use once instead of drawing the next disc from the bag. Afterwards you must return your cube from the provisions to the supply.
Gold sack: Any player has an extra turn, which he may use once instead of drawing the next disc from the bag. Afterwards that player must return his cube from the gold sack to the supply.
Important Information
With this adventure booklet you can experience another exciting adventure of Robin Hood and his companions. It takes place shortly before chapter 7. You should play it only if you have previously played "Die Treibjagd" or "Der Schwur der 13".
All outlaws already have their special abilities.
You need a bookmark for play.
The adventure begins on page 5.
Required: The board game "Die Abenteuer des Robin Hood" (item no. 680565) is needed for this booklet.
Setup
- 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 elongated tile 64 (in the middle of the forest) must show the question mark. The large tile (60 or 70, depending on where your secret camp is not located) must show the Dark Events.
- Empty the bag next to the game board.
- If wooden parts from a previous game are still on the board, return them to the supply.
- Each player chooses one outlaw and receives that outlaw's 5 figures. Important: One of you must choose Robin Hood (green). All other outlaws may be chosen freely.
- Each player throws the wooden disc in his colour into the bag.
- In addition, throw the red disc, one grey disc, one violet disc and the white disc into the bag.
- Each player places 1 cube in his colour on the picture of the bow and on the picture of the fur.
- Each player now takes 6 violet cubes and 1 white cube and then throws them into the bag.
- Stack the following number of hourglasses on the Evil End, depending on the number of players: 2 players: 8 — 3 players: 7 — 4 players: 6
- Place the Minstrel figure on the number on the Banner of Hope shown for the number of players: 2 players: 6 — 3 players: 7 — 4 players: 8
Starting Position
- Each player places one of his standing figures in the Secret Camp, so that it touches the campfire.
- Place one violet standing figure on tile 246 (on the large clearing in front of the castle, to the left of the merchant).
- Throw all 8 seals into the bag.
- Draw 1 seal from the bag, place it in the first seal recess and carry it out. (That is, if applicable, Hope -1, and reveal the guards and nobles.)
- Place the second violet disc in the third seal recess. Only if you want to play the adventure on "easy", also place the second grey disc on it.
Now continue reading on page 6.
Opening Story
Steps echoed through the dark hall. Only when they were very close did the man on the dais raise his head. Without a greeting he asked: "Well, is it true?"
"Yes, Lord." The man who reached his master was unusually tall and muscular. Scabs covered his bald skull like moss covers a weathered stone. "The King already has English soil under his feet."
The man on the dais took several greedy gulps of wine. Then he wiped his mouth with a silk sleeve and asked: "What about the prince? Is he still there?"
The baldhead nodded. "Yes. For reasons unknown, this miserable county has become the centre of a power struggle. A power struggle between two brothers. And that is where it will end."
"That is where it will end ...", the man on the dais repeated, as if lost in thought. Then he continued in a louder voice: "Are you willing to carry out the plan?"
"Yes, Lord," said the baldhead without hesitation. "It will happen, and no one will ever know whose work it was!"
Dark Events
Place red cubes on the holding field of the Dark Events (violet), depending on the variant you are playing. The booklet marks the two variants with shield icons labelled "I" and "II".
Variant I: Place the following number of red cubes on the Dark Events holding field (violet), depending on the number of players: 2 players: 3 — 3 players: 4 — 4 players: 5
Each time a violet disc is drawn, place one of these red cubes on the open guard with the currently highest number, unless a red cube already lies there. In that case, place it instead on the next lower open guard.
Variant II: Place 6 red cubes on the holding field of the Dark Events (violet).
Each time a violet disc is drawn, place one of these red cubes on the open guard with the currently lowest number. Caution: Unlike in Variant I, several red cubes can lie on the same guard.
In both variants:
- To overpower a guard on which a red cube lies, a player must draw 2 white cubes from the bag in one turn. Caution: These guards are very dangerous! Note: Guards on which a red cube lies disappear only by being overpowered, but not if they are named on a seal.
