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Die Abenteuer des Robin Hood: Der Gesandte der Königsmutter thumbnail

Die Abenteuer des Robin Hood: Der Gesandte der Königsmutter

Expansion for The Adventures of Robin Hood

Die Abenteuer des Robin Hood: Der Gesandte der Königsmutter Rulebook

Table of Contents

Table of Contents

  • Items
  • Setup
  • Starting Position
  • Quests
    • Quest 46
    • Quest 57
    • Quest 64
    • Quest 80
    • Quest 100
    • Quest 110
    • Quest 111
    • Quest 115
    • Quest 116
    • Quest 121
    • Quest 124
    • Quest 130
    • Quest 138
  • Special Abilities (from Chapter 4)
  • Actions
    • Action 1: Visit
    • Action 2: Defeat
    • Action 3: Passing On Objects

Items

  • Bow: If you place the wooden arrow on your stand figure and its tip touches a guard's tile, you may perform the action Defeat from a distance as well. Important: You may only use the bow against guards.
  • Hat: If you own both the hat and the cloak, you are ignored by guards and by Guy of Gisbourne. This disguise lasts until you try to defeat an opponent. Then you must return the two cubes in your colour to the supply.
  • Cloak: If you own both the cloak and the hat, you are ignored by guards and by Guy of Gisbourne. This disguise lasts until you try to defeat an opponent. Then you must return the two cubes in your colour to the supply.
  • Sword: When performing Defeat (without 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 defeating.
  • Axe: When performing Defeat (without bow), you may draw 2 additional cubes from the bag. In addition, you may explore the long tile 64 (in the middle of the forest) and fell the tree. Note: A player can use at most 1 sword in addition when defeating with the axe.
  • Two-Handed Sword: When performing Defeat (without bow), 1 drawn white cube counts immediately as 2 white cubes. Note: A player who uses the two-handed sword when defeating cannot use additional swords or an axe.
  • Rope: When you explore the long tile 111 (on the castle wall), you may turn it over so that the rope is visible. Then you must return your cube from the rope to the supply.
  • Horn: You may use the horn once. When a disc is drawn from the bag, you may put it back into the bag unused and draw again. Then you must return your cube from the horn to the supply.

Setup

The booklet marks alternative texts with shield symbols I and II. They are given here as printed. Which label is read follows the base game's Coat of Arms rule (read the text labelled I or II that matches the board); the booklet itself does not state this.

  • Carefully puzzle together 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 necessary, turn tiles 30 to 38 so that all 9 tree bridges are visible. The long 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 there are still wooden pieces from a previous game on the board, return them to the supply now.
  • Each player chooses an outlaw and takes its 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 their colour into the bag.
  • Also throw the red disc, one grey disc, one violet disc and the white disc into the bag.
  • Each player places 1 cube in their colour on the illustration of the bow.
  • Each player takes 6 violet cubes and 1 white cube and then throws them into the bag.
  • Stack the following number of hourglasses on the Bad end, depending on the number of players: 2 players: 7 — 3 players: 6 — 4 players: 5
  • Place the bard figure on the following number of the Banner of Hope, depending on the number of players: 2 players: 6 — 3 players: 7 — 4 players: 8

Starting Position

Shield I:

  • Take the 4 seals that show the lion, shuffle them, and place two of them face down on each of tiles 31 and 33 (tree bridges in the middle of the forest). Then turn them face up. The colour on each seal indicates which player starts in which position. Each player places one of their stand figures as centrally as possible on the corresponding tile.
  • Place the two seals that show a wagon wheel face down next to the game board.
  • Throw all remaining 6 seals into the bag.

Continue reading on page 6.

Shield II:

  • Each player places one of their stand figures on tile 35 (tree bridge at the top left of the forest), so that all of them stand as centrally as possible.
  • Place the two seals that show a wagon wheel face down next to the game board.
  • Place the seal that shows a lion and has yellow on the back face down next to the game board as well.
  • Throw all remaining 5 seals into the bag.

