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Robin Hood and his Merry Men of Sherwood Forest
Robin Hood and his Merry Men of Sherwood Forest
by Bell (1956)
Player Count
2 to 4

Player Ages
6+

Playing Time
30 minutes
Categories
  • Medieval
  • Movies / TV / Radio theme
  • Designers
  • (Uncredited)
  • Mechanisms
  • Roll / Spin and Move
  • Family
  • Characters: Robin Hood
  • Rating: 4/10 from 1 users

    Description

    "A game of adventure with Robin Hood and his Merry Men of Sherwood Forest" - also known as "ROBIN HOOD GAME OF ADVENTURE"

    This is a very simple spin and move game produced in the UK in the 1950s by Bell Toys. The game is far too luck driven for repeated plays - but it has superb production values, including 3d features (the Target, Deer and Treasury) and a wonderfully illustrated board.

    The game is for 2-4 players. Each player chooses a corner of the board, which is used to hold the players pegs ("arrows") and any money that the player wins.

    Each player takes a member of Robin Hood's band (Will Scarlet, Friar Tuck, Little John or Maid Marian) and places them at the "Start" square. Each player then uses the spinner in centre of the board; instead of numbers, the spinner points to different coloured squares, Each players playing piece is then moved around the board to the next relevant coloured square,

    When a player lands on a square with instructions on, they must be obeyed. Players crossing Treasury Road collect one coin from the Treasury.

    If any player lands on a square with a target on it, all players proceed to the Archery ground for an Archery contest. Each player has 3 shots (spins of the central spinner) in succession, their pegs ("arrows") are placed in the target according to the colour indicated by the spinner. The player with the highest score collects a coin from each of the other players.

    If a player lands on a square with an arrow then that player must pay one coin to the players nearest to them on the board.

    If a player lands on a square marked "Golden Chance" they spin the central spinner to determine the result:

    - if spinner points at the Treasury collect 2 coins
    - if spinner points at a Name collect 1 coin
    - if spinner points at the Deer lose 2 coins to the Treasury
    - if spinner points at the Target an Archery contest takes place

    If a player runs out of coins to pay a forfeit they miss a turn.

    If a player lands in "Go to London" they collect a coin from the Treasury.

    The winner is the first player to collect 10 coins and reach the "Go to London" square.

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