- After a guard with a red cube has been overpowered, one red cube is returned to the supply.
Now continue reading on page 7.
Start of the Adventure
It was Sunday morning in Nottingham. The villagers had gathered for mass in the church.
- Now turn the tiles of the farmer (80, top), the beggar (110, left of the castle gate), the maid (130, bottom in the forest), the carpenter (140, right in front of the castle gate), the priest (150, in front of the church) and the blacksmith's wife (200, bottom by the river), so that none of them is visible.
- Also turn tile 116 (church nave) so that the question mark is visible.
Robin and his companions had gathered in the secret camp. Robin reported a strange observation:
"Last night a wagon drove through Sherwood, hung with black cloths and without lanterns. The horses looked exhausted, as if they had come a long way. Then the wagon hit a pothole and a wheel broke. A troop of huge men climbed out. But all of them were overtopped by one, even bigger than the others, obviously their leader. The moonlight glittered on his bald head as he gave an order, in a language I did not understand. At least I assume that is what he said, because they unhitched the horses and went on without the wagon."
"They could be mercenaries," suggested one of the outlaws. "But then who is their employer? Has the prince called for support?"
Robin frowned. "Quite possibly. I think we must find out what is going on. It is up to us to protect the county until our King finally returns home."
"Perhaps we should look at the place where their wheel broke? Or perhaps the Keeper of the Forest or a travelling merchant has seen something?"
First task: You must find out what lies behind the foreign troop. Tip: Think carefully about where you can obtain useful information.
Important note: In this adventure, the numbers on the people and items on the game board no longer correspond to page numbers, but are now Quest numbers. You will find these Quest numbers in ascending order, always at the top of the booklet pages. Example: If you explore the Keeper of the Forest, you read at Quest number 90 what happens, not at page number 90. The booklet has only 36 pages.
Now place the bookmark here, between pages 7 and 8. Draw the first disc from the bag. The adventure begins!
Quest Entries
Each entry is read by another player when the matching tile is explored, using the Quest number shown on the tile. Entries marked "I" or "II" are the text for the variant being played ("depending on whether you play I or II", as the booklet says).
Quest 64
Your gaze falls on an old, rotten tree. A beehive with fine honey hangs from it. You may now throw 1 white cube into the bag. Important: Tile 64 is not turned. It can therefore be explored again.
Attention: Only if you own the item axe may you read on here. Otherwise your turn ends here and the next disc is drawn.
The tree has long been dead and is overgrown with ivy and mistletoe. A single good blow with an axe would fell it.
If you wish, you may now perform the special action "Felling the tree". In doing so you may draw up to 5 cubes from the bag. If you draw only violet cubes, felling the tree has unfortunately not worked. Nothing else happens. When you are next on turn, you may try again. If you draw a white cube, the tree is felled and you must stop drawing immediately. Then turn tile 64 so that it shows the fallen tree.
Note: The players, and also Guy of Gisbourne, can walk over it.
Quest 73
The man in armour is at least six feet tall. When he notices you, he presses his iron helmet onto his bald head. Then, without warning, he draws his weapon.
"Be on your way, outlaw," he hisses in broken English. "Go, or you will feel my blade."
"Who are you, and where are your men?" you ask. "Do you serve the prince?"
"The prince?" The man coughs violently. "How dare you! That rat could never be my lord!"
Then he goes on the attack.
Task: You may now try to overpower the fighter, in order to learn more. To do so, you must draw 2 white cubes from the bag in one turn. If it does not work, you, or another player, may try again later.
Reward: If this succeeds, you may read at Quest number 204 what happens. Place the bookmark here, between pages 9 and 10.
Quest 75
The unusually tall man in armour straightens his body as you approach him. Slowly he takes off his helmet. Beneath it appears a skull blotched with red.
"Get lost, outlaw," he calls in broken English. "Get lost, or you may die on another day!"
"What have you lost here, mercenary?" you ask. "Where have your men gone? Do you serve the prince?"
"The prince?" The man spits. "You know absolutely nothing!" A violent coughing fit shakes the giant. Then he puts his helmet back on and draws his sword.
