Die Abenteuer des Robin Hood: Die Tochter des Ketzers
Die Abenteuer des Robin Hood: Die Tochter des Ketzers Rulebook
Table of Contents
Table of Contents
Items
- Bow: If you place the wooden arrow on your standing figure and its tip touches a guard's tile, you may perform the action Overpower 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 overpower an opponent. Then you must return the two dice 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 overpower an opponent. Then you must return the two dice in your colour to the supply.
- Sword: When performing Overpower (without bow), you may draw 1 additional die from the bag. If you own 2 swords, you may draw 2 additional dice. Note: A player can use at most 2 swords when overpowering.
- Retaining Bolt: When you explore one of the two merchants (100 and 120) and he offers to trade, you may exchange the retaining bolt for something else.
- Two-Handed Sword: When performing Overpower (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: 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 die 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 die from the horn to the supply.
- 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 die from the shield to the supply.
Setup
- Puzzle the 8-part game board together 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 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) and one of you must choose Maid Marian (yellow). 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 die in their colour on the illustration of the bow.
- Each player takes 6 violet dice and 1 white die and then throws them into the bag.
- Stack the following number of hourglasses on the Evil End, depending on the number of players: 2 players: 8 — 3 players: 7 — 4 players: 6
- Place the minstrel figure on the following number of the Hope banner, depending on the number of players: 2 players: 5 — 3 players: 6 — 4 players: 7
Starting position:
- Place a violet standing figure on tile 74 (in the middle of the forest).
- Take the 4 seals that show the lion, shuffle them and place one face down on each of tiles 31, 35 and 37 (tree bridges in the middle of the forest), and on tile 62 (in the middle of the forest). Then turn them face up. The colour on each seal indicates 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.
- Then draw 1 seal from the bag, place it in the first seal recess and resolve it (that is, reveal Hope -1 and guards, nobles and carriages if applicable).
Continue reading on page 6.
- 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.
- Now turn over the tile of the priest (150, in front of the church) and that of the carpenter (140, to the right of the castle gate), so that neither is visible.
- Also turn over tile 115 (on the castle wall, on the right) so that the jailer is visible.
- Now turn over the tile of the merchant (120, bottom left in the forest) and that of the blacksmith (200, at the bottom by the river), so that they are not visible.
- Now turn over tile 119 (on the castle wall, left above the gate) so that the sheriff is visible.
Marian looked up. A raven circled above the treetops and now and then let out a croaking cry of lament. For some reason the raven reminded her of the noble Walter Fitzgerald, once an influential nobleman, loyal vassal of King Richard the Lionheart, and … her father. Found guilty of heresy, he had been forced to flee. Since then Marian had tried to find him.
Everything she had learned so far was that it had been Father Egbert who had extracted the confession from her father. She also knew that the sheriff himself had wanted to make the arrest. Some said Walter Fitzgerald had last been seen heading north. Others believed the escape had not succeeded at all and that he had been sitting in Nottingham Castle for months.
Again the raven croaked above her. Marian made a decision. She had to discover the fate of her father!
Adventure goal: Find Walter Fitzgerald, Marian's father. Tip: Think carefully about where you can find useful information.
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 chest, read what happens at quest number 190 — not at page 190; the booklet has only 36 pages.
Now place the bookmark here, between pages 5 and 6. Now draw the first disc from the bag.
The adventure begins!
Quests
Quest 57
The figure leans on a staff and smiles at you kindly. It is Walter Fitzgerald, Marian's father! Now read the box below.
The transport stops and the crate is quickly opened. The man inside is Walter Fitzgerald! He thanks the outlaws and quickly tells what has happened. "The sheriff's men caught up with me after all and brought me back to Nottingham. The sheriff is a crafty one. He knew that I was an old vassal of King Richard. That is why he let me live. I was his insurance, should the day ever come when our beloved king returns." Now read the box below.
You have won!
Soon afterwards the friends gathered in the secret camp; Walter and his daughter were finally reunited.
