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Der Fluch des Waldes (fan expansion for The Adventures of Robin Hood)

Expansion for The Adventures of Robin Hood

Der Fluch des Waldes (fan expansion for The Adventures of Robin Hood) Rulebook

Table of Contents

Table of Contents

  • Important Information
  • Items
  • Setup
    • Starting Positions
    • Setup (continued)
  • Shadows (Box on Page 4)
  • Tile 72 (Treasure Chamber)
  • Tile 74 (Messenger)
  • Tile 80 (Farmer)
  • Tile 90 (Keeper of the Forest)
    • Variant I
    • Variant II
  • Ritual Against the Curse
  • Tile 100 (Trader)
    • Variant I
    • Variant II
  • Tile 102 (Cave Entrance)
  • Tile 110 (Beggar)
  • Tile 115 (Jailer)
    • Variant I
    • Variant II
  • Tile 120 (Trader)
    • Variant I
    • Variant II
  • Tile 126 (Executioner)
    • Variant I
    • Variant II
  • Tile 130 (Maid)
    • Variant I
    • Variant II
  • Tile 138
  • Tile 140 (Woodcutter)
    • Variant I
    • Variant II
  • Tile 149
  • Tile 150 (Priest)
    • Variant I
    • Variant II
  • Tile 160 (Mushrooms)
  • Tile 170 (Reeds by the River)
  • Tile 180 (Cart Wheel)
  • Tile 190 (Chest)
  • Tile 200 (Smith's Wife)
    • Variant I
    • Variant II
  • Tile 215 (Castle Gate)

Important Information

With this adventure booklet you can experience another exciting adventure of Robin Hood and his companions. It takes place at about the same time as Chapter 4. The story of this adventure is independent of the others, so no prior knowledge of other chapters is needed. 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 first bonus adventure "The Daughter of the Heretic" (Die Tochter des Ketzers). All outlaws already have their special abilities. The functions of new items are found on the next page. No other prior knowledge of this adventure is needed.

Print note: the adventure can be printed normally, and it is not intended to be folded into a booklet. The numbers at the start of the following pages correspond to the numbers on the game board. To help, the pages were numbered at the end. Instead of stapling the booklet, you may fold the upper corner of certain pages so they are easier to find again.

Note: the adventure "Der Fluch des Waldes" has two different storylines (I and II). Variant II tells a new story and can therefore also be played in later sessions. If you do not win one of the storylines (I or II), it can be replayed with the rules adjusted below. The + mode cannot be played in this adventure as usual. If you still want to play it in + mode, you can play it without constantly flipping the coat of arms (Wappen).

Now read through the setup carefully!

Items

Bow (Bogen): When you attach the wooden arrow (Holzpfeil) to your standing figure and its tip touches a guard's tile, you may perform the Overpower action from a distance. Important: you may use the bow only against guards.

Hat (Hut): If you possess the hat and the cloak (Umhang), you are ignored by 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 (Umhang): If you possess the cloak and the hat, you are ignored by 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 (Schwert): For the Overpower action (without bow), you may draw 1 additional die from the bag. If you possess 2 swords, you may draw even 2 additional dice. Note: a player may use at most 2 swords when overpowering.

Retaining bolt (Haltebolzen): If you explore one of the two traders (tiles 100 and 120) and they offer you trading, you may exchange the retaining bolt for something else.

Two-handed sword (Zweihänder): For the Overpower action (without bow), 1 drawn white die counts immediately as 2 white dice. Note: a player who uses the two-handed sword when overpowering cannot use additional swords.

Rope (Seil): When 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 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 die from the horn to the supply.

Shield (Schild): You may use the shield once. You can give it up when the figure of Guy of Gisbourne touches you. Then you lose only the shield. Afterwards you must return your die from the shield to the supply.

Barrel (Fässchen): During your movement you may additionally use the long movement figure of a fellow player once. Afterwards you must return your die from the barrel to the supply. Note: if a player possesses several barrels, they may use only one of them per turn.