Task: You may now try to overpower the fighter, in order to learn more. To do so, you must draw 2 white cubes from the bag in one turn. If it does not work, you, or another player, may try again later.
Reward: If this succeeds, you may read at Quest number 204 what happens. Place the bookmark here, between pages 9 and 10.
Translator's note: the German here reads "gleingt" for "gelingt" ("succeeds"); it is read as "succeeds".
Quest 80
Variant I:
Hardly have you sat down beside the farmer Alrich when he whispers: "Have you come here to confess your sins?"
Do you want a) to ask about the foreign troop, or b) about support?
Answer to a): "I have no idea what you mean. But I have seen something else that may be connected with it. A knight, big and in full armour, was loitering in the forest. When I drove past, he looked at me as if I were Beelzebub in person. And he did not return my greeting either." Now turn tile 73 (top, in the shadow at the edge of the forest) so that the question mark is visible. Father Egbert murmurs one last litany and then ends the service. Now turn tile 116 so that it no longer shows the question mark, and place the bookmark here, between pages 11 and 12.
Answer to b): "Here. I have some of my provisions left over." You may now place 1 cube in your colour on the picture of the provisions. Note: You can read the functions of all items at the very front of the booklet. Tile 116 is not turned. You or another player may explore it later and address another of the people present. The farmer, however, can no longer be explored.
Variant II:
"What? How? Oh, it's you." The farmer Alrich clears his throat. "I must have dozed off for a moment. What do you want?"
Do you want a) to ask about the foreign troop, or b) about support?
Answer to a): "Sorry, I saw nothing on my way here." Tile 116 is not turned. You or another player may explore it later and address another of the people present. The farmer, however, can no longer be explored.
Answer to b): "No, I have nothing with me. But on my way here this morning I saw a sword by the river. Perhaps it is still there, or has one of you found it already?" Tile 116 is not turned. You or another player may explore it later and address another of the people present. The farmer, however, can no longer be explored.
Quest 90
Variant I:
The Keeper narrows his eyes when he recognises you. "The fire of resistance still burns in you. You are a true protector of this forest."
Do you want a) to ask about the foreign troop, or b) about support?
Answer to a): "Yes. In the blackness of night, ominous shadows moved about. They spoke quietly, in a language I once heard long ago. It was German, but with a different accent from the one I know. May the good spirits of the forest accompany you." You may now throw 2 white cubes into the bag. Now turn the Keeper's tile.
Answer to b): "In the night, foreign warriors came along here. One of them lost this." You may now place 1 cube in your colour on the picture of the sword. Note: You can read the functions of all items at the very front of the booklet. Now turn the Keeper's tile.
Variant II:
The Keeper seems exhausted. "The years gnaw at me like a pack of hungry wolves. And I have had a night without rest."
Do you want a) to ask about the foreign troop, or b) about support?
Answer to a): "Yes. Dark figures roamed through Sherwood. One of them spoke in a foreign tongue, but I understood the words 'sign' and 'attack'. Does that help you?" Now turn the Keeper's tile.
Answer to b) (printed as "Antwort zu a)" in the booklet; the text answers the question about support, so it is read here as b)): "I own little more than my old signal horn. But I will gladly leave this to you." You may now place 1 cube in your colour on the picture of the horn. Note: You can read the functions of all items at the very front of the booklet.
Quest 100
Variant I:
The merchant stops short when he notices you. "What do you want?"
Do you want a) to ask about the foreign troop, or b) to trade?
Answer to a): "I have no idea what you are talking about. I thought you might want to trade something." The merchant's tile is not turned. You or another player may explore him again later.
Answer to b): "Quick, then. If you want to trade, say what you desire." You may now move any number of cubes in your colour from the upper item parchment onto the picture of the barrel on the lower parchment. Note: You can read the functions of all items at the very front of the booklet. The merchant's tile is not turned. You or another player may explore him again later.
Variant II:
The merchant greets you, but at once looks around on all sides. "What do you want?"