Each player now places one of their standing figures on the secret camp. Also place Walter Fitzgerald's tile there.
That evening Walter took his daughter's hands in his own and began to speak in a whisper: "Marian, I do not have much time left. I want to go to Jerusalem and seek out my king. For the rumours about our family are not invented, although it is not I who am in league with the old gods. Yes, Marian, as your late mother did before you, you too have special gifts. I know you have hardly explored them and think it is mere chance that these strange things happen to you. But it is not so. You are something very special, my child. But beware of showing your abilities in public."
Again the raven croaked above Marian, and she looked up.
"We have little time, Marian," her father continued. "I must set out tonight, under the cover of darkness. You must know that by confessing to Father Egbert that I was a heretic, I drew all suspicion upon myself. I hoped to protect you from persecution by doing so. Now I will ask my king for mercy on your behalf. Perhaps he will find a way to protect you for ever."
The end
Quest 64
Your gaze falls on an old, rotten tree. A beehive with fine honey hangs from it. You may now throw 1 white die 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 continue reading here. Otherwise your turn ends here and the next disc is drawn.
The tree has long been dead and is overgrown with ivy and mistletoe. A single good blow with an axe would fell it.
If you wish, you may now perform the special action "Felling a Tree". In doing so you may draw up to 5 dice from the bag. If you draw only violet dice, the felling has unfortunately not worked. Nothing else happens. When you are next on turn, you may try again. If you draw a white die, the tree is 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 may walk over it.
Quest 80
Alrich points to his cart bed. "If you are here to rob me, I must disappoint you. There is nothing to be had here but a few scraps, with which my family and I must get through the winter."
Do you a) ask about the whereabouts of Walter Fitzgerald or b) ask for support?
Answer to a): "This old heretic? No, I have no idea. Perhaps Father Egbert knows more about him, since he heard his confession. But he has not been seen or heard of lately. They say he stays in the catacombs of his church and indulges in the communion wine. Perhaps he will speak with you if you bring him a fresh supply." Now turn the farmer's tile. If a player who owns the barrel touches tile 150, that tile is turned so that the priest is visible. Then it can be explored immediately. Place the bookmark here, between pages 9 and 10.
Answer to b): "As I said, little is what I still possess. But as a good Christian I share my provisions with you." You may now place 1 die in your colour on the item Provisions. Now turn the farmer's tile. Note: You can read the functions of all items at the very front of the booklet.
II
Farmer Alrich calls out to you. "Out of my way! I urgently have to get to the castle!" Now turn the farmer's tile and tile 193 (bottom, by the river), so that the wagon there is visible.
Quest 90
I
The keeper greets you in a quiet voice. "The sheriff has had you searched for. He is sending his captains into Sherwood. It would be a good sign if you manage to overpower them." Now turn tiles 73 (top, in the forest) and 75 (left, in the forest). To overpower the two captains, a player must draw 2 white dice from the bag in one turn. Keeper task (optional): If one of the captains is overpowered, you may turn him over. If both are overpowered, you may place 1 additional hourglass on the Evil End. Now turn the keeper's tile.
II
Red juice from an unknown berry drips from the keeper's bone-pale fingers. "Cat berries!" he calls to you. "They grow only here, deep in the forest. They will do you good!" Now place 1 red die each on tiles 61 (top left, in the forest), 73 (top, in the forest), 74 (middle of the forest) and 138 (bottom left, in the forest). If a player touches one of these tiles with their standing figure, they may return the red die to the supply. Keeper task (optional): If you have collected all 4 red dice, you may place 1 additional hourglass on the Evil End. Note: The red dice do not all have to be collected by the same player. Now turn the keeper's tile.
Quest 92
Only if Maid Marian owns the letter may you read on here.