Provisions (Proviant): You have one extra turn, which you may use once instead of drawing the next disc from the bag. Afterwards you must return your die from the provisions to the supply.

Gold sack (Goldsack): Any player has one extra turn, which they may use once instead of drawing the next disc from the bag. Afterwards you must return your die from the gold sack to the supply.

Black arrow (Schwarzer Pfeil): A player who possesses a black arrow may use it once when overpowering a guard. Then, before they start drawing dice from the bag, they must take 1 die in their colour from the picture of the black arrow. If the overpowering succeeded, the guard tile hit by the black arrow is turned over, and instead of an hourglass a purple die is placed on it. In this adventure this die is not removed, and the guard is not uncovered again.

White crystal (Weißer Kristall): A player who carries the white crystal may, after overpowering, throw all drawn dice back into the bag.

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 long tile 64 (in the middle of the forest) should 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 pieces from a previous game are still on the game board, they too are now returned to the supply.
  • Each player chooses an outlaw and takes its 5 figures. The outlaws can be chosen freely.
  • Each player throws the wooden disc in their colour into the bag.
  • In addition, throw the red disc, one grey disc, the purple disc and the white disc into the bag.
  • Each player places 1 die in their colour on the picture of the bow, and any 2 players each place 1 die in their colour on the item Fur (Fell). Important: this can be exchanged with the trader for an item on the lower parchment (not for an item from tile 79). The two furs may not be exchanged at the same trader.
  • Each player takes 6 purple dice and 1 white die and then throws them into the bag.
  • Stack 4 (!) hourglasses on the Evil End. Only if you play the adventure on "easy" do you add one additional hourglass.
  • If you are playing the adventure for the second (!) time because you could not win it, place one additional hourglass on the Evil End. Only if you also play on "easy" do you place a further hourglass (= 6 hourglasses).
  • Place the minstrel figure on the following number of the hope banner, depending on the number of players: 2 players: 7 · 3 players: 8 · 4 players: 9

Starting Positions

  • Place one purple standing figure on tile 57 (in the shadow of the castle wall).
  • Take the 4 seals that show the lion, shuffle them, and place one face down on each of tiles 31, 35 and 36 (tree bridges in the forest), as well as on the tree bridge of your secret camp. Then turn them face up. The colour on each seal shows which player starts at which position. Each player places one of their standing figures in the middle of the corresponding tile.
  • Throw all 8 seals into the bag.

Setup (continued)

  • Draw 1 seal from the bag, place it in the first seal recess and carry it out (that is, if applicable, reveal Hope – 1 and guards, nobles and carriages).
  • Place the second purple disc in the third seal recess. Only if you want to play the adventure on "easy" do you also place the second grey disc on top of it.
  • Turn tile 72 (treasure chamber) so that the question mark is visible, and turn tile 74 (left, next to the castle), so that the messenger is visible.
  • Also turn tile 102 (cave entrance) so that the entrance is visible, tile 115 (on the castle wall) so that the jailer is visible, tile 126 (in the castle) so that the executioner is visible, and tile 149 (below the castle) so that the question mark is visible.
  • Tile 79 with the additional items should lie face up.
  • The following tiles keep the same functions as in the earlier adventures of the base game: 64, 111, 121, 208/209, 214.

Your first task: find clues about what is happening in the forest. Tip: time is short (only 4 hourglasses lie on the Evil End). Think carefully about where you can find useful information. Attention! As soon as the first player stops in a shadow, continue reading in the box on page 4.

Now draw the first disc from the bag.

Shadows (Box on Page 4)

A creepy feeling runs down your back. As if the trees were speaking to you, watching you and coming closer. Something is definitely wrong here. You feel weak, and everything goes black before your eyes.

From now on (including now): whenever a player stops their standing figure in a shadow adjoining a forest patch (Waldstück), they must draw a die from the bag (after possibly having put a white die in to Save Strength (Kräfte sparen)). That die must then be returned to the bag!

