The Adventures of Robin Hood: Friar Tuck in Danger
The Adventures of Robin Hood: Friar Tuck in Danger Rulebook
Table of Contents
Table of Contents
Important
This is not the instructions, only the companion booklet. You must not read it before playing the game!
If you are playing this expansion for the first time, read the enclosed starter sheet aloud and carry out the instructions on it. It leads you into the first adventure after only a few minutes.
Material Overview
- 2 board sections in a slipcase
- 1 book
- 20 tiles, to be inserted into the board of the base game
- 8 seals, to be inserted into the board of the base game
- 2 bookmarks
- 1 Friar Tuck figure
- 3 Sheriff of Nottingham figures
1. The Rules of the Base Game
All rules of the base game remain in effect. You can look them up in the base game's booklet if you no longer have them to hand.
2. Friar Tuck
Friar Tuck comes into play during the first adventure.
A player who touches the Friar Tuck figure may, when they move on, at the end of their movement, move Friar Tuck to their stand figure, as if Friar Tuck were following along behind. Important: the player may choose Friar Tuck's position freely, as long as it touches their stand figure.
In combat (without the bow!), a player who has Friar Tuck with them may draw 2 additional cubes from the bag.
Special case 1: Friar Tuck may be left standing by a player at any time.
Special case 2: A player may also "take along" Friar Tuck in passing. That is, it is not the player's stand figure that must touch Friar Tuck; it may also be their playing figure.
(Illustration caption: Special case 2: taking Friar Tuck along in passing.)
From chapter 10, a new rule for Friar Tuck is added:
When visiting people, the player who has Friar Tuck with them may ask 2 questions. That is, after the answer to the first question, turning over the questioned person is ignored, and the player may ask a second question in the same turn.
Special case: Sometimes people are not turned over after the first question anyway, and can be visited again. However, the player then needs a further turn for that. With Friar Tuck at their side, 2 questions are asked in one turn!
Friar Tuck and Guards / Norsemen
- If the player who has Friar Tuck with them is captured, Friar Tuck is also placed on the guard / Norseman. If that player wants to free themselves, Friar Tuck helps in the combat against the guard / Norseman.
- If Friar Tuck stands alone in a clearing, or is not entirely in the shade, he is also captured by guards / Norsemen during the dark events. The land also loses 2 hope during the dark events for this. Friar Tuck cannot free himself by his own strength.
Friar Tuck and Guy of Gisbourne
If Guy of Gisbourne touches Friar Tuck, or the player who has Friar Tuck with them, this has no effect on Friar Tuck. Gisbourne does not dare to lay hands on a churchman.
Friar Tuck and the Rope, the Boat and the Horse
A player who has Friar Tuck with them can get into the castle by the rope. They can also use the boat or the horse. However, when using the horse or the boat, no other player can then ride along, because both are limited to 2 "persons".
Friar Tuck and the Straw Wagon, Hat and Cloak and Bearskin Cloak with Norseman Helmet
A player who has Friar Tuck with them can hide with Friar Tuck in the straw wagon.
A player who has Friar Tuck with them cannot disguise themselves with the hat and cloak, nor with the bearskin cloak with Norseman helmet. Only if they leave Friar Tuck standing does the disguise work.
3. The Sheriff of Nottingham
From chapter 9, the Sheriff of Nottingham pursues Friar Tuck, or the player who has Friar Tuck with them. Also from chapter 9, red cubes are put into the bag (because of the dark events).
If, later in the game, you draw 1 red cube from the bag, you must interrupt your turn immediately and move the Sheriff, namely (by the shortest route) in the direction of Friar Tuck!!!
Note: A red cube drawn counts for defeating like a violet cube.
The Sheriff moves in the same way as Gisbourne. That is, his playing figure is placed on the stand figure, and at the end his second stand figure must be standing. The Sheriff also cannot move over trees, rocks, houses, the castle, the river, the waterfall, objects, carriages, animals or people.
If the Sheriff touches the figure of Friar Tuck, or of the player who is currently moving him along, the adventure is lost immediately.
Special case 1: If the Sheriff touches the figure of a player who does not have Friar Tuck with them, that player loses one of their 3 playing figures for the rest of the adventure – just as with Guy of Gisbourne.
Special case 2: If the Sheriff currently does not see Friar Tuck (for example because he is in the castle), the Sheriff stays where he is. Only in chapter 11 is there a different rule, which is explained there.
Special case 3: If a player uses the dagger, the red cubes drawn count as white. Regardless of this, the Sheriff is still moved.
4. Norsemen
- Some seals show 2, 3 or 4 dots. These are ignored until they acquire a meaning in a chapter.
- The oval tiles of the Norsemen work exactly like those of the guards. Only, to defeat a Norseman you must draw 2 white cubes from the bag instead of only 1.
- In chapter 11, several Norsemen appear in the upper area of the new board sections. These Norsemen also capture players, or Friar Tuck, during the dark events. A player, or Friar Tuck, is then captured by the Norseman who lies open nearest to them.
- Only oval tiles can be defeated with the bow.
- In chapter 11, the number of open Norsemen can lead to an early failure. Important: This counting of the Norsemen happens at the moment the violet disc is drawn, not already when additional Norsemen are revealed. That is, it is entirely possible, after the revealing and before the counting, to defeat Norsemen and thereby reduce their number.
Tips
- The Norsemen in the forest are very strong. It is therefore even more important than with the guards to remain undetected and in the shade.
- When the Sheriff of Nottingham is near Friar Tuck, you must be careful when defeating. With every cube you draw in doing so, the Sheriff comes closer. It can therefore make sense to break off the fight.
- The horse is a helpful new element in the game. It is worth considering, at the end of an adventure, where you want to send the horse. Because it has 2 stars, it stays in this new position in the next adventure.