The seal of the letter had already been broken. The message from her father had therefore not remained secret, Marian thought. But when she unrolled the parchment, she could not help smiling. It seemed her father had thought of everything, for no one could read the characters in which this letter was written. No one except him and Marian. Already when she was a child he had taught her this special secret script. She read:
"Dear Marian, you surely know already: I had to flee. Thereby I have brought shame upon our name. But I feared that if I stayed, I would expose you to a far greater danger. I want to explain everything to you before I leave the country. You will find me in, and within earshot of, the water."
Now place 3 white dice on the illustration of the item Letter. If a player touches with their standing figure a tile under which they believe Walter Fitzgerald is waiting, they may give up 1 die from the letter and turn over the corresponding tile (whether or not the tile shows a question mark).
If the figure underneath looks like the one shown in the booklet (Walter Fitzgerald's figure), you have found him!
Only then may you read aloud what happens at quest number 57. Note: If no white dice remain on the letter, you have lost. So you have only 3 attempts!
Now place the bookmark here, between pages 11 and 12.
Quest 100
I
The merchant catches his breath for a moment when he notices you. "What do you want?"
Do you a) ask about the whereabouts of Walter Fitzgerald or b) want to trade?
Answer to a): "I do not know the man you speak of. But heresy is a nasty business, and I do not want to be dragged into such things. Can I help you with something else?" The merchant's tile is not turned. You or another player may explore him again later.
Answer to b): "I have loaded some wine and am ready to trade. What can you offer me?" You may now place any number of dice in your colour from the upper item parchment onto the illustration of the barrel on the lower parchment. Note: You can read the functions of all items at the very front of the booklet. The merchant's tile is not turned.
II
Lost in a daydream and gazing at the sky, the travelling merchant almost failed to notice you.
Do you a) ask about the whereabouts of Walter Fitzgerald or b) want to trade?
Answer to a): "I heard of this nobleman who was accused of heresy. How it went for him, I do not know. But if your sheriff pursued him in person, his chances of escape were certainly not good." The merchant's tile is not turned. You or another player may explore him again later.
Answer to b): "None of my goods can I simply give away. But I am ready to trade. What can you offer me?" You may now place any number of dice in your colour from the upper item parchment onto items of the lower parchment (not the other way round!). Note: You can read the functions of all items at the very front of the booklet. The merchant's tile is not turned. You or another player may explore him again later.
Quest 110
I
As you reach the old beggar, he runs his hand along the castle wall. It looks as if he is searching for something … but when he notices you, he quickly turns around. "Greetings. What brings you to me?"
Do you a) ask about the whereabouts of Walter Fitzgerald or b) ask for support?
Answer to a): "I know little about Fitzgerald's flight. But all of this seems strange to me. If he wanted to flee, why would he confess his guilt before Father Egbert? Would it not have been wiser to flee without a confession? Perhaps he never confessed at all and all of this was simply pinned on him! Then I would have fled in his place too!" Now turn the beggar's tile.
Answer to b): "I possess nothing of value that I could give you. Except this treasure." Carefully he stretches out his dirty hand. In it a white crystal gleams. "Better you do not ask where I got it from." Now turn the beggar's tile and also, if it is not yet face up, tile 79 (right, in the village), so that it shows the special items. You may now place 1 die in your colour on the illustration of the item White Crystal. Note: You can read the functions of all items at the very front of the booklet.
II
The old Cardhir bows his head to you. "They say you are searching for old Fitzgerald. Or what else brings you here?"
Do you a) ask about the whereabouts of Walter Fitzgerald or b) ask for support?
Answer to a): "I heard that the sheriff himself was present back then, when they wanted to arrest him. The sheriff is a crafty dog. Perhaps he caught him after all!" Now turn the beggar's tile.
Answer to b): "You have nerve. What could a beggar like me give you?" Now turn the beggar's tile.
Quest 111
Only if you own the item Rope may you read on here.
Return the die in your colour from the illustration of the rope to the supply.
Now turn over the long tile 111. When you are next on turn, you may "climb" up or down via this tile. Note: Show your fellow players the illustration alongside. Of course, other players can also use the rope.
Now any player draws the next disc from the bag.
