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Die Siedler von Nürnberg
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Die Siedler von Nürnberg

We currently only have used copies of this item available.


Ages Play Time Players
10+ 90 minutes 3-4

Designer(s): Klaus Teuber

Manufacturer(s): Kosmos, Mayfair Games

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Product Description

Not an expansion to the Settlers of Catan, but an entirely new game which only uses some of the ideas of the original Siedler von Catan.

Klaus Teuber has been inspired by the forthcoming celebration of Nuremberg, which received its City Charter 950 years ago.

The game takes place on two game boards at the same time. On the right half of the board you see the familiar Siedler hexes with five different types of landscape (forest, field, pasture, loam and ore).

On one of these hexes sits the old free city of Nrnberg. From here trade routes lead to Frankfurt, Prague and Venice. Players build their new Settlements along established routes. The player's road pieces are used as proof of who has established safe routes along these roads, which naturally will be an advantage in the game.

Ok, so far it sounds more or less like the game we know.... The real innovation comes from the way you score the Victory Points. You will still score in the usual way of building Settlements and Cities, but that is no longer sufficient to secure your victory.

Which brings us to the other half of the game board: Here we see a close-up of the old city behind its 15th Century city walls. Here may you build Handicraft houses where the raw materials produced in the countryside can be converted into high-quality products (e.g. Paper or Arms). These valuable products may then be sold for profit in the cities at the end of the trade routes. The sale brings you Gold, which in turn is used by the Nuremberg settlers to build the towers and walls that with time will encircle the town. The building of these will yield the crucial Victory Points.

Product Information

  • Designer(s): Klaus Teuber

  • Manufacturer(s): Kosmos, Mayfair Games

  • Year: 1999

  • Players: 3 - 4

  • Time: 90 minutes

  • Ages: 10 and up

  • Weight: 1,770 grams

  • Language Requirements: Game components contain foreign text that does not impact play. An English translation of the rules is provided.

Product Reviews


Average Rating: 4.5 in 4 reviews

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A Settlers game with a Knizia 'feel'!
February 17, 2002

I won't repeat the outstanding details and comments of Deborah, Randall, and a gamer below; I concur with them.

Die Siedler von Nurnberg is a wonderful advanced strategy game, and particularly welcome for Settlers players who are ready to expand their horizons. Klaus Teuber has interwoven several scoring mechanisms in much the way that Reiner Knizia did in games like Taj Mahal and Merchants of Amsterdam. The result is a tense trading/building strategy game that reduces much of the chance element found in the original Settlers.

Highly recommended.

Not your mama's Settlers
November 21, 2000

I will not belabor the mechanics of this fine game, but just want to chime in with my take on it. The Settlers of Nurnberg is a banquet compared to the normal fast-food fare of regular Settlers. The standard game is a fine introduction to German-style gaming, and is probably adequate for 80% of the gamers out there, but for the connoisseurs of the game world, Settlers of Nurnberg is a richer and more satisfying experience.

There is a great deal more subtlety to strategies, since there are so many ways of gaining victory points, and yet so few points available. Placement of workshops in the city becomes important, as an example, as a player must decide whether to go for trading advantage (like the original game's ports) or place a workshop in order to gain the right to place city towers, which is only granted in one half the locations.

The rights of way outside of the city remain important, as a player concentrating on them as a strategy can earn a lot of gold in tolls levied on players producing goods in the city. While regular Settlers sees an emphasis on the need for Ore late in the game, all commodities in this game remain viable and important throughout the game.

The attention to detail here makes this game truly special. Beautiful presentation, with quality components, well-structured gameplay, and a more demanding game than its predecessor. Highly recommended for those who want a deeper, richer Settlers experience.

Settlers with close, balanced play
December 13, 1999

Released to celebrate 950 years of the existence of the German city of Nrnberg (Nuremberg for English-speakers), this game draws on the original game of the Settlers of Catan as well as a number of new elements. It is the latest of a long line of Settlers games from Klaus Teuber, a complete game rather than an expansion, and has a limited distribution, normally only available in department stores in the Nrnberg area (which explains the price of this difficult-to-obtain import).

