Sheriff of Nottingham is a game about bluffing, bribing and smuggling. It is a great mix of communication and strategy. In the game players are traders all trying to bring goods into Nottingham. There are plenty of legal goods like chickens and apples, but the real money is in sneaking in contraband.

Everyone takes turns being the Sheriff and it is up to them to decide if people are telling the truth are not. Being right gets you coins but being wrong, yep, loses you coins. You get final points for everything you get through and there are a few additional set collection bonuses to give some extra depth.


PLAYERS: 3 – 5

GAME TIME: 50 – 70 minutes

GENRE: Bluffing / Set Collection


Sheriff of Nottingham was designed by Sérgio Halaban and André Zatz who also jointly designed the game Quartz.

The game is published by Arcane Wonders, the gaming company behind other games such as Mage Wars Arena, Onitama, Royals and Viral.

Sheriff of Nottingham is part of the "Dice Tower Essentials" line of games that include other titles such as Onitama, Smartphone Inc. and GoodCritters,


There is no set mechanism, use your randomizer of choice.
The base game comes with - (1) Blue, (2) Green, (3) Yellow, (4) Red and (5) Purple.
No. Any player can get involved in the negotiations. The Sheriff is the focus of this phase, but it’s meant to be very open. The rules were not meant to hamstring player interactions.
A player who has smuggled Arcane Scrolls into the city is not eligible for any of the King or Queen bonuses. However, if they have enough of one of the legal goods to qualify then no one gets that bonus.
This card is contraband, and so if inspected you will be penalized for it. At the end of the game when scoring happens, any Feast Plate you’ve smuggled into town becomes any legal goods of your choice. One at a time each player declares what goods each Feast Plate will be, starting with the player who was Sheriff first and going clockwise. This makes the Feast Plate count towards the King and Queen bonuses and have the gold value of the chosen goods.
No. If one of the discard piles is completely emptied, then it remains that way until a player decides to discard into it.
It functions like any other contraband if you are not inspected. However, if you are inspected, then you only get the special effect if all of the other goods in your bag are the type you declared, otherwise you must discard it as contraband. The Sheriff will only pay the Frequently Asked Questions penalty on the items actually in the bag and the eight gold extra from Royal Summons. If otherwise telling the truth, as in all of your goods other than Royal Summons are the goods you declared, then even if inspected Royal Summons will be placed in your contraband pile. It would only ever be discarded upon inspection if you were lying about the remaining contents of your bag.
A deal is considered complete when an offer is accepted. Most of the time this should be fairly intuitive. The Sheriff may say, “I will let your bag pass for 5 gold.” If the merchant accepts that offer, then the deal is complete. The merchant must pay the Sheriff the 5 gold and the Sheriff must let their bag pass. An offer is a specific deal proposed. It contains clear and specific conditions, such as, “I will let you pass, if you pay me 5 gold.” The rest of the negotiation is haggling. Until there is a clear offer to accept or reject then everything is still open. However, be careful of your wording and your suggestions as it is possible the other party may accept your offer when you were hoping to continue negotiating. If there is any confusion about when an offer is accepted, then just use the word “deal”. If you accept, responding with “deal” is a clear way to finish the offer. To conclude you simply carry out the deal and conclude by returning the merchant bag.



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