Thames & Kosmos The Adventures of Robin Hood Handleiding
Thames & Kosmos
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The Adventures of Robin Hood
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Pagina 1/8

IMPORTANT:
is is merely the accompanying booklet and not the
instructions. do have to read this booklet You not
before playing the game!
If you are playing the game for the
rst time, read the enclosed starter sheet
and carry out the instructions.
is sheet will take you straight to your
rst adventure within minutes!
Material overview
5 Robin Hood gures
5 Maid Marian gures
5 Little John gures
5 Will Scarlet gures
3 Guy of Gisbourne gures
1 game board
(8 pieces in the slipcase)
12 hourglasses
1 arrow
1 special gure
1 book
10 wooden discs
1 cloth bag
1 bard gure
40 60 6 6 6 6 6
130 wooden cubes
1 raven

Moving and game board
Figures
Each player has 5 gures: 2 stand gures (shown from the front) and 3
playing gures (shown from the side). ere are 2 “medium” and one
“long” playing gure. A player can move on the game board by lining up
their gures. ey do not have to use all of their gures. But their second
stand gure must always be at the end.
2 stand gures
2 medium gures 1 long gure
(a) You are allowed to place a gure down so it is slightly
oset if a player would otherwise go too far. All that matters
is the gures touch.
(b) If a player only wants to move a very short distance,
they do not have to use a playing gure and instead only
have to place down the second stand gure on the rst.
(c) You are allowed to place your second stand gure down
so that it is at a diagonal and therefore reaches further.
(c)
You are not allowed to travel over trees, elds, houses, the castle,
the river, the waterfall, objects, carriages, animals or people.
Note: this also applies to trees or houses for which it could be argued
that you could, in perspective, travel “behind”. e outer edge of the
treetop or the house counts as the boundary!
Exception 1: During the game,
the players may cut down a tree. You are allowed to travel
over this tree trunk. is tree trunk is not an obstacle for
Guy of Gisbourne either.
Note: It is not a problem if gures shi slightly when lining them up, as the players are not playing against one another.
Decide for yourselves exactly how you want to carry out the move.
(a)
(b)
Exception 2: e puddles in the forest are not
obstacles either.

(c)
Clearings
Examples of a clearing:
Important: “clearing” also means
the light regions in the castle or in
the village.
(a)
(a)
(b)
(b)
(d) (e)
Jumping
(on tree bridges)
During the game, tree bridges come into play. e players can:
(a) jump from one tree bridge to another or jump from one tree bridge onto the forest oor or (b)
(c) jump from the forest oor onto a tree bridge.
(d) is jump would be valid since the playing
gure just about touches something that it can
walk on (forest oor and the tree bridge).
e player could therefore continue on the tree
bridge or the forest oor with their next gure.
(e) is jump would not be valid if the playing
gure didn’t touch anything that they could
walk on.
Note: If a player is standing on a tree bridge,
they cannot be seen either by guards or
by Guy of Gisbourne.
Seal
e seals are used for several things. eir use is described in the specic adventure.
Example (a): e hope sinks by 1. Guards 1 and 12 and noblemen 14, 18 and 20 are turned over if there isn’t an
hourglass on them. Note: by turning them over, guards and noblemen can appear or disappear.
Example (b): Guards 10 and 4, noblemen 17 and 20 and carriage 22 are turned over.
Exception “no more seals in the bag”: should the rare case occur in which the players are
required to take a seal from the bag aer all 8 have already been taken, all previously drawn seals are then thrown
back in the bag except for the two displaying a carriage (octagonal symbol with the number 22 or 24). A seal is then
taken from the bag and implemented.
Banner of hope and Bad end
At the beginning of each adventure, the bard gure is placed on a specied number on the banner of hope.
If the bard reaches 0, an additional hourglass is removed from point 6 of the “red” dark events.
Note: e hope can never sink below 0. If the land loses another hope, additional steps are forefeited.
If there are no hourglasses on the Bad end, the players have immediately lost the
adventure and have to read how the story ends on page 213.
Important: Even if the players have lost, they have to read page 213 as it explains
how to continue and where you need to start from next time.
Product specificaties
Merk: | Thames & Kosmos |
Categorie: | Niet gecategoriseerd |
Model: | The Adventures of Robin Hood |
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