Do you want a) to ask about the foreign troop, or b) to trade?
Answer to a): "Yes, indeed. I saw a troop of strangers early this morning. I did not understand a word of what they said. When they noticed me, they went away, each in a different direction, as if they wanted to split up." The merchant's tile is not turned. You or another player may explore him again later.
Answer to b): "Yes. What do you have for me?" You may now move any number of cubes in your colour from the upper item parchment onto the picture of the barrel on the lower parchment. Note: You can read the functions of all items at the very front of the booklet. The merchant's tile is not turned. You or another player may explore him again later.
Quest 111
Only if you own the item rope may you read on here.
Return the cube in your colour from the picture of the rope to the supply.
Then turn the elongated tile 111. When you are next on turn, you may climb up or down this tile ("run" along it). Note: Show your fellow players the picture beside this text. Of course, other players can also use the rope.
Now a player of your choice draws the next disc from the bag.
Quest 116
The scent of incense fills the cool air of the small church. Sunlight breaks through the stained-glass windows and throws fiery patterns onto the bare walls. The small congregation is deep in prayer.
You may now explore one of the people present.
Quest 120
Variant I:
The travelling merchant stops abruptly.
Do you want a) to ask about the foreign troop, or b) to trade?
Answer to a): "I am sorry, I did not notice anything of it. But I can hear the church bells in the distance. Perhaps one of the villagers can help you? They are surely all in church right now." The merchant's tile is not turned. You or another player may explore him again later.
Answer to b): "If you have something to trade, just bring it here!" You may now move any number of cubes in your colour from the upper item parchment onto the picture of the barrel on the lower parchment. Note: You can read the functions of all items at the very front of the booklet. The merchant's tile is not turned. You or another player may explore him again later.
Variant II:
The merchant greets you cautiously. "I hope you do not intend to harm me? I am an honourable merchant from Salisbury."
Do you want a) to ask about the foreign troop, or b) to trade?
Answer to a): "Sorry. I would never cross Sherwood at night. But there may be other merchants who are braver than I am." Now turn the merchant's tile.
Answer to b): "Yes. What do you have for me?" You may now move any number of cubes in your colour from the upper item parchment onto the picture of the barrel on the lower parchment. Note: You can read the functions of all items at the very front of the booklet. Now turn the merchant's tile.
Quest 121
What you are doing here is highly risky. What if a guard discovers you?
Carefully you loosen the noose and unwind the rope.
Place 1 cube in your colour on the picture of the rope (the parchment at the top right of the game board). This marks that you now own the item rope.
Rope function: If you touch the elongated tile 111 at the castle wall, you may perform the action Explore. A fellow player then reads to you at Quest number 111 what happens.
Now turn the gallows tile.
Afterwards, a player of your choice draws the next disc from the bag.
Quest 130
Variant I:
Rowena starts when you gently tap her on the shoulder. "Good heavens! What are you doing here?"
Do you want a) to ask about the foreign troop, or b) about support?
Answer to a): "I know nothing of it. But this morning, on my way here, I saw a gloomy fellow. A man in full armour. He stared at me without a word, so that I felt quite uneasy. I began to run and did not look back. I am afraid he may still be there when I go home." Now turn tile 75 (bottom left in the forest) so that the question mark is visible. Father Egbert murmurs one last litany and then ends the service. Now also turn tile 116 so that it no longer shows the question mark, and place the bookmark here, between pages 19 and 20.
Answer to b): "I have some provisions with me. I gladly share them with you." You may now place 1 cube in your colour on the picture of the provisions. Note: You can read the functions of all items at the very front of the booklet. Tile 116 is not turned. You or another player may explore it later and address another of the people present. Rowena, however, can no longer be explored.
Variant II:
Rowena moves her lips silently while her gaze is fixed on the wooden cross. Only when you touch her shoulder does she look at you questioningly.
Do you want a) to ask about the foreign troop, or b) about support?