Both variants continue:

  • Now 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 guards and nobles).
  • Place the second violet disc in the third seal recess. Only if you want to play the adventure on "easy", additionally place the second grey disc on it.
  • Place a violet stand figure on tile 246 (on the large clearing in front of the castle, left of the merchant).

Important note: In this adventure, the numbers on the characters and items on the game board no longer match the 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 priest, read what happens at quest number 150, not at page 150. The booklet has only 36 pages.

  • Now turn over the tiles of the guardian (90, in the middle of the forest), the merchant (120, left in the forest), the chest (190, top of the forest) and the blacksmith's wife (200, bottom by the river), so that they are not visible.
  • Also turn over tile 165 (in the castle courtyard) and tile 212 (tower on the left of the castle), so that the question mark is visible on both.

Dismal were those days in June 1193. The people of Nottingham county were starving. Farmers and craftsmen who could not pay their taxes filled the dungeons of the castle. For many of them it would soon be off to the feared prison of Blackgarden.

Continue reading on page 7.

  • Stack 3 hourglasses on tile 46 (left castle tower). Whenever the red Dark Events are carried out and you remove hourglasses, you must also remove the top one here. When the last one has been removed, you must read quest number 46 to see what happens.

Shield I:

Even Robin felt weak and emaciated, for he had shared what little he had with the poorest. Place one of the green medium playing figures in the box. Only if Robin owns provisions during the course of the game and can then hand them over, does he get his figure back.

Shield II:

  • Turn over the tile of the mushrooms (160, at the forest edge) so that they are not visible.

It was therefore no surprise that the outlaws also breathed a sigh of relief when they heard that an important visitor had announced himself: Hubert Walter, the royal envoy, official, clergyman and loyal servant of the Queen Mother, had come to Nottingham! Nothing was known of his intentions. But it was no secret that Eleanor of Aquitaine, mother of King Richard and Prince John, did not trust the latter. That her extended arm, the honourable Hubert Walter, had turned up here seemed to bode nothing good for the prince. And besides, Robin thought, this might offer a unique opportunity: "If only we could tell Hubert Walter about the strange events in Nottingham and the misery here, he would surely pass it on to the Queen Mother. And she would not tolerate this injustice!"

Shield I:

Adventure goal: One of you must meet Hubert Walter. Tip: Think carefully about where you can find useful information about his whereabouts.

Shield II:

Then Robin said: "As a youth I once met the honourable Hubert Walter. I think he will believe me." Adventure goal: Robin Hood (!) must meet Hubert Walter. Tip: Think carefully about where you can find useful information about his whereabouts.

Now place the bookmark here, between pages 7 and 8. Now draw the first disc from the bag.

Quests

Quest 46

The Guards of the Sheriff call out orders. Whips crack and horses neigh. Two wagons rumble through the castle gate.

Take tile 215 out of the game board now. From now on, if a player touches recess 215 with their stand figure (!), they may move it to tile 25. Their turn then ends immediately. It is therefore not possible to carry out another action afterwards. Of course it also works the other way round (from 25 to 215), that is, out of the castle. Important: Place 1 hourglass on recess 215. If it is removed during the red Dark Events, you must put tile 215 back into the game board and the gate is closed again.

Prisoners in the wagons, packed tightly together, stare through the bars without blinking, yet not one of them makes a sound. All are gagged and have their hands and feet bound.

Shield I:

Take tile 62 (in the middle of the forest) and tile 120 (left in the forest) out of the game board now.

Two prisoner transports can be seen in the recesses. You may try to defeat the prisoner transports. To do so, a player must draw 2 white cubes from the bag in one turn.

Reward: Each time you have defeated one of the transports, you may turn the recess face down again (so that tile 62 no longer shows a star and tile 120 no longer shows a question mark) and place 1 additional hourglass on the Bad end.

Shield II:

Take tile 22 (at the top of the forest) and tile 62 (in the middle of the forest) out of the game board now.

Two prisoner transports can be seen in the recesses. You may try to defeat the prisoner transports. To do so, a player must draw 2 white cubes from the bag in one turn.

