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...
- Engaging, story-driven cooperative campaign
- Effective rule-teaching via page-one setup
- Intuitive state-tracking with color discs and ribbons
- Branching, evolving narrative across chapters
- Solid thematic integration with Robin Hood IP
- Durability concerns with wear on board flips and tokens; careful handling recommended
- Not a legacy game; replay paths rely on campaign structure rather than permanent changes
- Potential quarterbacking in cooperative play
- Some players may not enjoy long-form storytelling or repeated campaign play
- Robin Hood, justice, stealth, story-driven adventures
- Medieval England (Sherwood Forest); a campaign-style journey through various locations
- Choose Your Own Adventure-like branching storytelling guided by a reference book and in-game events
- The Lord of the Rings: Journeys in Middle-earth
Mechanics (from transcript analysis)
- bag building — Build and manage a bag of items you collect to handle challenges.
- bag-building — Build and manage a bag of items you collect to handle challenges.
- branching, responsive encounters — Encounters vary by location and chapter; information revealed depends on game state and disc colors.
- color-coded discs/tokens & ribbon tracking — Discs and ribbons link board states to pages/chapters, informing what happens when discs are drawn.
- Cooperative Game — Players cooperate to achieve goals; individual turns determine actions when a disc is pulled.
- cooperative play with quarterbacking risk — Players cooperate to achieve goals; individual turns determine actions when a disc is pulled.
- exploration with pop-out / flip mechanics — The board has puzzle pieces that you pop out, flip, and reveal new information as you explore locations.
- Push Your Luck — Movement costs strength; you become exhausted but gain or risk consequences.
- push-your-luck & movement — Movement costs strength; you become exhausted but gain or risk consequences.
- Resource management — Limited time to act and manage resources like strength and guards.
- story-led book reference — A hardcover book acts as the narrative engine; pages are accessed via ribbons and campaign chapters.
- time/sequence control & resource management — Limited time to act and manage resources like strength and guards.
Video topics + discussion points
Quotes (from this video)
- I love story driven games that don't ask anything of me and this game did that
- This is a Choose Your Own Adventure Style game with bag building
- it's directed you in a certain direction while you were still able to make those choices
References (from this video)
- Narrative-driven experience that families can enjoy together
- Cooperative play fosters shared decision making
- A thematic integration of classic stories with tangible, tactile components
- Heavy storytelling emphasis may not appeal to players seeking abstract gameplay
- Some may find the luck element from bag draws impactful
- Array
- Medieval storytelling in a Robin Hood scenario
- narrative-driven, storybook scenarios
- Baron Park
- Patchwork
Mechanics (from transcript analysis)
- Bag-building / random draw — Resolve conflicts by drawing cubes from a bag, where white cubes denote success and purple denote miss.
- Cooperative Game — Players work together to complete a scenario rather than compete against each other.
- cooperative play — Players work together to complete a scenario rather than compete against each other.
- Resource management — Manage energy and cubes to influence outcomes in conflicts.
Video topics + discussion points
Quotes (from this video)
- This shelf had six games on it.
- This is staying in the collection until we finish our last two.
- I love New York Zoo. So, it\'s getting kept.
- Obsession stays. It\'s an evergreen in our collection.
- I think Trekking Through History is absolutely gorgeous, but it is time to say goodbye for us.
References (from this video)
- 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