The Amazing Adventures of Robin Hood
By Moif
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For those of you who have not yet discovered the joys and pleasures of the Wargames Forum's Forums (and if not why not... register NOW!), I have reproduced here the submissions of one of our regular overseas readers. Moif, a resident of Denmark, is a dedicated and talented gamer, and this series of Robin Hood scenarios is deserving of a wider audience that the current Forum membership. So read on, enjoy and be inspired. (Editor)
Chapter 1, The Battle of Denby Bridge.
| Player 1 | Player 2 | Player 3 | Player 4 |
| Robin Hood Long bow, Bastard sword, Chain mail, Buckler. Friar Tuck Bastard sword, shield. Allan a’ Dale Long bow, Bastard sword, Leather armour. Will Stutely Long bow, Bastard sword, Leather armour. 6 x Archers Long bow, leather armour.
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The Sheriff of Nottingham Long sword, Chain mail. The Abbot of St Mary’s Sceptre. Black Hugo Long sword, Chain mail, shield. 4 x Soldiers Bastard sword, Chain mail, shield. 4 x Arbalests Arbalest, Leather armour.
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Little John Long bow, Bastard sword, Leather armour. Will Scarlet Long sword, chain mail, shield. Will Scathlock Long bow, Bastard sword, Leather armour, Buckler. Much the Miller Long bow, Bastard sword, Leather armour. 6 x Archers Long bow, Leather armour.
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Sir Guy de Gisbourne Long sword, Chain mail, shield. Sir Ranulf de Greasby Long sword, Chain mail, shield. Sir Nigel de Grym War hammer, Chain mail, shield. Sir Baldwin the Killer 2 x swords, Chain mail. Sir Roger of Donacastor Long sword, Chain mail, shield. Sir Isenbart de Belame. Mace, Chain mail, shield. |
Setting the Scene
On a bright and sunny, summer’s day, word arrives at the camp of Robin Hood; Marion de Fitzwalter has fled the care of her ward, the Sheriff of Nottingham and has sought shelter in the small mill at Denby Bridge. Immediately, Robin gathers several of his gang and rushes to meet her. But on the way, he learns that the evil Sheriff has already passed along the road ahead of him with several retainers and the Abbot of St Mary’s. And there are rumours that the Sheriff intends to force a marriage between Marion and Sir Guy of Gisbourne who is said to be approaching with several of his Norman companions…
At once Robin sends a message to Little John and Will Scarlet to gather more men and meet him at the Mill…
The game begins with the Sheriff and his men in position, with Lady Marion and her hand maiden in the mill and Robin Hood and his band arriving along the road from Denby. (Left hand side of map)
Little John and his band arrive in the second round from the west (the bottom of the map) and in round three Sir Guy and his friends arrive, hot on Robins heels, arriving on the map from the South. (Any where along the left hand side of the map.)
Victory conditions.
Robin Hood (and Little John) must rescue Marion, and avoid being killed himself. To rescue Marion he must enter the Mill where she is kept and must touch her. From that point, the player who controls Robin then controls Marion and then may move her from the map to win the game.
The Sheriff must bring himself, Sir Guy, Marion and the Abbot of Saint Mary’s together in the mill for three consecutive rounds in order to marry Marion to Sir Guy, and thus win the game.
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The top of the image is West.
The map is all forest. Which is classed as rough terrain. The black dots indicate the tree's to give a general idea of how dense the forest is. The ring of grey dots indicates a ring of small standing stones. Bushes may be added as the players see fit, but should be classsed as difficult terrain.
The red line indicates a road.
The two squares are buildings. The black square is a stone built water mill, and the brown square is a wooden hut built onto the side where grain can be stored. The small lines in the walls indicate door ways.
The blue is the stream the mill pond. The light blue indicates where the stream can be waded. The arrow shows the direction of the water flow.
The map is approx 90cm wide and 120cm long.
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Chapter 2. Betrayal!
| Player 1 | Player 2 | Player 3 | Player 4 |
| Robin Hood. Friar Tuck. Allan a Dale. Will Stutely. 6 x Merry Men.
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Little John. Will Scarlet. Will Scathlock. Much the Miller. 6x Merry Men.
