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Sheriff of Nottingham: Merry Men contains five modules that can be added to the base game, as well as the option of including a sixth player. The five modules are:
Arkeas
While a 6th player wasn't really necessary, having 2 deputies sounds like it will be an interesting challenge as you need to try to slip past both of them. New black market allows contraband to be traded in for gold which is a welcome addition. Laws and special orders add some welcome complexity and variability to a game that can start to feel a little stagnant after playing for a while.
AndiVx
The black market cards could be treated as a fix to the base game balance. They are nice and necesary, but you could proxy them as they doesn't need to be card-sized. The Merry Men are to high risk high reward for my liking, in a game that already suffers from that. Also, terrible production quality, at least in my case, as the Merry Men's cards are bigger than the rest of the contraband. The other-contraband-buff I like it less than the black market 3xContraband rewards. The six player module it's necesary to not proxy a board and a bag, but the game already worked alright for six players, so I wouldn't recommend playing with two sheriffs, and instead play with one sheriff. The game can drag waaay more easily with two sheriffs than with one. Maybe play one round as one sheriff and one round with two sheriffs to spice things up if you wanna use the rest of the components. And then there is the laws module. That's what a true expansion should be, it's nice and adds replayability adding almost no complexity. So, after a while, it may depend on the price. I love Sheriff of Nottingham, and I expected more from this expansion. Specially dissapointed with the Merry Men, as they seem like the more exciting part of the expansion and the art is awesome, but in the end they make the game worse.
Coralouwho
Sheriff of Nottingham base game 216 cards + 69 cards Exp.1 Merry Men sleeved with KMC Perfect Size (64x89mm, 100pk).