Answer to a): "I know nothing of it. But I heard Father Egbert speak of strangers in the village this morning. Perhaps he knows more?" Tile 116 is not turned. You or another player may explore it later and address another of the people present. Rowena, however, can no longer be explored.
Answer to b): "I can pray for you." You may now throw 2 white cubes into the bag. Tile 116 is not turned. You or another player may explore it later and address another of the people present. Rowena, however, can no longer be explored.
Quest 138
The waterfall falls silent.
Now turn the waterfall tile (50).
Only as long as a player stands on the rune circle (138) does tile 50 remain turned. If the player leaves the rune circle, tile 50 is turned again and the access is closed once more.
Quest 140
Variant I:
Colin looks up. He seems deep in thought. Without a greeting he says: "I have led a long and not always honourable life. I am still searching for forgiveness. But that is another story. What do you want?"
Do you want a) to ask about the foreign troop, or b) about support?
Answer to a): "I know nothing of it. But I recall hearing strange noises last night: a babble of voices and perhaps also a scuffle. But when I stepped out of my house, there was only one guard, who signalled wordlessly for me to go back inside." Tile 116 is not turned. You or another player may explore it later and address another of the people present. Colin, however, can no longer be explored.
Answer to b): "I can give you one of my axes. You may take it from my hut." Now place 1 white cube on tile 140 (the hut, right of the castle gate). If one of the players touches tile 140 with his figure, the white cube goes back to the supply and that player may place 1 cube in his colour on the picture of the axe. Note: You can read the functions of all items at the very front of the booklet. Tile 116 is not turned. You or another player may explore it later and address another of the people present. Colin, however, can no longer be explored.
Variant II:
Colin raises an eyebrow. Then he whispers: "We are in the house of God here. Speak to the priest if you have something on your heart, but do not disturb my peace!" Tile 116 is not turned. You or another player may explore it later and address another of the people present. Colin, however, can no longer be explored.
Quest 150
Variant I:
Father Egbert pauses and looks at you with wide-open eyes. "What makes you think you can disturb me during the sermon!? Get out!" Tile 116 is not turned. You or another player may explore it later and address another of the people present. The priest, however, can no longer be explored.
Variant II:
The priest falls silent when you step into his field of view. "The whole county is searching for you. You are putting us all in danger! What do you want?"
You ask about the foreign troop.
Father Egbert lowers his voice: "So you have caught wind of this too? It is true. Some fellows have been hanging about here. They speak a foreign tongue, but I understood quite a bit of it. They are waiting for the order of their leader, who is apparently hiding at the northern edge of the forest. That is all I have understood."
Now turn tile 73 (top, in the shadow at the edge of the forest) so that the question mark is visible. Father Egbert murmurs one last litany and then ends the service. Also turn tile 116 so that it no longer shows the question mark, and place the bookmark here, between pages 21 and 22.
Quest 160
Variant I:
You find a few mushrooms at the roadside. While your fingers feel for more mushrooms, you touch something metallic. It is a sword. A strange coat of arms is stamped on its hilt. Could it belong to the mercenaries?
You may now place 1 cube in your colour on the picture of the sword. Now turn the mushroom tile. Note: You can read the functions of all items at the very front of the booklet.
Variant II:
Lucky you! You find some edible mushrooms!
You may now place 1 cube in your colour on the picture of the provisions. Now turn the mushroom tile. Note: You can read the functions of all items at the very front of the booklet.
Quest 164
You stand before seemingly dense undergrowth, but suddenly you recognise a narrow path. A useful shortcut!
Now turn tile 164 so that it shows the path.
Quest 170
Variant I:
You pause for a moment near the river. There you discover the remains of an old suit of armour. The signal horn, which still works, you take with you.
You may now place 1 cube in your colour on the picture of the horn. Note: You can read the functions of all items at the very front of the booklet. Now turn the armour tile.
Variant II:
By the river you discover several pieces of armour, among them a gleaming sword.
You may now place 1 cube in your colour on the picture of the sword. Note: You can read the functions of all items at the very front of the booklet. Now turn the armour tile.