Reward: Each time you have defeated one of the transports, you may turn the recess face down again (so that it no longer shows a star) and place 1 additional hourglass on the Bad end.

Quest 57

Only if you have Father Egbert with you may you read on here.

"Thank you. You are no longer needed," says Father Egbert. Then he knocks a pre-arranged signal on the door. Quickly you hide in the shadows. Soon afterwards the door is opened. Father Egbert steps inside. At the last moment you manage to hold the door open before it closes. A moment later you are already climbing the steps of the spiral staircase and reach the battlements.

Place Father Egbert's tile next to the game board. Put tile 57 (door in the shadow of the castle wall) back into the game board so that it shows no star. Place your stand figure on tile 115 (on the castle wall), so that it stands in the shadow.

Quest 64

Your eye 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 over. It can therefore be explored again.

Attention: Only if you own the axe may you read on here. Otherwise your turn ends here and the next disc is drawn.

The tree has long since died and is overgrown with ivy and mistletoe. A single good blow from an axe would fell it.

If you wish, you may now carry out the special action "Felling the Tree". 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 has been felled and you must stop drawing immediately. Then tile 64 is turned over so that it shows the fallen tree. Note: The players and also Guy of Gisbourne can walk over it.

Quest 80

Shield I:

Alrich greets you hoarsely. "You look terrible. What can I do for you?" Will you a) ask about the whereabouts of the envoy, or b) ask for support?

Answer to a): "Well, he is not on my farm." Alrich laughs. "He will be quartering in the castle, where else? Perhaps he is there already? Then someone will surely have seen him arrive!" Now turn over the farmer's tile.

Answer to b): "I am better off than many others. Here, I have a bit of bread left over for you." You may now place 1 cube in your colour on the item provisions. Now turn over the farmer's tile. Note: You can read the functions of all items at the very front of the booklet.

Shield II:

The farmer Alrich greets you curtly. "What is new in Sherwood Forest?" Will you a) ask about the whereabouts of the envoy, or b) ask for support?

Answer to a): "He must be at the castle. The sheriff's men ordered me to bring my last supplies to the castle. There is apparently to be some kind of feast. But I am to bring everything to the back entrance, because another carriage from the south is expected shortly, and I am not to block its way with my team." Now turn over the farmer's tile. You may now place, face up (!) and above the next free seal recess, the one of the two seals that show the wagon wheel on which carriage 24 is named. When the red disc is next drawn, instead of drawing a seal from the bag, you must place this seal in the seal recess and carry it out.

Answer to b): "No, hardly anything is left for me either. Times are hard." Now turn over the farmer's tile.

Quest 100

Shield I:

The merchant waves you off when he sees you. "I have nothing to give away. Or do you want to trade something?" Will you a) ask about the whereabouts of the envoy, or b) trade something?

Answer to a): "So the rumours are true? I heard this Hubert Walter is a just man. I hope he can put the sheriff and the prince in their place. He will probably take up quarters in the residence in the castle courtyard, like all the guests." Now turn over the merchant's tile.

Answer to b): "Well, I have a sword. They do not let me into the castle with it anyway. I would trade it." You may now place 1 cube in your colour from the upper item parchment onto the illustration of the sword. Note: You can read the functions of all items at the very front of the booklet. If you do not wish to, nothing happens. In any case, now turn over the merchant's tile.

Shield II:

The merchant holds his arm. "Got in the way of a few guards yesterday. Not to be trifled with." Will you a) ask about the whereabouts of the envoy, or b) trade something?

Answer to a): "Never heard of him. Sorry." The merchant's tile is not turned over. You or another player can explore him again later.

Answer to b): "I like the bow you are carrying. If you give it to me, I would gladly give you something to eat." You may now place 1 cube in your colour from the item bow onto the illustration of the provisions. Note: You can read the functions of all items at the very front of the booklet. If you do not wish to, nothing happens. In any case, now turn over the merchant's tile.

Quest 110

Shield I:

The old Cardhir sucks the marrow out of a chicken bone. "A feast!" he cries. Will you a) ask about the whereabouts of the envoy, or b) ask for support?