Quest 115
I
The jailer sets down a barrel of wine as he sees you and wipes his mouth. "You have courage, showing up here at the castle! But it will do you little good!" Suddenly he spins around and lets his whip whistle through the air.
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, you or another player may try again later. Reward: If he is overpowered, you may read on in the box below.
"I surrender," calls the burly fellow, as his whip falls to the ground. You may now place 1 die in your colour on the item Barrel. "I am looking for Walter Fitzgerald," you hiss. "You have no luck here. The dog slipped through the sheriff's fingers! Perhaps the parson knows more. Wait, I'll get you out of here." Now turn the jailer's tile and remove tile 57 (bottom, by the tower) from the game board. Move your standing figure onto the recess 57.
Quest 119
The sheriff looks at you coldly, but by no means surprised. "If you are searching for old Fitzgerald, you are in for a disappointment. We heard of your plan, so I have sent him away. And I will not tell you where he is!" Slowly he draws a gleaming blade.
You may now try to overpower the sheriff in order to get the information. To do so you must draw 2 white dice from the bag in one turn. If it does not work, you or another player may try again later. Reward: If he is overpowered, you may read on in the box below. Now place the bookmark here, between pages 15 and 16.
With a clatter the weapon falls from the sheriff's limp hand. "I surrender. We sent Fitzgerald westward, to Blackgarden. But do not hope, you will certainly not catch him now." Now turn the sheriff's tile and place 1 die in your colour on the illustration of the item Sword. Also remove tile 120 (bottom left, in the forest) from the game board. Underneath it you will find the prisoner transport in which Fitzwalter is held. (Sic. The booklet names the prisoner elsewhere as Walter Fitzgerald.) To overpower the transport, a player must draw 2 white dice from the bag in one turn. If it does not work, they or another player may try again later. Reward: If the transport is overpowered, you may read on at quest number 57.
Quest 120
The merchant tugs at the harness of his donkey as he notices you. "It is enough to drive a man to despair! This stubborn beast will not move on until it has another cabbage to eat. I can count myself lucky if I still have anything left to sell when I reach the village."
Do you a) ask about the whereabouts of Walter Fitzgerald or b) ask for support?
Answer to a): "I have never heard of this man. Can I help you in some other way?" Now read on at answer b).
Answer to b): "I still have a barrel of wine left over." You may now place 1 die in your colour on the illustration of the item Barrel. Note: You can read the functions of all items at the very front of the booklet. Now turn the merchant's tile.
Quest 121
What you are doing here is highly risky. What if a guard spots you? Carefully you loosen the noose and unwind the rope.
Place 1 die in your colour on the illustration of the rope (the parchment at the top right of the game board). This marks that you now own the item Rope.
Rope function: If you touch the long tile 111 on the castle wall with your standing figure, you may perform the action Explore. A fellow player then reads aloud to you what happens at quest number 111.
Now turn the gallows tile. Then a player of your choice draws the next disc from the bag.
Quest 130
I
Rowena looks at you suspiciously. "What is your business?"
Do you a) ask about the whereabouts of Walter Fitzgerald or b) ask for support?
Answer to a): "For a long time there have been strange rumours about the Fitzgerald estate. I fear there is something to them. Walter is said to have confessed everything before Father Egbert, a man of God. Unfortunately the parson has rarely been seen lately. Wicked tongues claim he drinks too much wine. Perhaps he will open his gates to you if you bring him more wine." Now turn the maid's tile. If a player who owns the barrel touches tile 150, that tile is turned so that the priest is visible. Then it can be explored immediately. Place the bookmark here, between pages 19 and 20.
Answer to b): "I have some provisions with me. Actually I wanted to bring them to the carpenter. They say he is very ill. I leave it to you whether you bring them to him or consume them yourself." Now turn the maid's tile and tile 140 (in front of the hut by the castle gate), so that the carpenter is visible. Place 1 die in your colour on the illustration of the item Provisions. You may use it yourself, or explore the carpenter and give him the provisions. Note: You can read the functions of all items at the very front of the booklet.