  • If the drawn die is purple: You feel weak and can barely stay on your feet. But you must keep going... Your long movement figure may not be used on your next movement. Tip: mark your long movement figure with a purple die from the supply so you don't forget.
  • If the drawn die is white: You defy the curse! Nothing is stronger than your will. Nothing happens.

Afterwards, someone may still be overpowered or something may be explored!

Note: on the tree bridges, the outlaws may stop without consequence. Note: if a player was touched by Guy of Gisbourne and gave up their long movement figure, that player must, whenever they stop in such a shadow, always put one purple die into the bag.

Tile 72 (Treasure Chamber)

Variant I: You reach the treasure chamber, but the iron door is firmly locked. You cannot get in here.

Variant II: The iron door of the treasure chamber is not properly locked. Strange. Out of curiosity you look inside and find several sacks of gold. You grab one and disappear. Behind you the door closes. Now turn the treasure chamber tile. Mark the item Goldsack with one die of your colour on the item parchment.

Tile 74 (Messenger)

The messenger stands frightened beside his horse when you come to him. "I have to disappear from here. But I will not watch idly as the forest perishes. Here, take my horse, but bring it back to me soon, for I must continue afterwards."

At any later time, you, or another player if they touch tile 74 again, may use 2 additional short figures of a fellow player in this turn, and also, with this movement (even if you use your long movement figure with it), put one (!) white die into the bag. This action is possible only once. Afterwards, tile 74 is turned.

Note: if you do not use the long movement figure, you may still put only one white die into the bag.

Tile 80 (Farmer)

Variant I: The farmer's draught animal snorts. The farmer tugs at the reins of the ox and the cart comes to a halt. Do you want a) to ask about clues regarding the curse, or b) for support?

Answer to a): "I will make a wide detour around the forest. A curse dwells in the forest. The trees are waking to life! It is said that the last time this curse plagued the forest, the Keeper of the Forest raised a special shining stone into the sky. Who believes such things? Those are all just fairy tales. The sheriff is said to have taken this stone from him, because the stone would be safer in the castle. You know the sheriff, he grabs everything for himself." Now turn the farmer's tile.

Answer to b): "Here, have something to eat!" You may place one die in your colour on the picture of the provisions. Now turn the farmer's tile.

Variant II: The farmer comes toward you with his draught animal and shouts: "Out of the way! What do you want? I'm in a hurry!" Do you want a) to ask about clues regarding the curse, or b) for support?

Answer to a): "I overheard a conversation recently. There's supposed to be a metal chain with a pendant to defeat the curse. But what could a chain possibly have to do with the curse?" The farmer shakes his head. "I have to go on!" If you now put 3 purple dice into the bag, you may place your figure on tile 193. Now (always) turn the farmer's tile (80), and turn tile 193 (at the bottom, by the river) so that the farmer is visible.

Answer to b): "I don't have much myself! Here! But now I have to go on!" The farmer throws you a piece of cheese. You may now put one white die into the bag. Now turn the farmer's tile.

Tile 90 (Keeper of the Forest)

Variant I

The Keeper of the Forest greets you and is delighted to see you. "My friend, the forest is cursed. An old, malicious curse reigns over the forest, and you must help me stop it, or little of our home will soon remain. An ancient spell must be spoken!" But mind you, something else is still needed. If you outlaws are destined to break the curse, you will find it. "What would that mean? We must move on at once, for our forest is in great danger." "One more thing!" the Keeper makes clear. "Once you have found both, come back to me quickly. And now hurry, before the curse of the forest destroys everything." Tip: think carefully about who might be the keeper of an ancient spell. Do not turn the Keeper's tile. Mark the Keeper's tile with a red die, so that you do not forget to return to the Keeper with both. Tip: you will be told whether the item you find is important for stopping the curse or not. Read on the next page in the corresponding box once you have handed both to the Keeper.

