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• Setup •

(In a 3-player game remove all


cards marked with “4+.”)
Deal 5 cards to each player.
Make two 5-card discard piles.
The player carrying the most cash
on his or her person is first Sheriff.

Can the venal Sheriff trust the deceitful merchants to keep contraband out of the marketplace?
Can the venal Sheriff trust the deceitful merchants to keep contraband out of the marketplace?
• General Rules • End-of-Game
Players can look through discards at any time. Value Setup • General Rules •
• (In a 3-player game remove all Players can look through discards.
End-of-Game
If out of money, legal goods can pay penalties. If
cards marked with “4+.”)
Value
out of money and legal goods, contraband can be used. If out of money, legal goods can be used
• Deal 5 cards to each player. to pay penalties. If out of money and legal
If the draw pile is exhausted, refresh it by shuffling • Make two discard piles of 5 cards. goods, contraband can be used.
all but the top 5 cards of each discard pile. • The player carrying the most If the draw pile is exhausted, shuffle all
Penalty money is first Sheriff. but the top 5 cards of each discard pile to
• Player Actions • make a new one. Penalty
Starting to the Sheriff ’s left, all players complete the action before the next action begins. • Player Actions •
1. Market: Set 0-5 cards face-down and draw replacements from the discard piles and the draw pile. Starting to the Sheriff ’s left, all players complete the action before the next action begins.
Taking a card from the draw pile prevents further use of the discard piles for this player’s action. 1. Market: Set 0-5 cards face-down and draw replacements from the discard piles and the draw pile.
Once the hand is refilled, set-aside cards are placed in a discard pile in any order. Taking a card from the draw pile prevents further use of the discard piles for this player’s action.
2. Load Bags: Put 1-5 cards in your bag and seal it. Once the hand is refilled, set-aside cards are placed in a discard pile in any order.
3. Declarations: State what’s in your bag. You must state the number of cards truthfully and must 2. Load Bags: Put 1-5 cards in your bag and seal it.
describe them as one type of legal goods, which need not be truthful. 3. Declarations: State what’s in your bag. You must state the number of cards truthfully and must
describe them as one type of legal goods, which need not be truthful.
• The Sheriff’s Inspections •
• The Sheriff’s Inspections •
The Sheriff decides the order of inspections, and may threaten a player beforehand. Players may The Sheriff decides the order of inspections, and may threaten a player before an inspection. Play-
offer bribes in the form of gold, goods from the Merchant Stand, goods currently in the bag (which ers may offer bribes in the form of gold, goods from the player’s Merchant Stand, goods currently
could be a lie), or future favors. Promises for actions beyond this inspection phase are not binding. in the • End of Game Points • bag (which could be a lie), or future favors.
Promises for actions beyond this inspection phase are
• Cash in hand
Unopened Bag : • Value of all cards in the Merchant Stall Unopened Bag :
All goods go to the player’s Merchant Stand, with legal goods face-up and • Bonuses for having most or second-most of All goods go to the player’s Merchant
contraband face-down. a good, as shown on the Merchant Stall in Stand, with legal goods face-up and contra-
Opened Bag , True Declaration: gold and silver. If tied for most, sum silver band face-down.
The Sheriff pays each card’s penalty value to the poor, untrusted player. and gold and divide among tied players, Opened Bag , True Declaration:
The Sheriff pays each card’s penalty value to
Opened Bag , False Declaration:
the poor, untrusted player.
Cards accurately described go to the player’s Merchant Stand. The remainder
are confiscated by the Sheriff: the player pays the penalty values to the Sheriff, Opened Bag , False Declaration:
and the Sheriff puts these cards on one of the two discard piles, in any order. Cards accurately described go to the player’s Merchant Stand. The remainder

• End of Round • • End of Round • • End of Game Points •


• Optional Rules • After the inspections end, the player to the Sheriff ’s • Cash in hand
After inspections, the Sheriff marker moves left. All left becomes the new Sheriff. All players refill their • Value of all cards in the Merchant Stall
players refill their hands from the draw deck to 6 cards. Royal Goods: Add in Royal Goods
(pull 4+ cards from a 3-player game). hands from the draw deck to 6 cards. • Bonuses for having most or second-most of
Once all players have been Sheriff twice (thrice with Once all players have been Sheriff twice (thrice with a good, as shown on the Merchant Stall in
3 players) the game ends and points are totalled: Time limit: The inspection phase
lasts only one minute per player. 3 players) the game ends and points are totalled. gold and silver. If tied for most, sum silver
• Cash in hand and gold and divide among tied players,
• Value of all cards in the Merchant Stall Randomize deck: At game start re-
move 10 random cards from the deck. rounding down.
• Bonuses for having most or second-most of a good, • Optional Rules •
as shown on the Merchant Stall in gold and silver. Seven card hand: Player’s hand size Royal Goods: Add in Royal Goods (pull 4+ cards from a 3-player game).
If tied for most, sum silver and gold and divide is 7, not 6—making it harder for the Time limit: The inspection phase lasts only one minute per player.
among tied players, rounding down. Sheriff. Randomize deck: At the start of the game remove 10 cards from the deck blindly.
Seven card hand: Player’s hand size is 7, not 6—making it harder for the Sheriff.

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