Answer to a): "The honourable lord is here. He arrived last evening. Several carriages with soldiers and servants. But I know more: another carriage will arrive soon. Only yesterday I heard the gatekeeper talking about it." Now turn over the beggar's tile. You may now place one of the two seals that show the wagon wheel, face down, above the next free seal recess. When the red disc is next drawn, instead of drawing a seal from the bag, you must turn this seal face up, place it in the seal recess and carry it out.

Answer to b): "I always have a bit left over for you." Then he digs in his rags for another chicken bone. You may now throw 2 white cubes into the bag. Now turn over the beggar's tile.

Shield II:

The beggar named Cardhir looks at you grumpily. "Bad times for the likes of us, eh?" Will you a) ask about the whereabouts of the envoy, or b) ask for support?

Answer to a): "Hubert Walter? Well, that fits. Last night several carriages came through the castle gate. Was he and his retinue sitting in one of them? I could well imagine it. Dignitaries from the village are said to have received invitations to a castle feast." Cardhir laughs. "Mine must have got lost!" Now turn over the beggar's tile.

Answer to b): "I have something for you. I found it. It is said to come from the distant Orient." If it is not already face up, now turn over tile 79 (right in the village) so that it shows the special items. You may now place 1 cube in your colour on the illustration of the item telescope. Note: You can read the functions of all items at the very front of the booklet. Now turn over the beggar's tile.

Quest 111

Attention: Only if you own the rope may you read on here.

Return the cube in your colour from the illustration of the rope to the supply. Then turn over the long tile 111. From this tile you may "climb" up or down when you are next on turn. Note: Show your fellow players the illustration beside this text. Of course, other players may also use the rope. Now any player draws the next disc from the bag.

Quest 115

The jailer cracks his whip as you approach: "You had better clear off. Give up the search for the envoy!"

You may now try to defeat the jailer in order to get information about the envoy. 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: You may read on in the box below.

Now place the bookmark here, between pages 15 and 16.

Box (reward for defeating the jailer):

The jailer is disarmed. You take his whip. You could use it as a rope. You may now place 1 cube in your colour on the item rope.

Protectively he raises his hands above his head. "I will tell you everything you want to know. I will tell you where to find the envoy." Suddenly he begins to laugh, cackling and full of spite. "The envoy, hah! That fool! The prince has no patience for such a snoop. That is why he and his retinue have already left again. They came here as noble lords and left the castle ..." Again he cannot suppress a filthy laugh. Spittle drips from his chin. "... and left the castle as the lowest scum!" "What is that supposed to mean?" you ask. "The transports ... the prisoners ... that was his retinue! Hahahah! And the envoy himself has just driven through the castle gate."

Now turn over the jailer's tile. Also take tile 193 (bottom by the river) out of the game board. This is the prisoner transport in which Hubert Walter is held. Task: You must defeat this prisoner transport before the last hourglass is removed from the Bad end. To do so, a player must draw 2 white cubes from the bag in one turn. Reward: If you succeed, you may read on at quest number 204.

Quest 116

Your heart beats faster, for these seem to be the prince's private chambers. Your eye sweeps over a jumble of all kinds of jewellery, choice food and wine bottles. But amid the chaos a letter catches your attention. You read ...

"My friend, it is a great joy to me to hear that our common plan is close to completion. If only I could keep the eternally curious E. in the dark about our intentions. Let us discuss everything further when ..."

Suddenly you hear footsteps on the stairs. Quickly you crouch down behind a chest. It is the prince!

[Speech bubble, the prince:] "Tell our guest that I wish to meet him later in his tower room."

The prince puts on his weapons belt. Then he leaves the chamber again. You let a few moments pass, then you stand up. Before you disappear, you pocket the letter.

You may now place 1 cube in your colour on the illustration of the item parchment. Important: The door (tile 165) is not turned over. It can therefore be explored again.

Quest 121

What you are doing here is extremely risky. What if a guard discovers you?