Box (Variant I): The Keeper of the Forest is delighted to see you. With full hope he asks: "Did you find both now?" You show the stone and the spell, and the Keeper nods. "Well then, let us try. We must destroy the curse once and for all. It will demand everything of you! Do you really feel ready?"

To break the curse, your collected items are also important. Do you want to collect more? Then hurry, come back to the Keeper later and read on the next page when you are ready.

Variant II

You look thoughtfully into the Keeper of the Forest's eyes. He murmurs: "We must do something to stop this curse, but we cannot manage it alone. The forest will not hold out much longer, and it is all too late. Our home will then be no more, and the sheriff's soldiers will find us. And on top of everything, the suffering of my old friend Maris. He could not pay his taxes and was therefore arrested. Yet only he knows the ancient spell that must be spoken. But, mind you, something else is still needed. If you outlaws are destined to break the curse, you will find it." "What would that mean? We must move on at once, for our forest is in great danger," thought the outlaw. Read on here, on this page, top right.

"One more thing!" the Keeper makes clear. "If you find Maris and the other thing, come back to me quickly. And now hurry, before the curse of the forest destroys everything." Consider where Maris was taken. Do not turn the Keeper's tile. Mark the Keeper's tile with a red die, so that you do not forget to return to the Keeper with both. Tip: you will be told whether the item you find is important for stopping the curse or not. Read on in the corresponding box here once you have handed both to the Keeper.

Box (Variant II): The Keeper of the Forest was delighted to see his friend and you again, safe and sound. With full hope he asked: "Did you also find the other thing?" You take out the metal chain, and the Keeper nods. "Then let us try. We must destroy the curse once and for all. It will demand everything of you! Do you really feel ready?"

To break the curse, your collected items are also important. Do you want to collect more? Then hurry, come back to the Keeper later and read on the next page when you are ready.

When you are ready, continue reading on the next page.

Ritual Against the Curse

You are ready, then. The Keeper takes you by the hands and explains: "We must speak these ancient verses together. Then the curse will appear before us, and we must do everything to stop it!" Take each other by the hands and speak the following spell together, loudly and clearly, from the box below:

Box (spell): Plants and animals, be made whole, we humans too are an important part. Curse, vanish and return home, and let there be peace for all.

The curse appears, and a terrible storm rises. The Keeper calls: "Now go, perform the ritual! Lay all your items in the middle of the circle. I hope they are enough!" The Keeper takes the stone and holds it up towards the sky.

Empty the bag in front of you and count the number of purple and white dice. Remove 1 purple die for each white die. The remaining purple dice go back into the bag and form the strength of the curse.

Then the coloured dice (player colours only) of all collected items (including the stone) are put into the bag, including from the item parchment of tile 79. Then draw 5 dice. If you are playing the adventure for the second time because you did not win it, draw 9 (!) dice from the bag instead. Read on below now.

If more purple dice than coloured dice were drawn, read the box below.

Box (first attempt failed): "Blast! It didn't work!" The Keeper cries, beside himself. "Come on, try again! We must succeed! Take each other's hands once more and repeat the spell slowly and clearly!" You have a second chance! Draw 3 more dice. If now more coloured dice (your player colours) are drawn, the curse is broken. Note: the 3 dice drawn are now evaluated separately. That means 2 coloured dice must be drawn in order to emerge as the victor.

If more purple dice than coloured dice were drawn again, read the box below.

Box (lost): Even in the second attempt, more purple than coloured dice were drawn. You have lost the game. Play the game again and play the II variant. Many new things will meet you. Stay eager and stop the curse! Otherwise the forest is lost. You are the only hope of the forest's inhabitants and of the forest itself. Note: do not forget the change to tiles 208/209.

If more coloured than purple dice were drawn, you have won the game.