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The Sheriff of Nottingham. Black Hugo. Hubert of Suffolk. Marion Fitzwalter. Wagon No 1 2 x soldiers with tax chest. Wagon No 2. 4 x Arbalests
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Sir Guy de Gisbourne. 6 x Norman Cavalry.
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Setting the Scene
Prince John has sent word to the Sheriff of Nottingham; ‘Where are my taxes?’
The Sheriff, still enraged at Marion de Fitzwalter’s betrayal, and at Guy de Gisbourne for his dismal performance at Denby Mill Bridge decides to kill two birds with one stone and have his ward marry his nephew at Saint Helen’s Chapel, where the Royal Tax Collector General is staying.
Knowing however that Robin Hood will mostly likely attempt to snatch both the gold and the girl; he decides to hatch a cunning plan…
In recent weeks he has managed to identify a member of Robin’s band and has secretly had the man’s family imprisoned. By means of Black Hugo, he sends word to the man, “Kill Robin of Locksley or your family dies!” Unbeknownst to the Sheriff however, Robin has infiltrated the castle and has overheard the guards talking. He has learned of a traitor in his midst, but he does not know the man’s identity…
The next day, the Sheriff leads a heavily armed caravan forth, carrying the Gold, Marion Fitzwalter and Sir Guy de Gisbourne to Saint Helen’s Chapel. Also travelling with the caravan is a secretly hired, famous archer named Hubert of Suffolk, who has been offered a thousand Marks if he kills Robin Hood!
The game begins with Robin and his men in position. In the first round the caravan arrives on the map, travelling south west along the road (on the left hand
side of the map)
The Caravan consists of two four wheeled wagons, each pulled by two horses. Both are armoured with shields along the sides and rear.
NOTE.
The name of this game is Betrayal. Nothing is as it seems… Each player has additional options. The Sheriff, at any time in the game, may commandeer one of the Merry Men (Not a name character though) and use him as the traitor.
Sir Guy de Gisbourne, not known for his intelligence, has no such surprises, but due to his mobility, he may appear where ever he wishes on the table, within the first three rounds, except from the direction of the forest (North West).
Robin Hood and Little John may set multiple traps on the map before the game begins (6 each) and Robin Hood himself may be in disguise since he knows about the traitor.
Victory conditions
Robin Hood and Little John will win if they either manage to defeat the Sheriff in combat, snatch Marion and the gold away, or defeat half of the Sheriff’s (combined with Sir Guy’s) men.
The Sheriff will win if he makes it across the map with the taxes, kills Robin Hood or defeats half of the Merry Men.
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The top of the image is South East.
All symbols are the same as in the previous map with the inclusion of a fence (the black line) and a ditch (the yellowish green line)
The building is a ruined wood cutters hut made of large stones.
The gradient lines indicate the sloping nature of the terrain with the forest (bottom of map) being on the high ground.
The game map is 90cm wide by 120 cm long.
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Chapter Three. The Hunt for Robin Hood.
| Player 1 | Player 2 | Player 3 | Player 4 |
| Robin Hood Longbow, Bastard sword, Chain mail, Buckler. Friar Tuck Bastard sword, Shield. Allan a’ Dale Longbow, Bastard sword, Leather armour. Will Stutely Longbow, Bastard sword, Leather armour. 5 x Archers Longbow, Leather armour. |
Little John Longbow, Bastard sword, Leather armour. Will Scarlet Long sword, Chain mail, Shield. Will Scathlock Longbow, Sword, Leather armour, Buckler. Much the Miller Longbow, Bastard sword, Leather armour. 5 x Archers Longbow, Leather armour.
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Black Hugo Long sword, Chain mail, Shield. Baldwin of Nottingham Long sword, Chain mail, Shield. 4 x Soldiers Bastard sword, Chain mail, Shield. 4 x Arbalests Arbalest, Leather armour.
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Sir Guy de Gisbourne Long sword, Chain mail, Shield. 5 x Cavalry Spear, Sword Chainmail & Shield.