Quest 180
Variant I:
At last you have reached the spot where the wagon of the foreign troop was left behind. The men also left behind the harness of the horses. It is made of fine leather, the kind only wealthy nobles can afford, and unusual for mercenaries. A few paces away lies an axe. When you pick it up, you notice its richly decorated blade.
You may now place 1 cube in your colour on the picture of the axe. Note: You can read the functions of all items at the very front of the booklet. Now turn the wagon-wheel tile.
Variant II:
On the loading bed of the wagon, the troop has left a number of things behind. They must have set off in great haste, or did not want to burden themselves with unnecessary things. You find a small barrel of wine, a silk hat and a bare sword.
You may now place 1 cube in your colour each on the picture of the hat, the picture of the sword and the picture of the barrel.
You treat yourself to a sip of wine. It tastes unusual, as if the grapes had ripened far to the south. Now turn the wagon-wheel tile.
Quest 190
Variant I:
Deep in the forest you find an old chest. The wood is rotten and green. Inside lies a barrel of wine. Whether it is still drinkable?
You may now place 1 cube in your colour on the picture of the barrel. Note: You can read the functions of all items at the very front of the booklet. Now turn the chest tile.
Variant II:
You find a chest bound with iron. It will take a good deal of strength to open it. Do you want to?
If you now throw 4 violet cubes into the bag, you may read below the box what is in the chest. If you decide against it, nothing happens. In both cases, turn the chest tile afterwards.
Read after throwing the 4 violet cubes:
In the chest lie two gleaming swords. You may now place 2 cubes in your colour on the pictures of the sword. Now turn the chest tile. Note: You can read the functions of all items at the very front of the booklet.
Quest 195
Read at Quest number 195 when the adventure's goal has been met (see Quest 204).
The assassin is overpowered and the intrigue foiled! You have done it!
You have won!
Each player now places one of his standing figures on the secret camp.
When the friends gathered again a little later, their joy was great. The one who had overpowered the giant leader was asked eagerly: "Who was behind this whole intrigue, then?"
"Duke Leopold V of Austria."
The friends looked at one another with wide eyes. "An old adversary of Richard. When he learned that Prince John was rebelling against his older brother, he devised this sinister plan. Had it succeeded, everyone would have assumed that the prince had ordered the murder of his brother. Prince John would have lost all support, and England would have lost two of its leaders on one day! But we averted this misfortune in time."
Robin looked at his friends happily. No one would ever learn how great a danger the King had been in. No one would ever learn of their merit. But this was not important to the friends. What mattered was that their King had escaped this danger!
And one more good thing came of all this: now that the enemies were so near, the King himself could not be far away ...
End.
Quest 204
You have succeeded in overpowering the giant fighter.
You may now place 1 cube in your colour on the picture of the sword. Note: You can read the functions of all items at the very front of the booklet.
Place the bookmark now between pages 29 and 30, and read on in the box that matches whether you play "I" or "II".
Variant I:
Fear is written on the fighter's face. Then he suddenly breaks into a hoarse laugh. "Too late. It has been too late for a long time. You will not stop what we have set in motion."
"What is that supposed to mean?" you call out.
"I posted my men long ago, where they should be." The fellow is seized by coughing again. "The guards of the sheriff. My people have overpowered them and taken their places. They wear the sheriff's uniforms. And as soon as your fine king arrives here, one of my men will come close to him. And if that succeeds ..."
The rest you can imagine. These villains have planned an attack on the king.
"I will spare your life if you tell me who sent you!"
The answer is terrifying, yet hardly surprising.
Now turn the fighter's tile so that it is no longer visible.
Adventure goal: You must overpower all guards on which a red cube lies before the last hourglass has been removed from the Evil End. If that has been achieved, you may read at Quest number 195 what happens.
Variant II:
You ask the defeated man for his orders.
"It is too late. Everything is already prepared." The fellow is seized by coughing again. "My people have taken the places of the sheriff's guards. And my best man is ready. As soon as your fine king arrives here, he will ..."
That was it, then! They had planned an attack on the king.