Carefully you loosen the noose and unwind the rope. Place 1 cube in your colour on the illustration 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 carry out the action Visit. A fellow player then reads quest number 111 aloud to you to see what happens. Now turn over the gallows tile. Then any player draws the next disc from the bag.

Quest 124

Comic panels; the text is given in reading order.

Panel 1 (narration): You report on the strange events in Nottingham and on the greed and brutality of the sheriff.

Panel 2 (narration): When you have finished, Hubert Walter shows understanding for the situation ...

[Hubert Walter:] "Something of the kind I had already thought." [Hubert Walter:] "Come, I will show you something that will open your eyes and help you understand the full extent of the conspiracy."

Panel 3 (narration): Place your stand figure on the grate in the castle courtyard (181).

[Speech, figure in panel 3:] "The prince is a snake, but he could never assert himself against the will of the Queen Mother." [Speech, figure in panel 3:] "He needed someone who told her lies and kept her at a distance. Someone whom she trusts ..."

Panel 4 (speech): "He needed me! Yes, it was I who suggested to him in a letter that he tell his mother lies about his righteousness and about Richard's misdeeds! Another of my messengers is on the way right now, with more lies!"

Panel 5 (speech): "What?!"

Panel 6 (speech): "Guards! Seize him!"

Now place the seal that lies next to the game board and shows the lion face up in the next seal recess, and carry it out immediately.

Now 3 final tasks must be completed before the last hourglass is removed from the Bad end:

  1. and 2. The player in the castle must possess a letter (item parchment) that proves the envoy's betrayal, and must reach a shadow outside the castle.
  2. Noble 20 (left in the forest) is the envoy's messenger. He must be defeated. To do so, a player must draw 2 white cubes from the bag in one turn.

Reward: If all 3 tasks have been fulfilled, you may read on at quest number 204.

Now place the bookmark here, between pages 17 and 18.

Quest 130

Shield I:

The maid catches her breath for a moment as you approach her. Will you a) ask about the whereabouts of the envoy, or b) ask for support?

Answer to a): "I am sorry, I know nothing of an envoy." Now turn over the maid's tile.

Answer to b): "No, I am sorry. I have nothing left to share either. I am myself looking for a few mushrooms. Those would surely make good provisions." Now turn over the maid's tile.

Shield II:

Rowena nods to you as she hurries past. "I am glad to see you. But I have little time. I am on my way to the castle. I am told I may help in the kitchen there." Will you a) ask about the whereabouts of the envoy, or b) ask for support?

Answer to a): "I know that Father Egbert has been invited to the castle, because some high dignitary is apparently a guest there. Perhaps this is your envoy? Perhaps you will still find the priest at his church." Now turn over the maid's tile.

Answer to b): "In the castle kitchen I will certainly get something to eat. I will leave you a few mushrooms that I have gathered." You may now place 1 cube in your colour on the illustration of the item provisions. Now turn over the maid's tile. Note: You can read the functions of all items at the very front of the booklet.

Quest 138

The waterfall falls silent. Now turn over the waterfall tile (50). Tile 50 stays turned over only for as long as a player stands on the rune circle (138). When the player leaves the rune circle, tile 50 is turned over again and the way is closed once more.

Quest 140

Shield I:

Colin claps you on the shoulder. "I see the privations of the last months have not passed you by without trace." Will you a) ask about the whereabouts of the envoy, or b) ask for support?

Answer to a): "Hubert Walter is at the castle. He arrived last night. At least one more carriage is expected." Now turn over the carpenter's tile. You may now place one of the two seals that show the wagon wheel, face down, above the next free seal recess. When the red disc is next drawn, instead of drawing a seal from the bag, you must turn this seal face up, place it in the seal recess and carry it out.

Answer to b): "I would let you have my old two-handed sword. Once, when my time as a soldier was over, I buried it by the river. I will tell you where. Perhaps it is still lying there." Now turn over the carpenter's tile. If tile 170 (bottom by the river) has not yet been explored, you now know what you will find there!

