Sheriff of Nottingham

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Sheriff of Nottingham

Overview

Sheriff of Nottingham is a bluffing, negotiation, and set-collection board game published by Arcane Wonders (2014). Players are merchants trying to bring goods into Nottingham, but some of their goods may be illegal contraband. Each round, one player acts as the Sheriff, inspecting (or not) the other players’ merchant bags. Merchants must declare what is in their bag – but they can lie. If the Sheriff inspects and catches a liar, the merchant pays fines. If the merchant was truthful, the Sheriff pays compensation. The game revolves around deception, bluffing, bribery, and negotiation. After each player has been Sheriff twice (three times in 3-player games), the wealthiest merchant wins.

Components

Setup

Each player receives a Merchant Stand, matching Merchant Bag, and 50 Gold. The player acting as banker distributes coins. For beginners, remove 12 Royal Goods cards. Shuffle the remaining deck and deal 6 cards to each player face-down. Create two separate discard piles with 5 cards each. The player with the most cash becomes the first Sheriff.

Turn Structure

Each round has 5 phases, played in order:

Phase 1: Market

Starting with the player to the Sheriff’s left (clockwise), each merchant may discard up to 5 cards face-up to either discard pile and draw replacement cards back to 6. Cards can come from discard piles (top card only, no digging) or the draw deck.

Phase 2: Load Merchant Bag

All merchants simultaneously place 1-5 goods cards into their Merchant Bag. Once closed, bags cannot be reopened.

Phase 3: Declaration

Each merchant declares their goods to the Sheriff. Declaration rules:

Phase 4: Inspection

The Sheriff decides which bags to inspect. Before inspection:

If the Sheriff lets you pass: Place Legal Goods face-up on your Merchant Stand. Place Contraband face-down (reveal only quantity).

If the Sheriff inspects:

Phase 5: End of Round

If all players have been Sheriff the required number of times, proceed to final scoring. Otherwise, pass the Sheriff marker left, and all players draw cards back to 6.

Actions

Merchant Actions (Non-Sheriff Players)

Sheriff Actions

Scoring / Victory Conditions

After the final round, calculate each player’s score:

  1. Goods value: Sum the value of all goods on your Merchant Stand (Legal and Contraband).
  2. Gold remaining: Add remaining Gold coins.
  3. King and Queen bonuses:
    • Apples: King (most) +20, Queen (2nd most) +10
    • Cheese: King +15, Queen +10
    • Bread: King +15, Queen +10
    • Chickens: King +10, Queen +5

The player with the highest total wins. Tiebreakers: most Legal Goods, then most Contraband.

Special Rules & Edge Cases

Player Reference

Good Value Penalty King Bonus Queen Bonus
Apples 2 2 +20 +10
Cheese 3 2 +15 +10
Bread 3 2 +15 +10
Chickens 4 2 +10 +5
Pepper 6 6
Mead 7 7
Silk 8 8
Crossbow 9 9

Declaration Rule: Legal goods only, one type, exact count.

Sheriff Rounds: 2 per player (3 in 3-player game).