II
The basket on Rowena's arm seems to weigh a good deal. "Wine," she explains frankly. "For the church. What can I do for you?"
Do you a) ask about the whereabouts of Walter Fitzgerald or b) ask for support?
Answer to a): "I have little time for a man who worships Beelzebub, and I do not care where he has got to." Now turn the maid's tile.
Answer to b): "I could spare a barrel. What would you offer me in exchange?" You may now place 1 die in your colour from the upper item parchment onto the illustration of the barrel on the lower parchment. Note: You can read the functions of all items at the very front of the booklet. Now turn the maid's tile.
Quest 138
The waterfall falls silent. Now turn the waterfall tile (50). Only as long as a player stands on the rune circle (138) does tile 50 remain turned. If the player leaves the rune circle, tile 50 is turned again and the access is closed once more.
Quest 140
I
Colin looks pale and emaciated. Sweat stands on his brow. "I fear I have been badly struck," he gasps with effort. "I will be of no help to you today."
Only if you can now give up the item Provisions may you read on in the box below. If not, the carpenter's tile is turned and your turn ends here.
"I thank you. I can hardly remember when I was last properly full."
Do you a) ask about the whereabouts of Walter Fitzgerald or b) ask for support?
Answer to a): "Father Egbert is probably the only one who could know anything about it. You should question him." Now turn the carpenter's tile.
Answer to b): "My old sword, take it! It will serve you well." Place 1 die in your colour on the illustration of the item Sword. Note: You can read the functions of all items at the very front of the booklet. Now turn the carpenter's tile.
II
Colin smiles at you. "Still at large? Impressive! What can I do for you?"
Do you a) ask about the whereabouts of Walter Fitzgerald or b) ask for support?
Answer to a): "The sheriff is like a bloodhound. Even back then I could hardly believe that old Fitzgerald escaped him. It bordered on a miracle. If you ask me, like so many others he is sitting somewhere in a dungeon of the castle, slowly rotting away." Now turn the carpenter's tile.
Answer to b): "Once I was a gifted fighter myself. I leave you my old sword. A two-handed sword!" If it is not yet face up, now turn tile 79 (right, in the village), so that it shows the special items. You may now place 1 die 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 the carpenter's tile.
Quest 150
I
Only if you can now take a die in your colour from the illustration of the item Barrel may you read on here.
Father Egbert looks at you with bloodshot eyes. "I hear you are looking for Walter Fitzgerald, is that not so? It pains me sincerely, but the rumours are all true. He paid homage to the old gods. He confessed it to me himself. Where he fled afterwards, no one knows."
For a long moment the cleric weighs the barrel in his hands, then he continues: "But there is more. I have burdened myself with guilt, for I have kept one thing from everyone until now. Walter left a letter. He asked me to hand it over to his daughter. Wait, I have the letter here."
You may now place 1 die in your colour on the illustration of the item Letter. Now turn the priest's tile so that he is no longer visible, and place the bookmark here, between pages 21 and 22. Only if Marian is in possession of the letter may you read on at quest number 92.
II
The priest looks at you suspiciously.
Do you a) ask about the whereabouts of Walter Fitzgerald or b) ask for support?
Answer to a): "A sad chapter. The old man was out of his mind. What became of him? Well, nobody knows that. But I believe in the end the sheriff got him after all." Now turn the priest's tile.
Answer to b): "I have some communion wine left over. I want to leave it to you." You may now place 1 die in your colour on the illustration of the item Barrel. Now turn the priest's tile.
Quest 160
I
What at first glance looks like a few tasty ceps turns out, on closer inspection, to be a rare and highly poisonous kind. Only a few people know how to extract its poison and apply it to arrowheads.
Now turn the mushroom tile and, if it is not yet face up, tile 79 (right, in the village), so that it shows the special items. You may now place 1 die in your colour on the illustration of the item Black Arrow. Note: You can read the functions of all items at the very front of the booklet.