The spell took effect, for the storm grew weaker and there came a brief stillness. Suddenly a shining column of energy formed in the midst of the heroes. The Keeper saw the disaster and cried: "Quick, take cover!" Everyone sought shelter immediately behind a tree or in a hollow. After a loud hissing was heard, quiet returned. The curse was defeated, and the companions' home was saved. Robin and his friends crawled out of their hiding places and sought one another. Robin sank to the ground, delighted and drained of strength. "We did it. We have broken this curse with our united strength." The friends embraced and were glad that all had come through this dark day safe and sound.

All? The Keeper lay on the ground with a face twisted in pain. This column of energy, which appeared at the end of the curse, had hurt him badly at the side. Robin immediately bound the deep wound with his hooded cloak, so that the bleeding stopped. The Keeper breathed deeply: "You must find the one who caused this curse, for only he can save me." But where should Robin and his friends search? Who had sent this cruel calamity over the forest? Can they find the cause in time and save the Keeper of the Forest? This story is told in part 2. So stay tuned to see how it goes on.

End.

Tile 100 (Trader)

Variant I

The trader struggles with his cart. Sweating, he stops. "Today I am not going into the forest, but I am looking for a valuable good. A rare horn is supposed to be found here. It must have the finest sound. Bring it to me and I will reward you." Task (not compulsory): If a player hands a horn over to this trader, you may place 1 additional hourglass on the Evil End, and the hope in the land rises by 4. Afterwards, the trader's tile is turned. Mark the trader with a red die as a reminder.

"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 either. Exception: you may not select a horn at this trader! Note: only 1 fur may be traded at this trader. Do not turn the trader's tile.

Variant II

The trader struggles with his cart. Sweating, he stops. "Today I am not going into the forest, but I am looking for a valuable good. A rare cloak is supposed to be found here. Made of expensive fabric with golden embellishments. Bring it to me and I will reward you." Task (not compulsory): If a player hands a cloak over to this trader, you may place 1 additional hourglass on the Evil End, and the hope in the land rises by 4. Afterwards, the trader's tile is turned. Mark the trader with a red die as a reminder.

"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 either. Exception: you may not select a horn at this trader! Note: only 1 fur may be traded at this trader. Do not turn the trader's tile.

Tile 102 (Cave Entrance)

You step into the cave entrance. A narrow path lies before you. Various thoughts shoot through your head. A risky path, where does it lead? Can it be? A way into the castle?! But the cave could collapse. Do you want to try it anyway?

Then draw 3 (!) dice from the bag and read the effect below. These dice are not returned to the bag.

3 purple dice: You hear a dull rumbling and fear the cave could collapse. You shrink back. Suddenly countless stones come tumbling down, and you barely manage to escape outside. The cave entrance is buried. Now turn tile 102 so that the entrance to the cave is no longer visible, and move your figure to the nearest shadow. "What bad luck!" you think. "That passage would surely have led me into the castle!" You must now find another way into the castle. "Huh! The beggar gestures for you to come to him. Is this a trap? Can this old man be trusted?"

At least 1 white die: You hear a dull rumbling, but you gather all your courage. Skilfully you dodge the falling stones and reach the end of the passage. Above you, you discover a grate, and with all your strength you manage to heave it upwards. Success! Now move your figure onto the floor grate (tile 181) in the castle courtyard. The passage is no longer visible, for the falling stones have buried the way back. Note: you must find another exit!

Tile 110 (Beggar)

The beggar looks at you worriedly. "These times are bad. The forest is not my friend at the moment. Friends listen to you and stay loyal to you. Even the sheriff has no loyal guards. I have observed that the guard next to the castle gate can be bribed. Bring him a sack of gold, and perhaps one or another door will open."

As soon as you have handed a gold sack to the open guard (No. 7), read on in the box below. Now turn the beggar's tile.

Box: The guard silently takes the gold sack, pockets it and immediately opens the castle gate. Remove the castle gate tile (215), so that the gate stands open. You can now, in your next action, explore tile 215, or start your next action with your standing figure on tile 25. Note: guard No. 7 is not turned. Guy of Gisbourne does not move into the castle.

