Die Abenteuer des Robin Hood: Die Solo-Variante
Die Abenteuer des Robin Hood: Die Solo-Variante Rulebook
Table of Contents
Table of Contents
Important Information
You should already have played Chapter 4 of the base game and know the basic rules.
Setup
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Carefully take apart the 8-part game board and place it in the middle of the table.
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Very important: at the start, all tiles must be turned so that no star is visible. Exception: tiles with 2 stars.
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If necessary, turn tiles 30 to 38 so that all tree bridges are visible.
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Your secret camp (recess 60 or 70) must lie face up, and the dark events must be shown as symbols (tiles 60 or 70). Also remove the tile in front of your secret camp (50 or 61) from the game board.
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Empty the bag next to the game board. If any discs from an earlier game are still on the game board, return them to the supply as well.
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Choose one outlaw and take its 5 figures. All outlaws already have their special abilities (look them up in the base game).
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Place 1 die in your colour on the illustration of the bow.
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Throw the wooden disc in your colour into the bag. Also throw the red disc, both grey discs, both violet discs and the white disc into the bag.
Info: You are on turn when you draw the disc in your colour, the white disc or a grey disc from the bag.
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Take 8 violet dice and 1 white die and throw them into the bag.
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Stack 7 hourglasses on the Evil End.
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Place the figure on the number 4 of the Banner of Hope.
Seals
- Take the 4 seals showing the lion, mix them and place them face down: 3 on the recesses and 1 on the herbs (all in the forest). Then turn them face up. The colour on a seal shows the position where your outlaw starts. Place one of your standees on the matching position.
- Throw all 8 seals into the bag.
- Draw 1 seal from the bag, place it in the first recess and resolve it (that is, if applicable, Hope −1 and reveal the guards, nobles and coaches).
- Place one of Gisbourne's standees in the shadows in front of the castle gate.
Components
The booklet's last page contains two cut-out sheets, which replace two tiles on the game board. Their pictures are not transcribed here; the rules below say when each one is used.
- Solo-Steckbrief ("solo dossier"): cut out and place it on the game board in place of tile 78 (right side, in the village). It is a track of six squares on which the red die moves.
- Erkunden-Übersicht ("explore overview"): cut out and place it on the game board in place of tile 79 (bottom right, in the village). It shows which dice combinations give which result when you explore.
Overpowering (Überwältigen)
Whenever you overpower an opponent, you must, after you have received your reward, move the red die up one square and carry out the symbol next to it.
If the red die reaches the top square, it goes back to the bottom square at once, and all previous seals are thrown back into the bag, except those showing the octagonal symbols of the coaches.
Exploring (Erkunden)
When you explore a person or an object, you do not read in the book what happens. Instead, draw up to 3 dice from the bag. If you draw a white die, you must stop drawing immediately. Depending on the combination you drew:
- 1 white die = +2 Hope
- 1 violet die and 1 white die = 1 Provisions
- 2 violet dice and 1 white die = 1 Barrel or 1 Horn
- 3 violet dice = Gisbourne moves
In every case you must then turn the tile. You therefore cannot explore it a second time. When exploring, you are not allowed to stop drawing early (for example after 2 violet dice).
Note: This rule change applies only to small objects and persons, not to, for example, the boat (208/209), the castle wall (111) or the hay cart (214). When you explore those, you read in the book as normal what happens.
The Merchants (Die Händler)
When you explore one of the two merchants (100 and 120), you draw no dice and do not read in the book either. Instead, you may place as many dice of your colour as you like from the top parchment of objects onto objects on the bottom parchment. (Never the other way around!)
The merchants are not turned after exploring and can be explored again later.
Guy of Gisbourne
Gisbourne pursues only you in this adventure. If you are not visible to him when the violet disc is drawn (because you are in the castle or standing on a tree bridge), he moves towards your secret camp. If he touches recess 60 or 70 (whichever one your secret camp is on), you lose immediately.
Story
You are alone! Your companions set out days ago. They are searching for Blackgarden, the notorious prison tower of the Sheriff. Perhaps they will succeed in freeing the prisoners held there. But only you remain in Sherwood Forest. Will you manage to give the people of the county new courage?
