Sheriff of Nottingham puts you in the boots of medieval merchants trying to smuggle goods past a corrupt lawman. One player takes the sheriff's role each round, deciding who to search and who gets a free pass into the city. Everyone else? You're packing bags with legal apples and cheese... or maybe some contraband crossbows if you're feeling bold.
This 2014 release works best with the full crew of five players, though it scales down to three in a pinch. Expect about an hour of wheeling, dealing, and outright lying. With a 7.05 rating and low complexity, it's the kind of game where your grandmother might try to bribe the sheriff with actual cookies. The rules are simple enough that you'll spend more time negotiating than flipping through the rulebook.
Each round starts with everyone except the sheriff drawing goods cards and secretly stuffing up to five into their burlap bag. You'll declare what's inside, but here's the thing: you might be telling the truth, or you might be lying through your teeth.
The sheriff then decides who looks suspicious. Before making that call, though, players can offer bribes. "Hey sheriff, here's three gold if you don't search my bag." Or maybe you throw another player under the cart: "Search Bob instead, and I'll give you my firstborn chicken."
If you get searched and you lied, the sheriff confiscates your contraband and you pay penalties. But if you told the truth and still got searched, the sheriff owes you compensation. It's a delicious risk-reward calculation wrapped in medieval flavor.
The sheriff role rotates each round, so everyone gets to be the corrupt official. After several rounds, you score points for the goods you successfully smuggled, plus bonuses for having the most of certain legal goods. Contraband is worth big points, but only if you don't get caught.
The negotiation system is absolutely brilliant. You're not just offering money, you're trading future favors, making deals about who to target, and sometimes just appealing to someone's better nature. "Come on, Sarah, we've been friends for years!" It's the kind of social gameplay that creates legendary table moments.
What really shines is how the game handles bluffing. Sometimes the obvious liar gets through because they're so blatant about it. Other times, the most honest-looking player is hiding illegal goods. The sheriff has to read faces, voices, and body language while managing their own profit margins.
The rotating sheriff role keeps everyone engaged. When you're not the sheriff, you're plotting and scheming. When you are the sheriff, you're wielding power and making enemies. It's perfectly balanced chaos.
Even when you get caught red-handed, it rarely feels devastating. The penalties sting, but they don't eliminate you from contention. Plus, there's something inherently funny about getting busted with a bag full of "apples" that were clearly crossbows.
The production quality deserves a mention too. Those cloth bags feel substantial, and the artwork captures that Robin Hood-era corruption perfectly. It's a game that looks as good as it plays.
The biggest issue is the player count dependency. With three players, negotiations feel thin and the social dynamics never quite click. You really need four or five players for the game to sing, which limits when you can actually get it to the table. It's frustrating when you love a game but can't play it with your usual gaming duo.
Some groups struggle with the social pressure aspect. If your gaming circle includes people who hate lying or get genuinely uncomfortable with deception, this isn't going to work. The game rewards good actors and punishes those who wear their emotions on their sleeves. That's not a design flaw, but it definitely limits the audience.
The downtime between sheriff roles can drag with analysis-paralysis prone players. When someone spends five minutes agonizing over every search decision, the energy deflates pretty quickly. The game needs a good pace to maintain its momentum, and some groups just can't deliver that consistently.
Sheriff of Nottingham is perfect for groups that love social interaction, don't mind a little deception, and can consistently gather four or five players. If your gaming nights involve lots of table talk, negotiation, and the occasional dramatic betrayal, this should be on your shelf.
It's also fantastic for mixed groups with both gamers and non-gamers. The rules are simple, the theme is accessible, and everyone understands the basic concept of trying to sneak things past authority figures. Just make sure your group is comfortable with the social elements, because that's really what makes this game special.
Prince John is coming to Nottingham! Players, in the role of merchants, see this as an opportunity to make quick profits by selling goods in the bustling city during the Prince's visit. However, players must first get their goods through the city gate, which is under the watch of the Sheriff of Nottingham. Should you play it safe with legal goods and make a profit, or risk it all by sneaking in illicit goods? Be mindful, though, as the Sheriff always has his eyes out for liars and tricksters and if he catches one, he very well may confiscate those goods for himself!
In Sheriff of Nottingham, players will not only be able to experience Nottingham as a merchant of the city, but each turn one player will step into the shoes of the Sheriff himself. Players declare goods they wish to bring into the city, goods that are secretly stored in their burlap sack. The Sheriff must then determine who gets into the city with their goods, who gets inspected, and who may have their goods confiscated!
Do you have what it takes to be seen as an honest merchant? Will you make a deal with the Sheriff to let you in? Or will you persuade the Sheriff to target another player while you quietly slip by the gate? Declare your goods, negotiate deals, and be on the lookout for the Sheriff of Nottingham!
Sheriff of Nottingham is the first game in the Dice Tower Essentials Line from Arcane Wonders.