In England in 1193, the county of Nottinghamshire suffers under the yoke of evil Prince John and his henchmen. Can Robin Hood and his companions escape the sheriff's guards and complete their adventures successfully?
In The Adventures of Robin Hood, players take on the role of Robin Hood and his companions, with the action taking place on a living game board with no set paths. The board changes over the course of each adventure, and the movement of the characters is handled via an innovative mechanism that uses different length wooden character pieces. Various actions and secrets are integrated into the game levels and are revealed only in the course of the story. The game board "remembers" what players have already explored or found, and thanks to the special materials, the entire game can be set up and dismantled quickly.
Instead of using cards as in the author's Legends of Andor, the game tells the story of Robin Hood in a high-quality hardcover book, and depending on the decisions the players make, the story changes...
- Thematic fit with folklore vibe
- Family-friendly tone
- heroic escapades
- Sherwood Forest / medieval legend
Mechanics (from transcript analysis)
- cooperative / thematic adventure — story-driven encounters that advance a Robin Hood theme
Video topics + discussion points
Quotes (from this video)
- Ticket to Ride is also many people's debut into board games
- you got to go fast
- you got to be swift
- Fearless is the Trailblazer album for Taylor
- Familiar Tales for me is giving me Speak Now vibes
- Bark Avenue because when you say speak a dog Burks
- the gates of Loyang … the box is red
- it's the era of Taylor Swift where she started to not really care and started to make fun of herself
- London boy
- Phantom Ink right because I don't know not only like the name of the game but the vibe
- the longest board game name I can think of
References (from this video)
- noted as a completed campaign example; part of a broader goal list
- rebellion, justice, band of merry men
- medieval/folk tale setting around Robin Hood
Mechanics (from transcript analysis)
- campaign/serialized campaign — progression through multiple campaigns with goals and outcomes reflected in the storytelling
Video topics + discussion points
Quotes (from this video)
- we will block you or we will hide your comments and you won't even know that you're commenting Into The Ether
- be kind to people and if you don't want to be kind or you don't agree with people that's okay just move on
- Shelf of Shame down to 50
- I would like to host another 24-hour gameathon that is better planned out
- I want to do more collaborations with friends
- we smashed that one smashed it out of the park
- we did 444 different games this year
- I want to play more war games
- the last 24-hour gameathon we did was amazing
References (from this video)
- ambitious, visually striking
- great for families
- not the reviewer’s preferred style (mechanisms-focused)
- narrative adventure with reading passages
- story-driven Robin Hood journey
- story-rich, thematic
- The King is Dead
- Isle of Skye
Mechanics (from transcript analysis)
- Initiative system — actions are sequenced with shifting initiative
- story-driven objectives — flip/storybook elements and complete tasks to progress
Video topics + discussion points
Quotes (from this video)
- this one might be the most diverse one
- i thought this game had some really tacked on mechanisms that just did not need to be there
- this is basically a kids game
- it's striking, but not everything lands
- a very solid gateway game
- goa is a great example of classic euro design
References (from this video)
- strong storytelling
- teaches rules through narrative without heavy teaching
- accessible for diverse ages
- potential lightweight feel for seasoned gamers
- campaign length can vary
- story-driven, scenario-based campaign
- advent calendar/storybook adventures, Robin Hood and the Merry Men
- storybook, teach-as-you-go with guided pages
- Forgotten Waters
Mechanics (from transcript analysis)
- scenario-based objectives — individual or shared objectives embedded in the narrative drive play
- storybook/scenario progression — players progress through a published storybook with pages guiding actions and outcomes, teaching rules implicitly
Video topics + discussion points
Quotes (from this video)
- this game is so good at literally you get a storybook and it'll be like go here do this when this happens this is what it means and read this page and it just teaches you as you go in such like a beautiful way
- I really liked it I'm not sure how you felt I don't know how I feel yet we've only played two or three
References (from this video)
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- we have board games everywhere in our home
- it's going to be staggered kind of like steps down
- the most ridiculous box ever everything falls out
- I've been learning a game a day Jeff
- if you're looking at my chest or not
References (from this video)
- Beautiful components and presentation
- Accessible, story-forward play
- Less depth than heavier games
- Some players prefer more mechanical complexity
- Heroism, mischief, and branching paths
- Robin Hood-themed adventures with a story-driven arc
- Story-based with a lightweight, novel-like feel
Mechanics (from transcript analysis)
- Adventure cards — Card-driven events and outcomes shape the journey
- Modular board development — Board evolves with decisions and page turns
- Story/path-driven gameplay — Narrative scenarios guided by a book/novel element
Video topics + discussion points
Quotes (from this video)
- my number ten game is one of my oldest one of my deepest loves talisman
- the board develops as you play—it's a novel instead of a book
- the mythos deck heavy in the hp lovecraft theme
- the drafting in this is the funnest part
- it's a beautiful game, it's lovely, gorgeous
- you really create your own clank based on your memories