Once you have passed through the gate, read on: "Was that perhaps an ambush? Can one simply stroll through the gate of Nottingham Castle like this? I must be on my guard." With a crash, the gate falls shut behind you. Return tile 215 to the game board as it was before it was opened.

Tile 115 (Jailer)

Variant I

The jailer grins at you in astonishment. "Well, you! You're looking for something?! You won't find it with me! You are captured! Intruders! Guards, seize him!!!" Now turn guard 1 so that it is 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 move. If it does not work, you or another player may try again later. Reward: If he was overpowered, read on in the box below.

Box (Variant I): If he was overpowered? Turn tile 115. Then read here: You could use the jailer's whip as a rope. Now place one die in your colour on the item Rope.

Variant II

The jailer plants himself broadly in front of the cell door and hisses: "Get out! You have nothing to do here! The prisoner stays in the dungeon!"

You may now try to overpower the jailer. To do so, you must draw 2 white dice from the bag in one move. If it does not work, you or another player may try again later. Reward: If he was overpowered, read on in the box below.

Box (Variant II): If he was overpowered? Turn tile 115. Then read here: You overpowered the jailer and opened the cell door with his key. In the dungeon you discover an old man. Maris is his name. Maris is important for stopping the curse and must be escorted to the Keeper. Place a red die beside your standing figure. It symbolises Maris. If this is your 1st (!) item found that is important for stopping the curse, then additionally place the following number of hourglasses on the Evil End, depending on the number of players. Otherwise ignore this note. 2 players: 4 · 3 players: 3 · 4 players: 2 If you are playing the adventure for the second (!) time, because you did not win it the first time, place one more hourglass on the Evil End. Tip: you will be told whether the item you find is important for stopping the curse or not.

Tile 120 (Trader)

Variant I

The trader recognises you and says: "I must leave here, but I am looking for a valuable good. A special cap is supposed to be found here. It is said to bring luck and prosperity. Bring it to me and I will reward you." Task (not compulsory): If a player hands a cap over to this trader, you may place 1 additional hourglass on the Evil End, and the hope in the land rises by 4. Afterwards, the trader's tile is turned. Mark the trader with a red die as a reminder.

"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 either. Exception: you may not select a horn at this trader! Note: only 1 fur may be traded at this trader. Do not turn the trader's tile.

Variant II

The trader recognises you and says: "I must leave here, but I am looking for a valuable good. A special horn is supposed to be found here. Its sound is said to create happiness and contentment. Bring it to me and I will reward you." Task (not compulsory): If a player hands the horn over to this trader, you may place 1 additional hourglass on the Evil End, and the hope in the land rises by 4. Afterwards, the trader's tile is turned. Mark the trader with a red die as a reminder.

"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 either. Exception: you may not select a horn at this trader! Note: only 1 fur may be traded at this trader. Do not turn the trader's tile.

Tile 126 (Executioner)

Variant I

The executioner looks at you resolutely and takes his axe in both hands, ready for battle. "What do you want here? You will never get the stone. The forest, your home, will not survive this curse, and then we will find you, hunt you down and capture you. That is your end, for you cannot stop the curse."

Task (not compulsory): You may now try to overpower the executioner. To do so, you must draw 2 white dice from the bag in one move. If it does not work, you or another player may try again later. Reward: If he was overpowered, read on in the box below.

Box (Variant I): If the executioner was overpowered? Then turn tile 126 and read here: You turn the executioner's tile (126), and you receive the stone. This is an item that is important for stopping the curse. Place one die in your colour on the item Crystal on the item parchment (79). It does not have the same function as explained at the beginning. If this is your 1st (!) item found that is important for stopping the curse, then place the following number of hourglasses on the Evil End, depending on the number of players. Otherwise ignore this note. 2 players: 4 · 3 players: 3 · 4 players: 2 If you are playing the adventure for the second (!) time, because you did not win it the first time, place one more hourglass on the Evil End. Tip: you will be told whether the item you find is important for stopping the curse or not.

