Der Fluch des Waldes II (fan expansion for The Adventures of Robin Hood)
Der Fluch des Waldes II (fan expansion for The Adventures of Robin Hood) Rulebook
Table of Contents
Table of Contents
- Important Information
- Setup
- Willpower
- Prisoner Transports
- Carriage Setup
- Tile 22/24
- Tile 25
- Tile 64
- Tile 72
- Tile 80
- Tile 90
- Tile 100
- Tile 102
- Tile 110
- Tile 111
- Tile 115
- Tile 116
- Tile 117
- Tile 120
- Tile 121
- Tile 126
- Tile 130
- Tile 138
- Tile 140
- Tile 149
- Tile 150
- Tile 160
- Tile 170
- Tile 180
- Tile 190
- Tile 200
- Tile 208/209
- Tile 210
- 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", so it is best to play Part 1 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". This fan adventure does not have a second variant (II).
The functions of new items are explained on the next page.
Setup
Setup instructions:
- Carefully assemble the 8-part game board 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 needed, 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, depending on which 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 can be chosen freely.
- Each player throws the wooden disc in their colour into the bag.
- Also throw one grey disc, one purple disc and the white disc into the bag.
- Important: the red disc is not put into the bag. Set it aside and carry it out at the end of the first round. From round 2 on, put it into the bag and resolve it as usual.
- 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.
- The furs may not be exchanged for the item Rope.
- Each player takes 6 purple dice and 1 white die, and then throws them into the bag.
- Stack 3 (!) hourglasses on the Evil End. Only if you play on "easy" do you add one more hourglass.
- Place the Minstrel figure on the Hope banner, on the number for your player count:
- 2 players: 6
Starting positions:
- Place one purple standing figure on tile 57 (in the shadow of the castle wall).
- The heroes have different starting fields. First choose only the participating seals that match the heroes' colours (for example, Robin Hood = green, ...).
- With 2 players: place the colour-matching seals face down, shuffled, on 31 and 36. With 3 players: add the Healing Herbs seal. With 4 players: add the Puddle in the middle of the forest seal. Turn the seals face up and place the matching figure on each. Then put the seals that were used into the bag.
- Place the Keeper's tile (90) in your secret camp.
- Place the second purple disc in the third seal recess. Only if you play on "easy" do you also place the second grey disc there.
- Turn the cave tile (102) so that the question mark is visible.
- Turn the miller's tile (210), bottom right, so that the question mark is visible.
- Also turn tile 64 (in the middle of the forest) and tile 149 (at the bottom by the river) so that the question mark is visible.
- Tile 79, with the additional items, should lie face up.
Introduction story:
Robin and his friends brought the injured Keeper into the secret camp, and they were worried whether he would survive this unforeseen attack. Robin paced up and down and pondered who was behind this evil, because only he can save the Keeper so that he becomes well again. It was clear that the Sheriff of Nottingham had to be behind this curse, for the Sheriff had been pursuing them for a long time. The forest was a good hiding place, and the guards always had great difficulty finding them. Suddenly voices could be heard nearby. The Sheriff's guards were alarmed, for there were soldiers swarming all over Nottingham.
Now turn over all the guards on the board so that they lie face up.
Robin, however, was not unsettled by the guards in the forest. He was aware that it would not be easy. But together, he was sure, they would also master this challenge. Someone had to go to the castle to the Sheriff to find out how this curse came about.
Each player now takes 3 white dice and places them in front of them. This forms their Willpower. Each player can gain and also lose Willpower during the game.
Read on the next page.
Willpower
- A player gains 1 Willpower (1 white die) whenever they overpower a guard or a noble, in addition to the other reward. A player also gains Willpower by questioning certain people, by overpowering special characters (the executioner, the jailer), or by overpowering carriages.
- Note: a player gains only 1 Willpower even if several players took part in the overpowering. However, you may decide which player receives the 1 Willpower.
- A player loses 1 Willpower (1 white die) if a guard attacks them. Also, every player loses 1 Willpower whenever the red disc is drawn.