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Setting the Scene
Fleeing from Nottingham into the forest, Robin Hood and the merry men are hunted down by Sir Guy and Black Hugo, eventually being overtaken on a valley road in Sherwood. Robin and his men start in and around the centre of the map.
The game begins with the merry men on the road, hearing the approaching patrol lead by Sir Guy. At which point the merry men have 1 round to get under cover.
In the second round, Sir Guy arrives from the Southern map edge (to the right hand side of the image)
In the fourth round, Black Hugo and his foot soldiers arrive. (Also from the right hand side of the image)
Victory conditions.
Either side wins by killing/ incapacitating one general and two thirds of the enemy.
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The top of the map is East.
The brown line is a forest dirt trail rather than a road.
Add plenty of bushes to create a nice over grown feel.
Game map is circa 90 cm x 120cm
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Chapter Four. The Battle of Threstane Dale
| Player 1. | Player 2 | Player 3 | Player 4 |
| 17 men. 11 Archers, 1 crew & 5 warriors.
Robin Hood
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27 men. 22 warriors, 4 Archers and 1 Druid.
Chieftain Aldhelm Little John
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20 men. 14 Soldiers & 7 Archers
Black Hugo (Mounted)
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19 men. 3 Knights (1 dismounted), 4 Cavalry & 12 Soldiers
Sir Guy de Gisbourne (Mounted)
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Setting the Scene
Fevered, in his sick bed, the Sheriff of Nottingham calls upon his retainers Sir Guy de Gisbourne and Black Hugo, and charges them to hunt down and kill the wolfshead, Robin Hood. However, neither of the two lieutenants is eager to work with the other and so they both assemble men they themselves trust in a bid to out do the other.
Sir Guy calls upon his friend Sir Nigel de Grym, and with four of his riders, and ten of the Sheriff’s men under the command of Captain Guillaume of Rochester, he rides forth to find Robin Hood.
Black Hugo meanwhile, calls upon his brother, hires a famous tracker, known far and wide as Baldwin of Nottingham, and with a hand picked group of Arbalestiers he enters Sherwood to seek out Robin Hood…
However, in the mean time, Sir Ranulf de Greasby and his squire Tom de Boll are out hunting in the vicinity of the village of Threstane Dale when he meets with a young pretty woman.
The young Saxon damsel refuses his ‘courtly advances’ though, and soon a struggle commences. The men of Threstane Dale rush from the fields to rescue their kinswoman and enraged Sir Ranulf slays one of them, where upon the rest set about the Norman knight, capturing his horse, and wounding his squire.
In the confusion, Sir Ranulf runs for the old Roman tower upon the hill, and Squire Tom rides to nearby Greasby Manor for help…
On the road to Greasby Manor however, Squire Tom meets with Sir Guy and Sir Nigel, leading their search party around Sherwood. Of course Sir Guy decides to help his friend, and possibly lure Robin Hood out from the forest as well, so he orders his foot soldiers to hurry after him and sets off with Sir Nigel and four Norman cavalry…
In the mean time, Little John and a few Merry men chance upon the commotion by the old tower as they return to the forest. At once they join the fray, but upon Sir Guy’s approach, Little John immediately sends word to Robin who is at camp only a short distance away…
Squire Tom, after leaving Sir Guy continues to Greasby Manor where he meets with the head guardsman; Captain Steffan. Upon receipt of the news, Steffan orders his men to muster at once!
Starting
The game starts with Sir Ranulf, at bay, in the ruined tower.
Chieftain Aldhelm and his men surrounding the tower or in the village (at least four must be at the tower including Aldhelm)
Aldfrid and his men, dismounted, in the village.
Little John and his men, also at the tower.
Round one begins with the Saxons catching sight of the approaching Norman horse riders (off map).
Round Three. Sir Guy, Sir Nigel and four (Red) Norman cavalry riders move onto the map along the highway, from the west (left hand side of the map)
Black Hugo and his men enter the map along the highway, from the east (right hand side of the map)
Round five. Robin Hood and his men enter the map from the northeastern corner of the map. (Top left corner of map)
Round eight. Captain Guillaume and his (Blue) guards enter the map along the highway, from the west (left hand side of the map)
Round Twelve. Captain Steffan and his (Green) guards enter the map along the highway, from the east. (Right hand side of the map)
NOTE. Sir Ranulf de Greasby can be supplied a horse at any point in the game and become a mounted knight.