Shield II:

Colin takes you aside. "Speak quickly: what can I do for you?" Will you a) ask about the whereabouts of the envoy, or b) ask for support?

Answer to a): "An influential man, this envoy. Already in his youth he served the noble Ranulf de Glanville, the judge of the Court of the Exchequer. When I still served in the king's army, I saw him once. That is long ago, but last night I recognised him straight away. Yes, he is here. There is apparently to be a feast in his honour too, and at least Father Egbert has been invited there as well." Now turn over the carpenter's tile.

Answer to b): "I am better off than many a poor dog. I can offer you some bread." You may now place 1 cube in your colour on the illustration of the item provisions. Note: You can read the functions of all items at the very front of the booklet. Now turn over the carpenter's tile.

Quest 150

Shield I:

Father Egbert seems lost in silent prayer. When he notices you, he asks you with a gesture to be patient. Only a moment later does he look up. "What do you want?" Will you a) ask about the whereabouts of the envoy, or b) ask for support?

Answer to a): "I heard that he and his retinue have already arrived. To be honest, I am surprised that I have not yet been summoned to him. Hubert Walter must surely sorely miss the company of an educated mind up there in the castle." Now turn over the priest's tile.

Answer to b): "These are dark times, and we all bear our own cross." Now turn over the priest's tile.

Shield II:

Father Egbert is stacking several books and scrolls in front of the church door when he notices you. "I have no time for you. I am on my way to the castle." Will you a) ask about the whereabouts of the envoy, or b) ask for support?

Answer to a): "The honourable Hubert Walter and his retinue arrived last night. He too is a man of faith. I look forward to a religious discourse with him." Then he presses a stack of books into your hands. "Make yourself useful and help me with the holy scriptures!" If you now take the priest's tile out of the game board and place it in front of you, also take tile 57 (in the shadow of the castle wall) out of the game board. Only the player who has the priest with them may explore recess 57 (even though this recess has no question mark). You may hand the priest's tile over to another player if your stand figures touch. If you decide against this, the priest's tile is simply turned over and tile 57 remains untouched on the game board.

Answer to b): "You shall have a little bread. I can give you no more." You may now place 1 cube in your colour on the illustration of the item provisions. Note: You can read the functions of all items at the very front of the booklet. Now turn over the priest's tile.

Quest 160

Shield I:

Such luck! Finally something to eat! Mushrooms! You may now place 2 (!) cubes in your colour on the illustration of the item provisions. Note: You can read the functions of all items at the very front of the booklet. Now turn over the mushrooms' tile.

Shield II:

Hardly have you stepped into the dark little room when your toe bumps against something. With a clatter a lance falls to the floor. Slowly your eyes adjust to the dark and you make out the gleaming outlines of axes and swords. This is the armoury! After a moment's hesitation your hand closes around the grip of a two-handed sword. If it is not already face up, now turn over tile 79 (right in the village) so that it shows the special items. You may now place 1 cube in your colour on the illustration of the item two-handed sword. Note: You can read the functions of all items at the very front of the booklet. Important: The door (tile 165) is not turned over. It can therefore be explored again.

Quest 164

You stand before what seems to be dense undergrowth, but suddenly you make out a narrow path. A useful shortcut! Now turn over tile 164 so that it shows the path.

Quest 165

Shield I:

The door to the castle's residence stands open. Just as you are about to enter, a rough voice calls out. "Miserable highwayman. I know exactly whom you are looking for!" Now turn over tile 115 (on the far right of the castle wall) so that the jailer is visible. "You will not find the envoy there!" Now turn over the open door (165) and the tower on the left (212), so that neither of them shows a question mark any more.

Shield II:

Now look at the following pictures together.

Carefully you step into the dark stairwell. You look up and discover two doors. Through which of the two doors do you want to go? Or do you want to turn back?

  • Door with a snake: Then read quest number 116 aloud now, to see what happens.
  • Door with swords: Then read quest number 160 aloud now, to see what happens.
  • Going through no door: Then any player now draws the next disc from the bag.