- Note: as a reminder, place 1 white die on the Dark Events (red) next to the picture of the red disc, so that it is always resolved first among the Dark Events (red).
- If a player has no Willpower and would have to give some up, 2 purple dice are put into the bag instead.
- Note: Willpower will become very important towards the end.
Prisoner Transports
Several prisoner transports have currently been carried out.
- Take tiles 193 (at the bottom by the river) and 62 (in the middle of the forest) off the board. The two carriages now lying open can be overpowered. As a reminder, place 1 red die on each of these carriages. Overpowering them is handled in the same way as overpowering carriages. In addition, you receive a reward of either 1 Willpower or 1 hourglass. Once such a carriage has been overpowered, put its tile back onto the board.
Will came running into the camp looking for Robin. "Robin, Robin, I could overhear the guards! A carriage will arrive soon!"
Robin called his friends together, because they had to reach the carriage. It could quickly bring them to the castle to the Sheriff.
"We must get to the Sheriff in the castle as fast as possible. He will surely know who conjured this curse. Only he can help the injured Keeper. Come on, let's hurry!"
Will said thoughtfully: "There is only one small problem. We do not know which way the carriage will take to the castle."
Read on the next page.
Carriage Setup
"Well then, we have to split up!" decided Robin.
- Find the two seals with the carriage symbol (green octagonal sign with the number 22 and 24) and place them, shuffled and face down, above the seal recesses. Throw all the other 6 seals into the bag.
- No seal is drawn at the start of the game.
- Now take tile 242 (at the very top of the castle) out of the game board and use its reverse side to cover point "1." of the Dark Events (red).
- Now place 1 red die on the 4th box (from the left) of tile 242, which you have just placed on the Dark Events. Each time the red disc is drawn, you must move this die 1 box to the right. When the red die reaches the open eye, one of the two face-down seals with the carriage symbol is turned over at random. Then only the tile of the corresponding carriage (22 or 24) is turned over, so that the carriage is visible. As soon as the carriage appears, continue reading at quest number 22/24.
- When the red die reaches the closed eye, the carriage disappears again. If the carriage has not been overpowered by then, the game is lost immediately.
- If the carriage lies face up, it can be overpowered. For this you may draw 3 dice. If you have drawn 2 white dice, the carriage has been overpowered.
- Once it has been overpowered, put tile 242 back into its matching opening. No further carriages are carried out later in the adventure.
First task:
Reach the carriage (22 or 24) in time and overpower it. If you do not manage this before the carriage departs, you have failed.
Tip: time is short, as there are only 3 hourglasses (4 on "easy") on the Evil End. Split up to reach the carriage in time.
When overpowering carriages, 2 white dice must be drawn.
Now draw the first disc from the bag.
Note: the red disc that was set aside is carried out at the end of the 1st round.
Tile 22/24
The carriage reaches the edge of Sherwood Forest. The outlaws had to hurry; this was the only chance to get into the castle, which is heavily guarded.
Note: other symbols (guards, nobles) are not turned over now. Now both seals with the carriage symbol go into the bag.
Task:
Overpower the carriage that has appeared. Once the carriage has been overpowered, place your figure(s) standing on the carriage tile onto field 25 (in the castle courtyard), and only then continue reading at quest number 25. Now read the box below.
Rumours had reached them that the Sheriff now wanted to stake everything on one card, and that he had commissioned the two best bounty hunters in the land to catch the outlaws.
Now turn over tiles 73 (on the right in the forest) and 75 (on the left in the forest), so that the two captains are visible. In this adventure they represent the two bounty hunters. They pursue the nearest outlaw and attack with bows.
Movement of the bounty hunters:
Take tiles 73 and 75 off the board, and the tiles now move on the game board. Whenever the purple disc is drawn, both bounty hunters move towards the nearest outlaw, by the length of one laid-down red hourglass.
Note: as a reminder, place 1 red hourglass on the Dark Events (purple), next to the picture of the purple disc.