Variant II

The executioner grins at you in astonishment. "Well, you! You're looking for something?! You won't find it with me! You are captured! Intruders! Guards, seize him!!!" Now turn guard 1 so that it lies open.

Task (not compulsory): You may now try to overpower the executioner. To do so, you must draw 2 white dice from the bag in one move. If it does not work, you or another player may try again later. Reward: If he was overpowered, read on in the box below.

Box (Variant II): If the executioner was overpowered? Turn tile 126. Then read here: You could use the jailer's whip as a rope. Now place one die in your colour each on the item Rope and on the item Axe.

Tile 130 (Maid)

Variant I

Rowena looks at you bitterly. "Something strange is going on in the forest. A curse is plaguing the forest." the maid laments. Do you want a) to ask about clues regarding the curse, or b) for support?

Answer to a): "My grandfather told me this story some years ago. A special stone is supposed to be part of the solution, which is said to be in the castle." Now turn the maid's tile.

Answer to b): "Well, here, take these apples!" You may now throw one white die into the bag. Now turn the maid's tile.

Variant II

Rowena looks at you bitterly. "Something strange is going on in the forest. A curse is plaguing the forest." she laments. The maid swallows: "And then the boat has drifted off as well. I could not stop it. The current was simply too strong." Turn tile 208 so that no boat is visible anymore, and turn tile 209 so that the boat is visible there. Do you want a) to ask about clues regarding the curse, or b) for support?

Answer to a): "My grandfather told me this story some years ago. A special amulet of noble metal is supposed to be part of the solution, to destroy the curse of the forest. It is said that this special amulet was a gift of love." Now turn the maid's tile. Tip: think carefully about who could have received an amulet of noble metal as a gift.

Answer to b): "Well, here, take these apples!" You may now take one purple die from the bag. Now turn the maid's tile.

Tile 138

This was the last place where the curse of the forest was supposed to be subdued! Why did it come back? Was something not done properly? Was something missing?

Tile 140 (Woodcutter)

Variant I

The woodcutter looks at you in horror and shakes his head. Do you want a) to ask about clues regarding the curse, or b) for support?

Answer to a): "The curse has returned. It haunted this forest some decades ago. People say it could once be stopped by an ancient spell. I could hear today how the sheriff, quite beside himself, called the executioner to him on the castle wall. He was to fetch a stone from the treasure chamber and then keep it safely with him. It must be valuable!" Now turn the woodcutter's tile.

Answer to b): "You can surely use these! Take my axe!" You may now place one die in your colour on the axe on the item parchment. Now turn the woodcutter's tile.

Variant II

The woodcutter looks at you in horror and shakes his head. Do you want a) to ask about clues regarding the curse, or b) for support?

Answer to a): "The curse has returned. It haunted this forest some decades ago. People say that a metal chain is needed. I could hear today how the sheriff, quite beside himself, called the jailer to him on the castle wall. He was to check whether the cell door was really locked properly. Is something valuable being held in there?" Now turn the woodcutter's tile.

Answer to b): "You can surely use these! Take my axe!" You may now place one die in your colour on the axe on the topmost item parchment. Now turn the woodcutter's tile.

Tile 149

You discover a small cave beneath the bushes. Inside you find a pitch-black arrow. Place one die in your colour on the item Black Arrow on the item parchment (79). Now turn tile 149.

Tile 150 (Priest)

Variant I

Father Egbert is horrified: "Oh no! Oh no! We must stop this curse, and this time we must do it right! It will destroy the forest and bury the lives of many animals and people with it. I have already searched for the spell that can stop the curse. Here, take this parchment and bring it to the trusted person who can stop it. But something else is still needed. What was it again...?" This is an item that is important for stopping the curse. Place one die in your colour on the item Parchment on the topmost item parchment. If this is your 1st (!) item found that is important for stopping the curse, then additionally place the following number of hourglasses on the Evil End, depending on the number of players. Otherwise ignore this note. 2 players: 4 · 3 players: 3 · 4 players: 2 If you are playing the adventure for the second (!) time, because you did not win it the first time, place one more hourglass on the Evil End. Tip: you will be told whether the item you find is important for stopping the curse or not. Now turn the priest's tile.