For those familiar with the basic game of Settlers, this game should not present any challenge, though it should be understood that the game carries quite a bit more complexity. Those who have not played the original game should probably start there instead. My review will thus focus on the differences in game play from the original game, as well as the consequences that these differences have in the feel of the game.

The first major difference is that there is a game board, with all of the land hexes printed on it. This is similar in nature to the Alexander the Great and Cheops expansions, which also come with a preset board. One of the hexes represents the city of Nrnberg; the five roads are already shown on the map. The wooden pieces that look like roads instead represent toll booths, collecting gold throughout the game for the player with a majority of them on any given road. Additionally, each road carries a victory point for the player with the most toll booths on it. Three of the roads earn additional tolls when commodities are sold (explained later). Settlements are built on the intersections of three hexes as before, but since the roads are already built and don't belong to any particular player, there is much greater freedom in where to build.

This map of the surrounding countryside takes up half of the game board. The other half is a close-up of the city of Nrnberg itself. Here you can use resources to construct one of five commodities, to be sold to neighbouring cities off-map (Frankfurt, Prague and Venice) for gold. If you sell these commodities and don't have the majority of toll booths on the road that leads to the commodities' destination, you must pay a toll to the player who does have the majority. You can improve your income by making better-quality commodities, by constructing a workshop in Nrnberg. These cost exactly the same to build as a city would in basic Settlers. Workshops double your income for a commodity without doubling the toll you have to pay. Workshops also allow you to trade resources with the bank at a better rate (like ports in the original game) or give you the right to construct towers, explained shortly. What you can do with your workshop depends on where you place it in the city of Nrnberg. You can build up to four workshops in a game.

With the gold you earn from selling commodities, you can buy a piece of city wall to build around Nrnberg. City walls are important to the people of Nrnberg, and building a segment gains you a point of prestige. Once you have gained three prestige points you earn the right to sit on one of the three city councils, worth from two to a whopping four victory points. (This game element is pretty much straight from the Alexander the Great expansion.) You can accelerate your prestige by building towers on the convex corners of the Nrnberg map. These cost a little more to build, but they are worth two prestige points, and may only be built if you have a workshop in the appropriate area of the city. Because these council seats are worth so many victory points, there is fierce competition for them, up until a player reaches twelve prestige points, after which the seat the player holds (and its victory points) are safe from further attack.

Perhaps the biggest surprise with Die Siedler von Nrnberg is the absence of dice. One complaint that many players have about other versions of Settlers is that it is too random, depending on the outcome of dice rolls, which are just too random in the short term and can make or break a game depending on if a player's numbers are rolled. Many players have suggested ways of reducing this randomness so that it more resembles long-term outcomes by creating a deck of cards with the same distribution as a pair of dice, and drawing one card per turn instead of rolling the dice. Klaus Teuber has taken this idea for Die Siedler von Nrnberg and elaborated on it. As well as each card having a number on it indicating production for the turn, cards have a secondary feature such as moving the robber, permitting cheap building of city walls, paying tolls on one of the five roads, advancing the game towards its conclusion, or reshuffling the deck.

The game ends when one player has reached 13 victory points, or when the ninth advance-time card has been drawn (about three times through the deck). With only 46 victory points available in the game (or fewer, depending on the spacing of settlements), there is a lot of vying for every last point. It isn't possible to win the game without taking the extra possibilities Nrnberg offers into account. The long chain, from settlements to resources to commodities to gold to city walls to prestige to victory points, is certainly more convoluted than the simple settlements-or-cities of basic Settlers, but it hangs together quite well. Every part of the game seems to be balanced. This is probably what helps to ensure close games.

On the down side, this game is expensive for what it is; nevertheless, it should be seriously considered by any Settlers fan, even by some who are not fond of the original as it removes or changes many of the elements that players have disliked. Those who consider themselves Gamers should definitely give this game serious thought. Like most versions of Settlers, I suspect that it plays better with four than three, where the extra congestion creates tighter contests. I would also regard the estimated playing time of 90 minutes as extremely optimistic. The increased play options slow the game down significantly.