Victory conditions
Robin Hood and the Saxons will win if they manage to kill thirty Normans, or three of the Norman generals.
This will cause the surviving Norman general to withdraw.
Sir Guy and Black Hugo will technically win if they manage to incapacitate Robin Hood and remove him from the map. Or if they kill thirty Saxons and/ or Merry men.
Note*
If Gefferix is downed, the Saxon name characters and Huscarles will fight to the last man, regardless of victory conditions
Threstane Dale
Little more than a few houses, the village of Trestane Dale is an important place for the local Saxons of ancient Celtic heritage. The local druid Gefferix commands universal respect in the region, and
Aldhelm, Chieftain of the Dale, is sworn to protect the three holy stones.
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The top of the map is north.
The red line indicates an all weather road and the brown line indicates a track or path.
The yellow indicates marshy terrain which is classed as difficult. The river is in the usual two tone blue, with lighter blue indicating where the water can be waded.
The forest area's are classed as rough. Bushes may be added as players see fit, and are classed as difficult.
The grey squares are the three standing stones which lend Threstane Dale its name. They centre on Gefferix's hut (marked with a red square) The buildings are all timber and thatch and doors are marked with black.
Around the village is a stockade, designed to keep animals in, but not troops out.
The game map is 250 x 250 cm.
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Chapter Five. A Scuffle at the Boars Head
| Player 1 | Player 2 | Player 3 | Player 4 |
| Robin Hood Allan a’ Dale 3 x Merry men |
Rolfe of the Red Hand
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Little John Will Scarlet 3 x Merry men |
Marcus the Inn Keeper Tiny the doorman 5 x Norman patrons |
The Boars head is a Norman inn situated where the road from Nottingham to St Mary’s Abbey meets the road to Sherwood. It’s the only Norman inn in the local area, and the only place that welcomes the Sheriffs men.
It is a two-storey wattle and daub construction, with a large taproom, a barrell room and a kitchen on the ground floor. Upstair is a large common room for over night guests, and a single private room for guests. There is also a room for the inkeepers servants and one for for the inkeeper and his wife.
A wooden stable with room for at least twelve horses is attached to the rear of the Inn, with a hayloft upstairs. Around both buildings is a sturdy ten-foot high log palisade.
There are three ways into the Inn; the front door that is guarded by Tiny the Doorman. The back door that opens from the courtyard into the barrel room and which is always locked (lest theives break in to steal the ale) and a small door from the stable to the kitchen.
There are two trees against the inn that have been allowed to grow unchecked in recent years. One grows up against an upstairs window of the inn itself whilst the other overhangs the palisade allowing access to the courtyard.
On one dark summers night, Robin Hood learns that the evil Rolfe of the Red hand is staying the night at the inn. Robin, who has sworn to avenge the Saxons put to death by Rolfe for killing the Kings deer, takes a hand full of men and approaches the inn.
Starting
The Game starts after night has fallen, and the patrons are pretty drunk. The Normans all start inside the taproom of the inn.
Robin and Little John start outside in the dark, any where outside the palisade.
The Inn should also contain ten to twelve non-combatants (older patrons, the serving maids and the Inn keepers wife) these all start within the inn at random locations.
Victory conditions
Robin Hood wins if he can kill Rolfe.
The Normans win if they can capture Robin Hood.
The Ground floor
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Rooms.
1 The Tap room. The bar should be in front of the barrel room door.
2 The Snug. This is where Rolfe and his guards are playing cards
3 The Kitchen.
4 The Stables.
5 The Barrel room.
The First Floor
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Rooms
6 Common sleeping room.
7 Servants room (where the maid sleeps)
8 & 9 Marcus the inn keepers rooms.
10 The private guest room, reserved for quality guests like Rolfe.
11 The Hay loft. Access is by a ladder which is marked in purple.
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Game Report
We gamed this last night, taking the opportunity of a missing player to introduce his son into the game.