Variant II

Father Egbert looks at you confused and shakes his head. "He has returned. The curse that once wanted to destroy the forest now rules Sherwood again. Several curses are mentioned in the old writings. But I could find no remedy anywhere for a curse in the forest. I don't want to let you go without help, though. Take the barrel. A good potion can help you in these difficult times." Place one die in your colour on the item Barrel. Now turn the priest's tile.

Tile 160 (Mushrooms)

You find a few mushrooms. You are very hungry and gobble one down at once. Suddenly a strange effect sets in. You may now draw 2 discs from the bag. You may look at them together and select 1. Place that disc in front of you. Return the other disc to the bag. The next time a disc is drawn, the disc you chose is carried out instead. Now turn the mushroom tile.

Tile 170 (Reeds by the River)

In the reeds beside the river you find a shield and a bent, longer sword. Mark the shield with one die of your colour, and the two-handed sword on the bottom item parchment (79) with a white die. You may use the shield now, but not yet the two-handed sword. Now turn tile 170.

Optional task: Take the bent two-handed sword to the smith (tile 206). If you touch tile 206 with one of your standing figures, you may remove the white die and place one die in your colour on the item Two-handed Sword, and then use it.

Tile 180 (Cart Wheel)

You find an old cart wheel. We will teach the guards in Sherwood to fear us. You may throw the cart wheel at any time, but only once (from tile 180). Thereby an open guard in an adjoining clearing disappears, and the hope increases immediately by 1. Then turn tile 180 after this action.

Tile 190 (Chest)

An old chest, here in Sherwood. The sheriff's guards are so greedy that they go for everything they can find. Perhaps it can still be of help to us, who knows. Would you like to take the chest? Then turn the tile and mark the item Chest on the topmost item parchment with one die of your colour. Function: You may set the chest down somewhere in a clearing, so that the guard of that clearing appears immediately. Note: a player is only captured when the red disc is drawn.

Tile 200 (Smith's Wife)

Variant I

The smith's wife looks at you confused. "I have heard that strange things are going on in the forest. The parson says an ancient curse has returned. Perhaps this can be of help to you. Here, take this!" Place one die in your colour on the item Barrel. Now turn tile 200.

Variant II

You see the smith's wife pacing back and forth thoughtfully. She comes to you and shakes her head: "That can't be true. My grandfather told me about this calamity. I never thought this curse would return. Back then it was defeated with a metal amulet. My grandfather gave it to me on his deathbed and said I should keep it well, for it might be needed again one day. I believe today is that day." She holds the amulet out and hands it over to you. Now turn the smith's wife's tile (200).

This is an item that is important for stopping the curse. Place one die in your colour on the item Crystal on the item parchment (79). If this is your 1st (!) item found that is important for stopping the curse, now additionally place the following number of hourglasses on the Evil End, depending on the number of players. Otherwise ignore this note. 2 players: 4 · 3 players: 3 · 4 players: 2 If you are playing the adventure for the second (!) time, because you did not win it the first time, place one more hourglass on the Evil End. Tip: you will be told whether the item you find is important for stopping the curse or not.

Tile 215 (Castle Gate)

The gate really was standing open. The gate of Nottingham Castle was normally firmly locked and strictly guarded.

Note: only if you are the first player to explore this tile, read on below.

You look around and find a crumpled banner of Richard the Lionheart. Mark the red banner on the topmost item parchment with one die of your colour.

Task (not compulsory): Attach the banner above the castle gate (243). As soon as a player touches tile 243 with the banner, turn this tile, and the hope increases immediately by 4.