Tile 75 moves only on its own part of the board and on the part above it. Tile 73 moves only on its own part of the board and on the part below it. If they reach a part of the board they cannot enter, they stop and pursue (if possible) another player. If there is no player in their two parts of the board, they do not move.
Read on the next page.
Box: Attack of the bounty hunters:
If a bounty hunter reaches an outlaw with the length of the arrow, 3 dice are drawn one after another. The dice drawn are returned to the bag immediately afterwards. If a white die is drawn, you may not draw any further. You have evaded the attack and nothing happens.
If no white die was drawn, you lose 1 Willpower. If you cannot give up a white die of Willpower, 2 purple dice are put into the bag instead.
The two bounty hunters cannot be attacked by the outlaws.
Important: outlaws on the tree bridges are not attacked.
Tile 25
We had made it, we were inside. Now caution was needed, for if anyone spotted us here, it would almost certainly mean death. The Sheriff could not be far away.
Now turn over the carriage tile (25) in the castle courtyard. Now place additional hourglasses on the Evil End, according to the number of players:
- 2 players: 3 hourglasses
- 3 and 4 players: 4 hourglasses
Also turn over the following tiles, so that the question mark is visible: tile 72 (in the castle) and tile 115 (on the castle wall).
Also turn over guard 1 (in the castle courtyard) and guard 2 (on the castle wall), so that the guards are visible.
Tile 64
You see an old, rotten tree trunk. Under the bushes you discover a wooden object: a retaining bolt, which you could certainly exchange at the trader for something useful.
Place 1 die in your colour on the item Retaining Bolt on the item parchment.
Now turn over the tile.
Tile 72
You reach the treasury. The door was open a crack, so you do not hesitate long and step inside. You see the Sheriff, who is counting his gold in his countless treasure chests. Suddenly he turns around and sees you at the door. "Hey, you there!" He quickly grabs his sword, and you have no choice but to overpower him.
Task:
Overpower the Sheriff by drawing 3 dice from the bag one after another. If you have drawn 2 white dice, he has been overpowered. If you play on "easy", you only need to draw 1 white die.
If he has been overpowered, you receive 1 Willpower and may continue reading in the box beside this text on this page. If you do not manage it, you may try again the next time.
Box: after the Sheriff has been overpowered:
You managed to disarm the Sheriff. "Come on, tell us! You are behind this curse! We have to save the Keeper!" the outlaw shouts. The Sheriff looked at the outlaws with a thin laugh and said: "Haha, well then! It does you no good anyway. A mage conjured this curse. This dark mage is already outside the castle; you will not catch up with him. He left my castle a few hours ago on his horse. Your friend, the Keeper, will not make it."
The outlaw seizes the Sheriff and grabs him by the collar. "Come on, tell us! Or your end is near. How will we recognise this mage?" The Sheriff cleared his throat and whispered something into the outlaw's ear.
Now shuffle the prepared 6 slips of paper with the numbers. The outlaw who overpowered the Sheriff may draw one of the slips and look at it in secret. This drawn number (= noble) represents the dark mage. Only this outlaw now knows where the dark mage is. They must not tell anyone this.
Note: it does not matter whether the noble lies face up or not.
If a player who knows the location touches another player, they may show them the drawn number, so that this player can also use the new action "Unmask". Players who know the location may use the new action "Unmask" to recognise the dark mage and overpower him.
Note: the cart can help you leave the castle.
New task:
Reach the drawn number. Unmask the dark mage and overpower him. Once you have reached the dark mage, read on the next page (page 8).
The outlaw rushed out with new courage and wanted to find the dark mage as fast as possible. But suddenly he saw a bound, weak and young man, who was being led to the gallows by the executioner. This could not be true. In this moment he had to decide: save a weak man, or quickly stop this dark mage, who could help the Keeper.
Decide now! Do you want to…
a) save the young man from the gallows. Read on at quest number 117!
b) quickly leave the castle to find the mage. Read on at quest number 126!
Note: if several outlaws overpower the Sheriff, they must not simply tell the drawn number to each other, nor leave the castle without more ado; instead they must decide between 117 and 126.