Quest 170

Shield I:

In the reeds, barely visible, you discover a long sword. A two-handed sword! If it is not already face up, now turn over tile 79 (right in the village) so that it shows the special items. You may now place 1 cube in your colour on the illustration of the item two-handed sword. Note: You can read the functions of all items at the very front of the booklet. Now turn over the armour tile.

Shield II:

In the reeds, barely visible, you discover an old suit of armour and a bag. Someone must have lost their provisions. You may now place 1 cube in your colour on the illustration of the item provisions. Now turn over the armour tile. Note: You can read the functions of all items at the very front of the booklet.

Quest 180

Shield I:

Beside a shattered wheel you find the remains of a wagon. It seems to have belonged to a troop of soldiers, for you discover a good sword and a shield. You may now place 1 cube in your colour on each of the illustrations of the items sword and shield. Now turn over the wagon-wheel tile. Note: You can read the functions of all items at the very front of the booklet.

Shield II:

You stumble over the remains of a wagon. Its owner must have moved on in haste, for you find two full barrels of wine. You may now place 2 cubes in your colour on the illustration of the item barrel. Now turn over the wagon-wheel tile. Note: You can read the functions of all items at the very front of the booklet.

Quest 204

Shield I:

You have done it! The prisoner transport comes to a halt. As soon as you break open the cage, an elderly man stumbles out, wrapped in rags, bound and gagged. Yes, it is Hubert Walter, the envoy of the Queen Mother. You have won! Quickly the outlaws bring him to safety.

  • Each player now places one of their stand figures on the secret camp.

After a while the envoy reports: "I walked into Prince John's trap! A month ago he hinted in a letter to the Queen Mother that he had disturbing news about King Richard. Eleanor is too old for such a journey, so my retinue and I undertook the long journey instead. When we arrived late in the evening, we were received kindly. But in the same night the guards overpowered us in our sleep. They put us in these rags, gagged us and crammed us into these wagons. The rest of the story you know."

As Robin wants to report on conditions in Nottingham, the envoy waves him off. "I will return to London by the quickest route and tell the Queen Mother what is happening here in the north. Do not worry, I will see to it that the citizens of Nottingham receive justice."

The End.

Shield II:

What a turn of events! And yet the outlaws have succeeded in uncovering the conspiracy. You have won! Soon afterwards the outlaws gather at the secret camp.

  • Each player now places one of their stand figures on the secret camp.

Hubert Walter a traitor? Could it be? Robin draws out the letter that he stole from the prince's chamber and now reads the whole text:

"My friend, it is a great joy to me to hear that our common plan is close to completion. If only I could keep the eternally curious E. in the dark about our intentions. Let us discuss everything further when I visit you in June. Yours devotedly, Your Hubert Walter."

That was the proof. "E." must stand for Eleanor, the Queen Mother. What great good fortune that the friends have come into possession of this letter!

The End.

Quest 208 and 209

You find a boat on the riverbank. Do you want to use it? By the river you find 2 tiles: 208 and 209.

If you now throw 2 violet cubes into the bag, you may turn over the tile you are currently standing on, so that the boat is no longer visible. Afterwards you may turn over the other tile by 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 crossed over in 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 any player draws the next disc from the bag.

Quest 212

Shield I:

On tiptoe you approach the entrance to the tower. Then you press your ear to the massive oak door. You hear voices: "... also bring the others to Blackgarden. Let the torturers there consider how to fill the hungry mouths. Or get rid of them for good. It is all one to me, just get them out of my sight." Suddenly a rough voice calls across the courtyard: "Miserable highwayman. I know exactly whom you are looking for!" Now turn over tile 115 (on the far right of the castle wall) so that the jailer is visible. "You will not find the envoy there!" Now turn over the tower on the left (212) and the open door (165), so that neither of them shows a question mark any more.

Shield II:

Only if Robin Hood explores tile 212, now look at the following pictures together.

Comic panels, in reading order:

Panel 1 (narration): Quietly you approach the heavy oak door of the tower room. Silence! Carefully you open it ...

Panel 2 (narration): Inside, a man sits at the window, lost in thought. Caption: It is Hubert Walter!