In my opinion, Die Siedler von Nrnberg is the best of the large Settlers dynasty, addressing flaws of previous editions while introducing several new elements. Do try it if you can.

Limited Edition Settlers with several different twists
November 07, 1999

3 to 4 players, approx 90 min. for exp. players

Age--10 years plus (IMO players should be more mature than for regular Settlers)

I like this game and recommend it especially for those who want more complexity in their Settlers action.

Published to celebrate the 950th anniversary of the founding of Nrnberg (Nuremburg), the site of the world's largest toy/game show, this game, according to Kosmos, will only be marketed in Germany in certain game and department stores--so if you are not going to Germany, grab it now.

In many ways the title of the game should be the Traders of Nrnberg: the game centers on controlling the trade to and from the city of Nrnberg. The primary way to do this is to control the five roads leading to/from Nrnberg. Nrnberg and the area surrounding Nrnberg are displayed as two different maps on the gameboard. The players on the area map build toll barriers and settlements. They build trade firms (workshops) on the Nrnberg map. The mechanics of play (described below) are more complex than in normal Settlers and like normal Settlers, poor initial play will leave a player in the dust.

The roads are fixed on the map. The component that looks like roads are toll barriers (turnpikes). These are placed on road hexsides nearest to Nrnberg and then on the next nearest hexside of that road, etc. In order to place a settlement on a road, a player must have a turnpike on that road. Settlements do not have to be next to a player's turnpike. The player with the most turnpikes on a road receives the right of way card which gives him 1 victory point and the tolls of the road, as event cards and selling of commodities dictate.

Craftsmen within Nrnberg produce commodities--not resource cards--when a player spends the indicated resources. These commodities are then immediately sold to cities indicated on the Nrnberg map for gold pieces. When sold, tolls are generated for the road's right of way holders which are paid out of the revenues for the commodities. When trade firms (workshops) are built, the revenue for the commodities generated next to the workshop is doubled. Workshops placed on the Hauptmarkt (chief market) allow exchanges similar to ports--one is three of one type of resource cards for one of a player's choice; the other five are two of a specific resource for a chosen resource.

Gold is useful for three items: to pay tolls generated by event cards (every settlement on an indicated road for which an opponent holds the right of way will pay 1 gold toll), to trade for resource cards, and to build the wall around Nrnberg. Building the wall is in two forms: building a piece of wall which can be done from the start of the game which earns 1 prestige point, and building a tower which can only be done once a workshop is built on the Bauhof which earns two prestige points. The first to earn 3 prestige point earns the 4 v.p. ratscard; the second to 3 p.p. gets the 3 v.p. ratscard (only used in four player games); the third to 3 p.p. gets the 2 v.p. ratscard. The ratscard are exchanged when one player gets more prestige points than the other.

During your turn a player:

  1. draws an event card which acts both as the dice to determine the production of resource cards and to introduce events into the game.
  2. Trades, builds (turnpikes, settlements, workshops, walls or towers of the Nrnberg wall), or orders commodities and sells them in the three offboard city markets. These are done in any order.

Events vary: some indicate that tolls are collected on the indicated roads, some have the Raubritter (named in the rules as Eppelein von Gailingen) raiding the countryside like the robber in normal Settlers, a couple cards send the Raubritter back to his stronghold, some allow all the playes to build one part of the Nrnberg wall for just gold (normally it requires gold and a brick resource), some have no events, and finally three cards advance the year marker. After the year marker is advanced three times, the event deck is reshuffled. After the marker is advanced the ninth time, the game ends (assuming that no player has gained 13 victory points).

Victory results from either reaching 13 victory points or having the most victory points when the year 1400 is reached. Victory points are earned in four ways:

  • Settlements (like normal Settlers): 1 v.p.,
  • Trade Firm (Workshops): 1 v.p.,
  • Right of Way (five of these) 1 v.p each,
  • Ratskarten (3 different council cards--a player may hold only one): 4, 3, or 2 victory points.

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