II
You find a few well-grown mushrooms. They will give you strength and stamina.
You may now place 1 die in your colour on the item Provisions. Now turn the farmer's tile. Note: You can read the functions of all items at the very front of the booklet.
Quest 164
You stand before what seems to be dense undergrowth, but suddenly you recognise a narrow path. A useful shortcut! Now turn tile 164 so that it shows the path.
Quest 170
I
You catch your breath for a moment near the river. There you discover the remains of an old suit of armour. The signal horn, still in working order, you take with you.
You may now place 1 die in your colour on the illustration of the horn. Note: You can read the functions of all items at the very front of the booklet. Now turn the armour's tile.
II
By the river you discover some pieces of armour, including a gleaming two-handed sword.
Now turn the armour's tile. If it is not yet face up, also turn tile 79 (right, in the village), so that it shows the special items. You may now place 1 die 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.
Quest 180
I
You find a broken wheel. Only a few metres away you discover some strong ropes and a retaining bolt. What can this mean?
Now place 1 die in your colour each on the illustrations of the items Rope and Retaining Bolt. Note: You can read the functions of all items at the very front of the booklet. Now turn the cartwheel tile.
II
The broken wheel at the roadside seems to have lain here for quite a while, overgrown with moss and brittle as it is. All the more surprising, then, that not far from it you find a well-preserved blade.
Now place 1 die in your colour on the illustration of the item Sword. Note: You can read the functions of all items at the very front of the booklet. Now turn the cartwheel tile.
Quest 190
I
You discover a silver-plated chest. It is firmly locked. It will take some strength to break it open.
If you now throw 4 violet dice into the bag, you may read in the box below what is in the chest. If you decide against it, nothing happens. In both cases, then turn the chest's tile.
Box: Several valuable items lie in the chest. You may now place 1 die in your colour each on the illustrations of the Sword, the Hat and the Horn. Now turn the chest's tile. Note: You can read the functions of all items at the very front of the booklet.
II
In the boggy forest floor you find a noble-looking chest. When you open it, you discover several skulls, candles and bones with strange engravings. All things needed to summon the devil. Quickly you snap the lid shut. In doing so, a white crystal falls out.
Now turn the chest's tile and, if it is not yet face up, tile 79 (right, in the village), so that it shows the special items. You may now place 1 die in your colour on the illustration of the item White Crystal. Note: You can read the functions of all items at the very front of the booklet.
Quest 193
The cart slows down as Alrich recognises you. "I am in a hurry. I have been told to bring all manner of food to the castle. There is to be a feast. I only wanted to water my draught animal here at the river."
Do you a) ask about the whereabouts of Walter Fitzgerald or b) ask for support?
Answer to a): "Yes, indeed. I saw him flee from the sheriff's guards. I would not wager that he escaped. Probably he is sitting here in Nottingham Castle. Shall I take you along?" You may now move your standing figure to tile 117 in the castle. If you do not wish to, nothing happens. In any case, then turn the farmer's tile.
Answer to b): "Well, it will surely not be noticed if you take something from my wagon. Or do you want to come with me to the castle?" You may now place 1 die in your colour each on the illustrations of the items Barrel and Provisions, or move your standing figure to tile 117 in the castle. In any case, then turn tile 193, so that the farmer is no longer visible.
Quest 200
Megan greets you silently. Then she asks: "What do you want?"
Do you a) ask about the whereabouts of Walter Fitzgerald or b) ask for support?
Answer to a): "I liked Fitzgerald. A courteous man. And yet rumours kept circulating. Stable boys and coachmen told me of strange goings-on on his estate. And finally I heard that he had confessed his heretical activities to Father Egbert. The latter has not been the same since. He seems to care for little more than the wine in his catacombs. If you want to know more, turn to him. Perhaps you can win him over with a barrel of wine." Now turn the blacksmith woman's tile. If a player who owns the barrel touches tile 150, that tile is turned so that the priest is visible. Then it can be explored immediately. Place the bookmark here, between pages 29 and 30.
