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Adventure · 2021

The Adventures of Robin Hood

Nine co-op chapters on a flipping map of Nottingham: move your outlaws, talk to people and keep hope alive.

  • 1–4 players
  • 45–75 min
  • 2.1 / 5 · Light

Set up the game

0 of 6 steps

Tick each step as you complete it.

  1. The large map of Nottingham and Sherwood Forest assembled on a table, with the adventure book in front and coloured pieces to one side.
    The map of Nottingham
    Whole board from above, edges included.
    Board
    Game pieces laid out on the table.
    Pieces
    Open bag with tokens showing and the pile beside it.
    Bag
  2. Three wooden figures in yellow, blue and green next to a campfire on the forest map.
    The character figures
  3. The Adventures of Robin Hood box open next to the adventure book, the black token bag and the coloured figures on the map.
    Book, bag and figures
    Whole player board with all its counters.
    Player board
    Whole character card, name and artwork visible.
    Character
  4. Game tokens grouped by type, each detail visible.
    Tokens
    Open bag with tokens showing and the pile beside it.
    Bag
  5. Marker on its track, position pointed out.
    Marker
  6. Book open at the page or scene in use.
    Book
What it is about

The Adventures of Robin Hood does not feel like a normal board game: the rulebook is a novel, the board flips like a choose-your-own-adventure book, and there is not a single die. Everything that happens is decided by a bag of tokens the group fills and empties.

That mix means the game is won on two fronts. One is the story: talking to people, meeting the chapter's goal and choosing which branch to open. The other is probability: every turn you save energy puts a white cube in the bag, and every fight you win takes one out.

Hope is the marker that ties it together. It rises when the people trust the outlaws and falls when the guards roam freely, and once it hits zero the book starts collecting on the debt. That is why the game is not about running further, but about running better.

Source note

This game ships without a separate rulebook: the adventure book teaches the rules chapter by chapter. This guide is based on the manual and Devir's official description, and deliberately does not detail the plots or objectives of the nine chapters so as not to spoil the campaign. Component photos come from the BGG gallery.

Libro de aventuras ES (Devir, 2021) · Reviewed: 24 Oct 2026

Turno Cero

Fan-made summaries and tips. They do not replace the official rulebook.

Made for playing, not for reading rulebooks. · 2026