Dark Mage (continuation of tile 72, page 8)
The page is not headed in the booklet; it is the continuation reached from the drawn number.
Now turn over the matching tile (noble), if it was face down.
The mage unmasked himself and took off his cloak. "Well, you have found me in time after all. But it will do you no good. You are not powerful enough to stop me, the great mage Alatar." He grabbed his staff and pointed it at the outlaws, who now stood ready to fight in front of him and did not know what awaited them.
Now empty the bag, sort out all the purple dice and then return them to the bag. Then take the Willpower dice of all the outlaws and put them into the bag. Now draw 7 (!) dice one after another; in doing so, 4 white dice must be drawn to defeat the dark mage and win.
If you have corresponding items (such as an axe or sword), you may draw correspondingly more dice.
If you have not managed to draw 4 white dice, read the box below.
Box: if you have not drawn 4 white dice:
The mage Alatar was too powerful, and the outlaws had to let him go. You have lost the game.
Start the game again from the beginning and try once more to stop the dark mage and save the Keeper.
If you have drawn 4 white dice, read the box below.
Box: if you have drawn 4 white dice:
You have won the game.
The dark mage lowered his staff and sighed: "You have truly defeated me, the great Alatar." He sank to the ground, powerless. The outlaws seized him and brought him blindfolded into the secret camp, so that he could not see the way. The dark mage could be persuaded to brew a remedy to save the Keeper.
Marian had been very thoughtful lately. A dark mage named Alatar. The name was familiar to her.
After a few weeks the Keeper was feeling better again. He still felt a little weak now and then, but he could take up his important position in the forest again. Everything seemed to be in good order once more.
But one day the outlaws heard cries in the forest. The blacksmith's wife came running to Robin and was horrified: "The forge is on fire! The village was attacked by the Sheriff's guards, and Father Egbert was arrested by them. I was only just able to escape." Robin and his friends had to go to the village at once, to overpower the guards and rescue Father Egbert.
Why did Marian know the name of the mage, and can Robin and his friends reach Father Egbert in time to help him? You will learn that and much more in the third and final part, "Der Fluch des Waldes".
End
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) help the farmer get the cart out, or b) carefully look around so that the farmer does not notice you?
Answer to a): Together you manage to move the cart. "Thank you for your help! I must hurry on. Many thanks again."
You receive 1 Willpower.
Now turn over the farmer's tile.
Answer to b): The outlaw sneaks carefully past the cart on the right, so that the farmer does not notice him. He sees several 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.
Tile 90
The Keeper lay on the ground, weak and motionless. "We must find the cause of this curse, in order to make him well again," thought the outlaw.
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 must 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 (not compulsory): 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 pitch-black arrow.
Place 1 die in your colour on the item Black Arrow on the item parchment (79).
Tile 110
You go over to the beggar, and he is glad to see you. "I have heard of the Keeper's misfortune. I have a valuable good that may help you. Bring me a bag of gold, and I will hand you a special item."
When you are standing with a bag of gold at the beggar, read the box below.
Box: when you are standing with a bag of gold at the beggar:
The beggar accepted the bag of gold, looked into the sack and said: "You are too kind! Keep it! As a sign of my gratitude, take this white crystal."
Place 1 die in your colour on the item White Crystal.
Note: you keep the bag of gold!
As soon as you have received the white crystal from the beggar, turn over the beggar's tile.
Tile 111
(The tile has the same function as usual…)
Only if you own the item Rope may you read on here. Return the die in your colour from the picture of the rope to the supply.
Now turn over the long tile 111. When you are next on your turn, you may "climb" up or down over this tile.
Now a player of your choice draws the next disc from the bag.
Tile 115
The jailer grins at you in astonishment. "Well, you! Are you looking for something?! You will not find it with me! You are caught! Intruders! Guards, seize him!!!"
Now turn over guard 1; it must be visible.
Task (not compulsory): you may now try to overpower the jailer. To do so, you must draw 2 white dice from the bag in one turn. If it does not work out, you, or another player, may try again later.