Answer to b): "I will leave you one of our swords." You may now place 1 die in your colour on the illustration of the item Sword. Note: You can read the functions of all items at the very front of the booklet. Now turn the blacksmith woman's tile.
Quest 208 and 209
You find a boat on the riverbank. Do you want to use it? Along the river you find 2 tiles: 208 and 209. If you now throw 2 violet dice into the bag, you may turn the tile you are currently standing on, so that the boat is no longer visible. Afterwards you may turn the other tile 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 "ferried" across with it. If you do not want to use the boat, it remains face up.
Note: The boat can carry at most 2 people.
Now any player draws the next disc from the bag.
Quest 214
The cart is loaded with fresh straw. You can use the cart in 2 different ways.
1. You can hide in it. You may place your standing figure on the straw cart. As long as it lies there, Guy of Gisbourne and the guards cannot see you. When you are next on turn, you may simply set your figure up again (it must still touch tile 214) and move.
OR
2. If you give it a little help, you can roll the cart up to the castle wall. You may turn the cart's tile and also tile 215 at the castle gate, so that the straw cart is visible there, as if it had been rolled up to the castle gate. Note: Your figure remains behind on tile 214. A player may jump from the castle wall onto the straw cart. To do so, one of his movement figures must touch the straw.
Important: This does not work the other way round — there is no way into the castle!
Quest 215
The cart is loaded with fresh straw. You can use the cart in 2 different ways.
1. You can hide in it. You may place your standing figure on the straw cart. As long as it lies there, Guy of Gisbourne and the guards cannot see you. When you are next on turn, you may simply set your figure up again (it must still touch tile 215) and move.
OR
2. A player may jump from the castle wall onto the straw cart. To do so, one of his movement figures must touch the straw.
Important: This does not work the other way round — there is no way into the castle!
Was the gate opened? Then read on here:
From now on, if a player touches recess 215 with his standing figure (!), he may move it to tile 25. His turn then ends immediately. It is therefore not possible to perform another action afterwards. Of course, this also works the other way round (from 25 to 215), that is, out of the castle.
Special Abilities (from Chapter 4)
- Robin Hood may, when overpowering (with bow!), draw 5 instead of 3 dice from the bag. Note: The bow can still only be used against guards.
- Little John may, if he has saved strength during his turn, draw up to 4 dice from the bag when overpowering (without bow!).
- Will Scarlett may, if he throws 2 violet dice 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 strength, instead of throwing a white die into the bag, she may place the raven on any open guard. If that guard attacks, it will only drive away the raven, instead of capturing a player who is standing on her clearing. The raven is then placed back on the secret camp.
Reference: Actions
Explore action: If a player touches with their standing figure a tile with a question mark on it, they may explore it. On the respective tile you see a small number: this is the quest number in this booklet. A fellow player therefore reads aloud to the player what happens when they explore this tile, at the quest number given. Important: A tile without a "?" cannot be explored! To explore, you must also know which adventure you are currently playing.
Overpower action:
- To overpower an opponent, the player must touch the opponent's tile with their standing figure.
- The player then draws up to 3 dice from the bag, one after another. If they draw only violet dice, overpowering has unfortunately not worked. Nothing else happens. When they are next on turn, they may try again. If they draw a white die, the opponent is overpowered and they must stop drawing immediately. The drawn dice NEVER go back into the bag, but always into the supply with all other wooden pieces.
- If the opponent was overpowered, their tile is turned. On guards and nobles, you see your reward under the tile. Important: If a guard or noble is again lying face down on the game board, also place 1 wooden hourglass on it, so that it does not come back so quickly!
- The player places their figure so that it still touches the tile.
Hand over items action: If a player touches another player's standing figure with their standing figure, both players may exchange items. That is, one player takes the die in their colour from the illustration of an item, and the other places a die in their colour on it.