The game began with Robin, Little John and the Merry men approaching from the rear of the inn, scaling the back wall and sneaking up to the barrel room door. Allan a' Dale and a single Merry Man, then entered the stable and from there into the kitchen which was deserted.
However, a creaking door and a perception roll alerted Marcus the inn keeper that a very heavy 'rat' was in his barrell room, so he sent Tiny to go and have a look. Tiny found the barrel room empty, but upon making a perception roll, became aware of some one trying to force the back door lock.
Tiny, foolishly, opened the door and was jumped by Robin! A second blow and the door keeper was down. At this point, Marcus slammed shut the tap room door and raised the alarm. Rolfe and his guards, some what drunk and playing cards, gathered up their weapons and all rushed for the door which Marus had locked.
Robin and Will Scarlet were unable to force the tap room door, so they exited out into the courtyard (they were the only ones wearing chain mail on the good guys side). The rest of the Merry Men scattered up into the tree which over hung the courtyard except for Little John and Allan a Dale. Little John to one side of the Inn's rear entrance with drawn bow, and Allan a Dale was still lurking in the kitchen!
At this point the game got interesting as Marcus the Inn keeper rallied his patrons. They all drew arms of one sort or another and charged out the front door and ran around the back of the inn. Rolfe and his guards (who all wore chain mail) took the other route though. They sped through the barrell room and into the kitchen forcing Allan a Dale to flee for his life out into the courtyard.
This pincer movement seemed to work well at first, but the Merry Men quickly shiften positions and began to fire on the Norman patrons from their tree. At that, the Patrons rushed to the tree and began to climb it!
My pub brawl was taking place up a tree...
Rolfe and the Guards though moved through the stable and rushed Robin and Will Scarlet. Little John and Allan a Dale had moved back into the rear of the courtyard to give covering fire, but within seconds Robin had been forced to jump back into the barrel room and Will Scarlet found himself battling two Norman guards and Rolfe all alone in the corner.
It was looking dire for the good guys, but at that point our newby player put several arrows into Marcus's body as he climbed the tree, thus killing player 4's 'general'!
Immedietly the rest of the Patrons fled from the tree and ran through a gate in the palisade to take Will Scarlet from the rear. Scarlet went down, but Robin held the doorway!
The Merry men were shooting up everything in sight from their vantage point in the tree, so the Normans all rushed back into the pub to try and get Robin from the rear.
Robin however, was wise to their capers, and jumped from the barrel room into the taproom, slamming and locking the door behind him.
At this point, the two remaining patrons entered the tap room from the front entrance, and Robin was essentially trapped. However, Robin hood is a hero, and far outclasses a pair of Norman bar patrons armed with knives or hand axes. he vaulted over the bar to engage them... but rolled a critical fumble and sat on his arse!
He was saved by the tap room door which he had locked since it stubbonly refused to be kicked down and scramblingto his feet, faced the two patrons.
In the meantime, Allan a Dale, realising that the Normans were now all inside the building, set fire to the barn! The rest of the Merry men all ran to the front of the building to help Robin escape.
Robin did manage to get out of the building by beating up the two patrons. (Finally some bar room brawling!!!) He failed to kill them but did force them back enough for him to narrowly escape as Rolfe and his guards kicked down the tap room door and poured back into the tap room.
None of them fancied being first out of the front door though where Robin, Little John and several Merry Men were waiting with bows drawn, but they quickly became aware that the rear of the building was on fire. There were nineteen Normans in the Inn, and they all scrambled for cover.
In the confusion, Rolfe escaped into the night, and Robin missed his mark.
The good guys won technically though, because our newby (8 years old), had killed his opposite number up the tree
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Chapter Six. The Tax Collector
| Player 1 | Player 2 | Player 3 | Player 4 |
| Robin Hood Friar Tuck Allan a Dale. 4 x Merry men |
Allain the Tax collector 4 x Norman guards 2 x Norman abelestiers 1 horse carrying tax money. |
Little John Will Scarlet Much the Miller 4 x Merry men |
Sir Guy de Gisbourne Squire Harry 2 x Norman cavalry
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Allain of Nottingham is the most hated man in all of the Sheriffs lands. As the tax collector it is his job to enforce the payment of taxes upon the Saxon’s in order to pay for the Kings wars in the holy lands.
