Non adatto sotto i 3 anni. Piccole parti, rischio di soffocamento.
Pairs well with
Sherwood Forest, feudal taxes and peasant revolt: A Gest of Robin Hood is a 2-player board game that pits you against the Sheriff of Nottingham in an asymmetrical, narrative-driven confrontation.
One player is Robin Hood : he steals from the rich, incites disobedience, and moves in the shadows. The other is the Sheriff : he must maintain order, collect taxes for Prince John, and quell chaos. Everything revolves around Plots , Deeds , and Events that allow you to recruit, manipulate, and influence peasants, creating a game that is always tense and full of "story-like" choices.
In the woods, it doesn't matter who runs: it matters who chooses when to strike.
Victory isn't a simple count: it's decided on the Justice/Order track, with royal favor fluctuating as your actions shift the balance of power in the kingdom. If the final Royal Inspection doesn't yield a clear verdict, the one holding favor at that moment wins: constant pressure, right up to the last minute.
It's part of the Irregular Conflict Series and reimagines the COIN concept in a more streamlined and accessible way: a clean, thematic wargame , perfect as a gateway game but sharp enough to satisfy even veterans. If you're looking for an asymmetric duel that takes 45–90 minutes to play and leaves you wanting more, you're in the right place.
A Gest of Robin Hood board game, 2-player board game, strategic game for 2, asymmetric duel, Robin vs Sheriff, wargame, irregular conflict series, lean COIN, territory control, influence, ambushes, hidden movement, justice order track, 45 90 minutes
Because in Sherwood, the strongest doesn't win: the one who moves the people's favor wins... at the right time.
A legend. Two roles. And the forest decides who's left standing.
There's a fine line between rebellion and crime. It's never been clear in Sherwood. It still isn't.
In A Gest of Robin Hood you don't play a legend: you're writing it as it happens.
On one side, Robin and the Merry Men; on the other, the Sheriff of Nottingham. No one is neutral. No one is innocent.
Everyone responds to a different idea of justice.
England is not a battlefield, it's a powder keg
There are no great armies marching in line. There are tired villages, exhausted peasants,
dangerous roads, taxes that burn more than blades.
Every decision matters because it affects the population, not just the enemy.
To encourage disobedience, to suppress a riot, to turn a blind eye or to clench one's fist:
Every choice shifts the balance between Order and Justice , and neither is ever completely “good.”
Here, every move is political. And the forest remembers.
A story that changes with every game
Here you are not accumulating points: you are directing the real favor, step by step.
Every action — a successful theft, a brutal collection, a revolt suppressed or fueled —
pushes the story in a different direction.
The moment of the Royal Inspection looms like a sentence: if it arrives and no one has yet prevailed,
History will be judged by what's left on the table, not by what you intended.
An irregular, but legible conflict
Derived from the COIN system, A Gest of Robin Hood chooses to be more accessible without becoming superficial.
The rules accompany the narrative rather than stifling it, leaving room for bluffing, timing, and reading your opponent.
You don't need to know classic wargaming to feel at home. You just need to accept that every move here is a choice of sides.
a gest of robin hood part two, strategic board game for 2 players, wargame for 2,
asymmetric duel, robin hood sheriff nottingham, sherwood, irregular conflict, accessible COIN,
justice order track, royal favor, royal inspection, emergent narrative, bluff, timing,
territory control, influence, historical game, board game for two
Outlaw or vigilante? It depends on who lives long enough to tell the tale.
Real opinions from the international BoardGameGeek community.
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Anche al Play, lo stagno non si ferma
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Si riparte a spedire martedì 26 maggio, in ordine di arrivo.