Reward: if he has been overpowered, you may read on in the box below.
Has the jailer been overpowered? Turn over the tile and read on here.
You could use the jailer's whip as a rope. Now place 1 die in your colour on the item Rope.
In addition, you receive 1 Willpower.
Tile 116
Only if you now have the key may you read on below.
The key fits. The door sticks a little, but it opens. There is nothing useful in this dark room. But it is a good hiding place from Guy of Gisbourne.
From now on this field (116) may be used as a hiding place.
Note: this field is now to be handled in the same way as the hay cart (214).
Tile 117
Now turn over tile 117, so that the question mark is visible, and place your figure on it.
You see the executioner leading a bound young man to the gallows. It was the miller's son, Josef, who had been unable to pay his taxes for the last month. You do not hesitate long, step in front of the gallows and demand that the executioner release the innocent miller's son. The executioner throws the prisoner aside and takes his weapon in both hands. "You should rather have run away; now it is your end!" the executioner laughs.
Task:
Your turn is now over. On your next turn you can overpower the executioner by drawing 2 white dice (if you play on "easy", you only need to draw 1 white die). You may also save your strength for your later turns. Before you leave the castle, the executioner (tile 117) must have been overpowered.
Once you have overpowered the executioner, you receive 1 Willpower, and afterwards turn over the executioner's tile.
Tip: the hay cart can be used to leave the castle.
Tile 120
The trader seems very stressed, but his draft animal will not go any further. "Oh, always the same! I still have to deliver this horn to the farmer. Could you help me? Here, take this horn!"
Now place 1 die in your colour on the item Horn.
Task (not compulsory): if a player delivers this horn to the farmer (80), you may place 1 additional hourglass on the Evil End, and the hope in the land rises by 2. Mark the farmer with 1 red die as a reminder.
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: at this trader, only 1 Fur may be traded.
Now turn over the trader's tile.
Tile 121
What you are doing here is extremely risky. What if a guard spots you?
Carefully you loosen the noose and unwind the rope.
Place 1 die in your colour on the picture of the rope (parchment at the top right of the game board). This marks that you now own the item Rope.
Rope function: if you touch the long tile 111 on the castle wall, you may perform the action Explore. A fellow player then reads quest number 111 aloud to you, and you find out what happens.
Now turn over the gallows tile.
Afterwards, a player of your choice draws the next disc from the bag.
Tile 126
Now turn over tile 126, so that the question mark is visible, and place your figure on it.
You want to look for a way out of the castle at once, but then the executioner steps forward and challenges you to a fight. "You will regret having entered our castle! I will finish you off!"
Task:
Your turn is now over. On your next turn you can overpower the executioner by drawing 2 white dice. If you play on "easy", you only need to draw 1 white die. You may also save your strength in your later turns. Before you leave the castle, the executioner must have been overpowered.
Once the executioner has been overpowered, you receive 1 Willpower.
Tip: the hay cart can be used to leave the castle.
Tile 130
You watch Rowena gathering branches at the edge of the forest, and she seems very tired.
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! So I was much faster. Many thanks again."
You receive 1 Willpower.
Now turn over the maid's tile.
Answer to b): The outlaw hides behind a tree and finds a gold sack behind a root.
Place 1 die in your colour on the item Gold Sack.
Now turn over the maid's tile.
Tile 138
You come to a mysterious place, and unstoppable thoughts run through your head: "This was the last place where the curse of the forest was to be subdued! Who was responsible for this calamity? How can we save the Keeper of the Forest? The answer must be found in the castle. The Sheriff could surely answer our questions. We must get into the castle!"
You gather new strength and courage. Only you can still save the Keeper.
Now place 1 white die into the bag.
Tile 140
You watch the woodcutter as he tries to lift a heavy log. But he does not manage it.
Do you want to a) help the woodcutter, or b) carefully look around so that the woodcutter does not notice you?
