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Sheriff of Nottingham

This image has an empty alt attribute; its file name is Sheriff-of-Nottingham-300x180-1.pngWhile more a party game than a strategy game, Sheriff of Nottingham has plenty going for it and more than a few tactics are required. During the game, each player takes on the role of the Sheriff twice while at all other times they are one of 5 Merchants. To start each round the

Gameplay

During the game, each player takes on the role of the Sheriff twice while at all other times they are one of 5 Merchants. To start each round the merchants head to the markets to acquire goods, both legal and contraband. They then need to bring these goods back to town, where on the way the Sheriff will stop them and enquire what it is they are bringing in. The Merchants must declare what they are bringing in (“of course I am an honest Merchant seeking only to bring in 2 baskets of apples” but hidden inside the cart is also the bunch of crossbows). The Sheriff must decide whether it is worth his or her time to inspect the Merchants goods, while the Merchant can either bribe, lie or bluff (or all of the above) their way past.

Merchants who are caught with contraband have those goods confiscated and must pay a penalty, but if you do get these goods though then they are worth much more than common goods. If the Sheriff inspects the merchant’s cart and finds only declared goods then the Sheriff must pay a fee to the Merchant for wasting their valuable time.Merchants must decide what goods to bring past the Sheriff, weighing up whether to bribe or bluff, whether to play it straight or go for the big pay off. Each round Merchants are up against a different Sheriff and as such have to constantly change their play style to suit. Sheriff’s need to decide whether it is worth inspecting or trying to extort a higher bribe for the Merchant, but beware, a shifty Merchant might simply be trying to convince them inspected their legitimate goods.

Sheriff of Nottingham is primarily an interaction game, players succeed mainly on their ability to bluff other players while detecting the same from others. It is possible though to win this game playing completely straight, watching carefully what other Merchants are bringing into town and adjusting accordingly, but there is the unknown of contraband, no one really knows what each other has brought in.

All items vary in price values with contraband having the highest values. There are also extra points for having the most of any of the goods. The winner is the player who, after everyone has played the Sheriff twice, has the highest points based on cash on hand, the value of all the items in their village and any bonus points they’ve scored.

This is a great social game the lends itself well to a leisurely pace with good laughs. Hidden talents for bluffing, bribing and negotiating will be revealed.

The game design is splendid, with beautiful artwork, and these darn cute velour pouches in which to do your smuggling (or genuine importation of course).

Sheriff of Nottingham Summary

Mechanics: Bluffing, bribing, hand management, role playing, set collection
Players: For 3 to  5 players (we think it’s best with 5)
Ages: Recommended for 12+, though we think it works from about 10 y.o.
Play time: Plays out in about 60 minutes
 
You can grab your copy of Sheriff of Nottingham here at Presents of Mind.
 
 
Written by Tim O