However, in recent months the Sheriff has raised the taxes so high that many can no longer pay them and Allain has begun to burn down the homes and evict the peasants.
Robin Hood upon hearing this news immediately lays an ambush for Allain in a remote corner of Sherwood Forest.
Mean while on the very same road, as luck would have it, Sir Guy de Gisbourne is travelling back to Rochester. He has been to visit a lady friend and her family and is quite a foul temper. Suddenly up ahead he spies what appears to be Robin Hood in the process of attacking the tax collector. He reaches for his sword…
Starting
Robin and Little John and their men start anywhere they like.
The Tax collector starts on the East side of the map, on the road travelling west.
Sir Guy and his retainers’ start two rounds after the ambush has begun, on the west side of the map, on the road travelling east.
Victory conditions
Robin wins if he can defeat two thirds of the Normans or grab the tax money horse.
The Normans win if they can defeat two thirds of the total of the Merry men, or capture/ incapacitate Robin.
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The top of the map is North.
The brown/ orange line is a dirt track road. In the centre of the map it passes through a bog in a shallow valley where it becomes more difficult to move.
Add bushes as you see fit.
The map is about 80 cm x100cm
Game Report
The game began with the tax collector, his tax horse, and six guards (two with crossbows) travelling along a winding dirt road through Sherwood Forest. At one point the road led through a small valley where the ground and the road were somewhat marshy and this was where the ambush was set. A fallen log had been placed across the road and the Merry Men were positioned in the trees. Robin and Friar Tuck were on the ground to the south side of the road, and Little John and Will Scarlet were on the ground to the north.
The Tax collector, a heartless miser of Norman heritage refused to part with the taxes (of course) and the fight was on. The Normans immedietly engaged the Merry men with three foot soldiers attacking Litte John and Will Scarlet and the tax collector and his two crossbow men jumping on Robin and Friar Tuck.
Robin was not in difficulty though. The tax collector was not a soldier and not armoured, and the crossbowmen are no good in close combat. He reppelled them easily and retreated ito the bushes (Sir Guy’s galloping was heard in the distance).
Little John and Will Scarlet fared only slightly better though and soon there was a tussle happening in the road with Friar Tuck sort of bimbling about in confusion.
The archers in the trees were trying desperately to hit the Normans but visibility in a forest canopy is only 12 inches and there were a lot of bushes in the way. They fared badly at first, but in round three Sir Guy came onto the table and provided them with an easy target.
Sir Guy and his cavalry are pretty sturdy though and not so easy to bring down, and for a while it looked dodgy. However, in Sherwood Forest, a knight on horseback is pretty useless against an unarmoured man up a tree with a long bow…
After losing Will Scarlet and Friar Tuck (stabbed in the butt as he sought to escape up a tree) the Merry men gunned down the Tax collector, and in the next round Robin took down Sir Guy who was attempting to charge Robin in the marsh.
The game was then ended with both Norman officers being downed and the tax money and Sir Guy’s armour were
ransomed in return for Sir Guy’s freeedom.
The lesson of the game was don’t mess with archers in tree’s unless you have archers on the ground or are prepared to climb the tree after them.
Chapter 7:The Golden Arrow
| Player 1 | Player 2 | Player 3 | Player 4 |
| Robin Hood Friar Tuck Allan a’ Dale Will Stutely 6 x Merry men 2 x Saxon warriors
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Little John Will Scarlet Much the Miller Will Scathlock 6 x Merry men 4 x Saxon warriors
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The Sheriff of Nottingham Black Hugo Baldwin of Nottingham 4 x Norman Arbalestiers 6 x Norman Soldiers (red) |
Sir Guy de Gisbourne Sir Nigel de Grymm Captain Guillaume of Rochester 3 x Norman Arbalestiers 6 x Norman Soldiers (green)
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All of Nottingham is excited as the news spreads. Prince John has arrived from the south and a great festival is declared. The streets are filled with bunting; the people are happy and smiling.
Meanwhile. The Sheriff of Nottingham and Prince John meet to conspire against King Richard. In secret they draw up their cunning plan.