Panel 3 (speech): "Who are you? What are you doing here?!" Panel 3 (speech): "Guards!"

Panel 4 (speech): "Hold, my lord! My name is Robin of Loksley. Years ago we met at court. Let me explain everything ..."

Important: When Robin is next on turn, you may read on at quest number 124. Now place the bookmark here, between pages 29 and 30.

Quest 214

The cart is loaded with fresh straw. You can use the cart in two different ways.

1. You can hide in it. You may place your stand 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 over the cart's tile, and also tile 215 at the castle gate, so that the straw cart is visible there, as if it had been rolled up to the castle gate. Note: Your figure remains behind on tile 214. A player may jump from the castle wall onto the straw cart. To do so, one of their playing figures must touch the straw.

Important: This does not work the other way round. There is therefore no route into the castle!

Quest 215

The cart is loaded with fresh straw. You can use the cart in two different ways.

1. You can hide in it. You may place your stand 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 may jump from the castle wall onto the straw cart. To do so, one of their playing figures must touch the straw.

Important: This does not work the other way round. There is therefore no route into the castle!

Has the gate been opened? Then read on here.

From now on, if a player touches recess 215 with their stand figure (!), they may move it to tile 25. Their turn then ends immediately. It is therefore not possible to carry out 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 defeating (with bow!). Note: The bow can still only be used against guards.
  • Little John may, if he has saved energy in his turn, draw up to 4 cubes from the bag when defeating (without bow!).
  • Will Scarlet may, if he throws 2 violet cubes into the bag, additionally use the grey Will Scarlet figure when moving.
  • Maid Marian now places the raven figure on the secret camp. If she saves energy, 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 drive off the raven, instead of capturing a player standing on its clearing. The raven is then placed back on the secret camp afterwards.

Actions

Action 1: Visit

When a player's stand figure touches a tile with a question mark on it, they may visit it. On the respective tile there is a small number: this is the quest number in this booklet. A fellow player reads aloud what happens when this tile is visited, at the quest number shown.

Important: A tile without a question mark cannot be visited.

Action 2: Defeat

  • To defeat an opponent, the player must touch the opponent's tile with their stand figure.
  • The player then draws up to 3 cubes from the bag one after another. If they draw only violet cubes, the defeat has unfortunately not succeeded. Nothing else happens. When they are next on turn, they may try again. If they draw a white cube, the opponent is defeated and they must stop drawing immediately.
  • Drawn cubes NEVER(!) go back into the bag. They always go to the supply, together with all the other wooden pieces.
  • Once the opponent has been defeated, its tile is turned over. For guards and nobles, the reward is shown under the tile.
  • Important: If a guard or a noble lies face down on the game board, 1 wooden hourglass is also placed on it, so that it does not return so quickly.
  • The player places their figure so that it still touches the tile.

Action 3: Passing On Objects

If a player's stand figure touches the stand figure of another player, both players may pass on objects. One player takes the cube in their colour from the illustration of an item and the other places a cube in their colour on it.

  • Quest 140
  • Quest 150
  • Quest 160
  • Quest 164
  • Quest 165
  • Quest 170
  • Quest 180
  • Quest 204
  • Quest 208 and 209
  • Quest 212
  • Quest 214
  • Quest 215
  • Shield: You may use the shield once. You may give it up when Guy of Gisbourne's figure touches you. Then you lose only the shield. Afterwards you must return your cube from the shield to the supply.
  • Barrel: Once during your movement, you may additionally use the long playing figure of another player. Then you must return your cube from the barrel to the supply. Note: If a player owns several barrels, they may 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. Then you must return your cube from the provisions to the supply.
  • Gold Sack: Any player has an extra turn, which they may use once, instead of drawing the next disc from the bag. Then you must return your cube from the gold sack to the supply.
  • Telescope: When the disc in the colour of the player who owns the telescope is drawn from the bag, that player may immediately draw a second disc and place it next to the stack of discs. This will be the next disc. After their turn, this second disc is placed on the stack.