"I will spare your life if you tell me who sent you!"
The answer is terrifying, yet hardly surprising.
Now turn the fighter's tile so that it is no longer visible. If any red cubes still lie on the Dark Events, they are now returned to the supply.
Adventure goal: One player must overpower the guard on which the most red cubes lie before the last hourglass has been removed from the Evil End. In case of a tie, it is the guard with the lower number. If that has been achieved, you may read at Quest number 195 what happens.
Quest 208 and 209
You find a boat on the riverbank. Do you want to use it?
On the river you find 2 tiles: 208 and 209.
If you now throw 2 violet cubes into the bag, you may turn the tile you are currently standing on, so that the boat is no longer visible. Afterwards you may turn the other tile on the river, so that the boat is visible there. Then place your figure on this tile.
Important: The boat may be visible on the game board only once, as if you had "rowed across" with it.
If you do not want to use the boat, it remains lying face up.
Note: The boat can carry at most 2 people.
Now a player of your choice draws the next disc from the bag.
Quest 214
The cart is loaded with fresh straw. You may use the cart in 2 different ways.
1. 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 turn, you may simply set your figure up again (it must still touch tile 214) and move.
OR
2. If you give it a little help, you can roll the cart up to the castle wall. You may turn 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 up to the castle gate. Note: Your figure remains on tile 214. A player can jump from the castle wall onto the straw cart. To do so, one of his movement figures must touch the straw.
Important: This does not work the other way round. There is no way into the castle this way!
Quest 215
The cart is loaded with fresh straw. You may use the cart in 2 different ways.
1. 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 turn, you may simply set your figure up again (it must still touch tile 215) and move.
OR
2. A player can jump from the castle wall onto the straw cart. To do so, one of his movement figures must touch the straw.
Important: This does not work the other way round. There is no way into the castle this way!
Was the gate opened? Then read on here:
From now on, if a player touches the recess 215 with his standing figure (!), he may move the figure to tile 25. His turn then ends immediately. It is therefore not possible to perform another action afterwards. Of course, this also works the other way round (from 25 to 215), that is, out of the castle.
Special Abilities (from chapter 4)
- Robin Hood may draw 5 instead of 3 cubes from the bag when overpowering (with the bow!). Note: The bow can still be used only against guards.
- Little John may, if he has saved strength in his turn, draw up to 4 cubes from the bag when overpowering (without the bow!).
- Will Scarlett may, if he throws 2 violet cubes into the bag, additionally use the grey Will Scarlett figure when moving.
- Maid Marian now places the raven figure on the secret camp. If she saves strength, then instead of throwing a white cube into the bag she may place the raven on any open guard. If that guard attacks, it will only scare away the raven, instead of capturing a player who stands on its clearing. The raven is then placed back on the secret camp.
Actions
Action: Explore If a player touches a tile with a question mark on it with his standing figure, he may explore it. On the tile you see a small number: this is the Quest number in this booklet. A fellow player then reads aloud to him the entry with that Quest number, which says what happens when he explores that tile. Important: A tile without a "?" cannot be explored! To explore, you must also know which adventure you are currently playing.
Action: Overpower
- To overpower an opponent, the player must touch the opponent's tile with his standing figure.
- The player then draws, one after another, up to 3 cubes from the bag. If he draws only violet cubes, overpowering has unfortunately not worked. Nothing else happens. When he is next on turn, he may try again. If he draws a white cube, the opponent is overpowered and he must stop drawing immediately. The drawn cubes NEVER(!) go back into the bag. They always go to the supply with all the other wooden pieces.
- Once the opponent has been overpowered, its tile is turned. For guards and nobles you see your reward under the tile. Important: If a guard or noble is again lying face down on the game board, also place 1 wooden hourglass on it, so that it does not come back so quickly!
- The player sets his figure down so that it still touches the opponent's tile.
Action: Hand over items If a player touches the standing figure of another player with his own standing figure, both players may exchange items. That is, one player takes the cube in his colour from the picture of an item, and the other places a cube in his colour on it.