Adventure Goal
Your adventure goal is to reach 18 Hope before the last hourglass is removed from the Evil End.
Special Tasks: To reach 18 Hope, you may overpower nobles and guards. In addition, you may choose one of three sets of "Special Tasks" (see the next page). Which tasks you complete, and in which order, is up to you.
Special case: If you manage to complete 3 "Special Tasks", you have also won immediately, regardless of Hope.
Now draw the first disc from the bag.
Your adventure begins!
Special Tasks Sets
You may choose one of the three sets below (the booklet's own layout: "Besondere Aufgaben Set 1–3"). Which tasks you complete, and in which order, is up to you, as stated under Adventure Goal.
Set 1: The Lion in the Wind (Der Löwe im Wind)
Take tile 190 (the Chest, top left in the forest) and tile 149 (the Cave, by the river) from the game board. Also take the coat of arms (Wappen) from the game board.
- The Poacher (Der Wilderer): Overpower the poacher (recess 190, top of the forest). To do so, you must draw 2 white dice from the bag in one turn. Reward: Place tile 190 back on the game board, so that the question mark is not visible. Hope +4 and 1 Provisions.
- The Hungry (Die Hungernden): Touch recess 149 (the cave by the river) with your standee and give up 2 Provisions or 2 sacks of gold. Reward: Place tile 149 back on the game board, so that the question mark is not visible. Hope +4 and 1 Banner.
- The Lion Banner (Das Löwenbanner): Touch tile 243 (above the castle gate) with your standee and give up 1 Banner. Reward: Turn tile 243 so that the banner is visible. Hope +4.
Place one red die each on tiles/recesses 190, 149 and 243. When you have completed one of the tasks, place the red die on the recess of the coat of arms (Wappen).
Set 2: The Stolen Cross (Das gestohlene Kreuz)
Take tile 58 (above the church) from the game board. Also turn tile 46 (the left tower of the castle) so that the Sheriff is visible, and turn the church roof tile (251) so that the cross is not visible. Also take the coat of arms (Wappen) from the game board.
- The Hawk (Der Habicht): Overpower the Hawk (recess 58). To do so, you must draw 2 white dice from the bag in one turn. Reward: Place tile 58 back on the game board, so that the question mark is not visible. Hope +4 and 1 golden cross.
- The Golden Cross (Das goldene Kreuz): Touch tile 150 (in front of the church) with your standee, regardless of whether the vicar is visible or not, and give up 1 golden cross. Reward: Turn tile 251 so that the cross is visible again. Hope +4.
- The Sheriff of Nottingham: Overpower the Sheriff of Nottingham (tile 46). To do so, you must draw 2 white dice from the bag in one turn. Reward: Turn tile 46 back so that the Sheriff is not visible. Hope +4.
Place one red die each on tiles/recesses 58, 46 and 150. When you have completed one of the tasks, place the red die on the recess of the coat of arms (Wappen).
Set 3: Fire and Water (Feuer und Wasser)
Take tile 250 (the smithy in the village) from the game board. Also turn tile 48 (the castle wall) so that the Sheriff is visible. Also take the coat of arms (Wappen) from the game board.
- The Secret Camp (Das geheime Lager): Touch the recess of your secret camp with your standee and give up 2 Provisions or 2 sacks of gold. Reward: Hope +4 and 2 Barrels.
- Burning Smithy (Brennende Schmiede): Touch recess 250 (the smithy in the village) with your standee and give up 2 Barrels. Reward: Place tile 250 back on the game board, so that the roof is visible. Hope +4 and 1 Sword.
- The Sheriff of Nottingham: Overpower the Sheriff (tile 48, the castle wall). To do so, you must draw 2 white dice from the bag in one turn. Reward: Turn tile 48 back so that the Sheriff is not visible. Hope +4.
Place one red die each on tiles/recesses 48, 60/70 and 250. When you have completed one of the tasks, place the red die on the recess of the coat of arms (Wappen).