Answer to a): Together you manage to lift the tree trunk and lay it somewhere else. "Thank you for your help! I would not have managed without you. Many thanks again."
You receive 1 Willpower.
Now turn over the woodcutter's tile.
Answer to b): The outlaw hides behind the woodcutter's hut and sees an axe lying beside it. He takes it with him, intending to bring it back later.
Place 1 die in your colour on the item Axe.
Now turn over the woodcutter's tile.
Tile 149
You rest for a moment in the shade.
If you are Robin Hood, read the box below.
Tip: only Robin Hood finds a very useful item here.
Box: Robin Hood only:
You look around the forest more closely and find a longbow made of yew wood. The longbowmen of Nottingham use this kind of bow.
With this special item, when overpowering with a bow, you may lay the arrow twice end to end in length, and so you have double the range of a normal bow.
Tile 150
You watch Father Egbert kneel in front of the church gate and try to lever it back into place again. 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! I would not have managed without you. Many thanks again."
You receive 1 Willpower.
Now turn over the priest's tile.
Answer to b): You hide behind the church wall and see a key lying beside it. You take it with you, and you notice that it has religious ornaments.
Now turn over tile 116 (by the church), so that the question mark is visible.
Place 1 die in your colour on the item Key.
Note: if a player with the key is on tile 116, you may explore it.
Now turn over the priest's tile.
Tile 160
You find some mushrooms. You are very hungry and devour one at once. Suddenly a strange effect sets in.
At any moment when a player is standing on tile 160, that player may return 1 used disc to the bag. However, it may not be the white disc.
Now turn over the mushroom tile.
Tile 170
In the reeds by the river you find an old suit of armour. However, it is useless.
If you are Will Scarlett, read the box below.
Tip: only Will Scarlett would still find something very useful here.
Box: Will Scarlett only:
Will looks at the armour more closely and picks it up. You find two throwing knives and immediately tuck them into your belt.
You may use the throwing knives twice during the game as a free action. If Will Scarlett is within arrow length of a face-up guard, that guard is turned over immediately and does not have to be overpowered. However, the hope rises by 1!
Tile 180
By the side of the road you find a heavy cartwheel.
If you are Little John, read the box below.
Tip: only Little John would still find something very useful here.
Box: Little John only:
Little John takes the cartwheel and picks it up. You may now use it like a shield, and use it twice against Guy of Gisbourne.
Tile 190
You find an old, small chest here at the edge of the forest.
If you are Maid Marian, you may read the box below.
Tip: only Maid Marian finds something very useful here.
Box: Maid Marian only:
Marian looks at the chest more closely. It was not heavy, and it would certainly make a useful hiding place here in the forest.
Only Maid Marian may now hide in this chest as an action (instead of exploring or overpowering), and so not be attacked by the guards.
Place 1 die in your colour on the item Chest; only Marian may use this chest.
Tile 200
Near the blacksmith you can see his wife, who is carrying heavy iron bars.
Do you want to a) help the blacksmith's wife carry the iron bars, or b) carefully look around so that the blacksmith's wife does not notice you?
Answer to a): 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 receive 1 Willpower.
Now turn over the blacksmith's wife's tile.
Answer to b): You sneak past the blacksmith's wife and see a sword standing by the smithy. "I'll just borrow it!" you whisper.
Place 1 die in your colour on the item Sword.
Now turn over the blacksmith's wife'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?
Two tiles are on the river: 208 and 209.
If you now throw 2 purple dice into the bag, you may turn over the tile you are currently standing on, so that the boat is no longer visible. After that 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 over 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 a player of your choice draws the next disc from the bag.
Tile 210
You see the miller, who is pacing up and down in despair. He sees you and asks in confusion: "I need this barrel! Do you have one?"
"My son cannot be found anywhere. Where can he be? I was only gone for a short time. Today is not a good day."
Do not turn over the miller's tile (210).
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 hay 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 hay 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 hay cart. For this, one of their moving figures must touch the hay.
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 hay.
You can 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 hay cart.
(Important: this does not work the other way round; there is no way into the castle this way!)