Later in the afternoon, the Prince asks about the rumours he has been hearing regarding Robin Hood. The Sheriff scowls and relates the tale with many a curse. Prince John leans forward though, his eyes gleaming in the candlelight… ‘If you want to catch this wasp, you must lure him with some honey!’ The Sheriff listens to Prince Johns plan and nods enthusiastically. Yes it might work; Robin Hood is a vain fellow…
The next day an archery contest is declared. To be held on the first satarday after harvest, for the princely treasure of an Arrow made of gold and a purse of one hundred gold marks.
The great day begins with resounding fan fare and rejoicing and the crowds gather to watch the archers. Slowly as the sun climbs into the midday sky, the contestants are whittled away until finally as the sun is ever highest in the sky, the remaining six archers take their last shots.
The last arrow cleaves its opponent in the bullseye and great shout goes up from the crowd, a winner has been found… an unknown hooded archer from distant lands. As the Sheriff hands the Prince the golden arrow and the purse of gold marks, the guards draw ever closer. The hooded man steps forward and the Prince holds up the golden arrow for all to see…
Starting
The game starts with Robin Hood standing before Prince John and the Sheriff on the raised platform. All around is the crowd and several of the Sheriffs men. Robin is disguised though, so he gets to begin.
The Merry men are all disguised, and hidden in the crowds. Subsequently they can start any where on the map.
The Sheriff's men are hiding in the pavillion which is a great wooden building with ample room in the rear compartments
Victory conditions
The merry men win if Robin survives the game without losing the golden arrow.
The Sheriff wins if he captures Robin Hood.
The game continues until either side meets its objective, or until one side has lost half its men.
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Game Report
We just finished this one two hours ago, and here is the write before I forget what happened...
The game started with Robin accepting the Golden Arrow from Prince John in front of the raised pavilion and gathered crowds, this was the signal for the Normans to unleash their trap, but it was aldo the start of the Saxon attack as well, so even as the Normans rushed out from the rear of the pavillion, the guards who were keeping the crowds at bay were being cut down by angry Saxon warriors (these were the same lot
whose village had been trashed in Chapter five, and whom had now joined forces with Robin to get revenge)
They literally cut down half of Traceys (who plays Sheriff of Nottingham) guards in one round. At the same time Friar Tuck and two other Saxons rushed to attack Sir Guy (who was the one who had actually set fire to the Saxon village and killed Gefferix the Druid) on the pavillion.
The pavillion was a large wooden and tent like structure, raised up from the ground and with three entrances. One large double door way to the rear and two smaller side entrances on either side of the tribune. The archery range was before it, stretching away towards a small forest. The crowds were all around
When the violence started the people turned and fled. The Normans inside the pavillion were piling out, crossbowmen out the front and guards out the back. The Sheriff’s men though, were basically cut down as they tried to get off the pavillion, and as the crowd fled, more and more Merry men came out of hiding and starting piling arrows into the gathered nobility.
Sir Guy however, shrugged this off and turned on the two Saxons who were trying to kill him. He slew one and his
guards got the other. Friar Tuck turned and ran.
Robin, in the meantime traded a few blows with a lone Norman guard who had survived the initial attack by the Saxons, then turned and retreated (fled) to a safer vantage point from where he could join in the free fire fest on the Normans, and by round five, there were already seventeen downed elements. (the victory criteria was set at half)
As Sir Guy moved around to the front of the pavilion on one side, the Saxon main force was coming up onto it from the other. By round seven there was now a vast heaving fight all around the
pavilion, up on the tribune where Prince John cowered in terror and Marion de Fitzwalter watched breathlessly in awe of her true love’s daring the Saxons were busy cutting down the remainder of the Sheriff’s crossbowmen, and then the Sheriff.
Sir Nigel however (a close friend of Sir Guy) proved to be an unmovable obstacle. He killed one and kept the others at bay.
The game then officially ended since Tracey had lost virtually her entire army, and her general, but we kept up the slaughter for another six or so rounds. The last tally had something like twenty eight corpses
littering the grounds, and Robin Hood escaped!
Please
remember to mention Wargames Forum when contacting traders!