Contraband or Royal goods are placed face down within the contraband section of a player’s market. If you get through unchallenged by the sheriff, via bribery or not, any legal goods are placed face up on your market so the amount of each is clearly visible. After this any bags the sheriff chooses not to inspect are passed back to their respective owners, while the remainder’s contents are examined. However, if a deal includes a promise for events in future round they are not binding. Any deals made involving immediate outcomes must be honoured. Deals can be made with gold, goods of any kind already at your market stand, potential goods from what is in your merchant bag or promises. The sheriff can be paid off to not inspect your bag or inspect another merchant’s bag, so get ready with some negotiation tactics for the potentially corrupt sheriff. Inspection is when the sheriff gets to wield the power over the merchant bags from all players. While the number must be truthful the contents don’t have to match what is said, thus the bluffing element of the game is established. Players must reveal the number of cards in their merchant bag and declare one kind of legal good. The declaration phase will influence what merchants put into their bags. Importantly, no one should see what you put into the bag, especially the dastardly sheriff. Next it is time to select 1 – 5 cards from your hand to load into your merchant bag. This allows you to get sets of goods, though be warned everyone can see what you are picking up. Afterwards discarding the same number of cards from their original hand into one of the piles. At the market, starting with the player to the left of the sheriff, players can draw up to five cards from the top of either, or a mixture, of the two discard piles. The sheriff doesn’t participate in the first two rounds but should keep an eye on the merchants. The game is played over numerous rounds, made up of five phases: Market, Load Merchant Bag, Declaration, Inspection and End of Round. After choosing someone to start as the sheriff, they get the sheriff marker, and the game begins. Players choose a colour, claim their respective market stand and merchant bag, and receive 50 starting gold from the bag. Unusually, two separate discard piles are created by turning over 5 cards into each from the draw deck. A selection of cards are removed if the player count is only three, otherwise the goods cards are shuffled and six are dealt to each player. Sheriff of Nottingham sees players getting swiftly get into the game after a short setup time. It sounds interesting but does it entertain? Let’s find out! Insert bluffing, negotiation, hand management and card drafting mechanics and the game is built perfectly for a party game. A mixture of legal goods and contraband are ready to be sold but only after the Sheriff has a chance to inspected players goods. This new edition includes updated rules, as well as expansions such as the 6th Merchant, Black Market, and Sheriff’s Deputies.Sheriff of Nottingham sees 3 – 5 players take up the role of merchants, looking to make a quick profit at the markets of Nottingham. The Sheriff can inspect any bag they want, but they must be careful, as they’ll have to pay a penalty if they find the Merchants were telling the truth. In Sheriff of Nottingham 2nd Edition, players take turns playing the Sheriff, looking for contraband goods, and the Merchants trying to stock their Stall with the best goods. Which Merchant will end up getting the best goods through and make the largest profits in the market stalls? The Sheriff’s shrewd, but not above taking a bribe to look the other way. He’s tasked the Sheriff to inspect Merchant’s wares, looking for any illicit goods. Most of it is entirely legal, however, Prince John is looking to make sure no contraband gets sold. The bustling market in Nottingham is filled with goods from all over the kingdom.
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