![]() ![]() None are overly complicated or add time to the game, but they all add some variety to keep the game fresh. As for the other mini expansions, they all function really well. From reading the rules I'm looking forward to doing so as it seems to fix, or at least slightly lessen, the pain of being the sheriff in the first round in a 5 player game, where the sheriff only passes once round the table. I should preface this by saying that we have not had a chance to play with the 6th player expansion, and therefore the deputies. These affect the basic structure of the game, causing legal goods to become contraband or allowing the sheriff to steal discovered contraband for himself instead of taking the fee owed. The final mini expansion is the laws, each round there will be 2 laws in place, and each time the sheriff changes, a new law comes out, replacing the oldest law. ![]() For example, Robin Hood steals from the sheriff and splits the money out among the merchants. Once smuggled in they are worth money, like any other card, but they also have powers that go off instantly. The titular Merry Men also make an appearance as a new kind of contraband, they have their own deck from which each player will always have 1 card. There will be 4 special orders at any one time and as soon as 1 player manages to smuggle in the required combination, they can gain a few bonus points. Special orders are similar, but they must be achieved in one turn. These don't need to be collected in the same turn. You simply trade in 3 of a kind for the top card of the relevant type in the black market, which is worth quite a bit more money than the combined value of the contraband. ![]() The black market adds rewards for collecting groups of the same contraband. Alternatively they can argue, in which case one of the deputies opens the bag, taking all of the risk/profit for themselves. In addition to the new player, you add the deputy cards, essentially this means there are two sheriffs in town! The deputies can decide if they want to agree to share the bribe, or both agree to check the bag, sharing the cost for mistakes/profits for loss. The 6 player expansion is a little confusingly named, while it does add a 6th player, it is designed to be used for 5 or 6 player games. Sheriff of Nottingham: Merry Men actually consists of 5 mini expansions, which can be added as desired to vary the way the game plays, you could simply use the 6th player expansion and keep the game otherwise vanilla, or you could through everything in and see what happens. Find out if he can be successful in the new expansion Merry Men for Sheriff of Nottingham. He's instigating new laws and hiring deputies to try and stop the influx of contraband into Nottingham. ![]() The Sheriff has been so ineffective, that the merchants have also realised there is money to be made by trying to smuggle some merry men into town too!īe careful though, the Sheriff isn't taking this lying down. Contraband goods are a bit of a new craze around town and some of the rich have started to make special orders, realising perhaps that pepper is rather a good seasoning for chicken. As a result a black market has developed with people prepared to pay handsomely for large stashes of contraband. Contraband goods are making their way into Nottingham left, right and center. Word has got out that the Sheriff around these parts is frankly quite ineffective. ![]()
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