Die Siedler von Nürnberg
Die Siedler von Nürnberg Rulebook
Table of Contents
Table of Contents
Overview
To build new settlements in the Nuremberg countryside, you also need to gradually found craft workshops in the free imperial city of Nuremberg (on the left half of the board), since these are worth victory points as well. Anyone who wants to build settlements and craft workshops also needs the necessary raw materials for them.
How do you get raw materials? Quite simply: at the start of every turn an event card is drawn. As a rule, this event card carries a number — the yield number. Every terrain with that yield number produces raw materials. For example, if a "4" is drawn, you get wool, ore and grain (see the Nuremberg-countryside map).
You can only collect raw materials if one of your settlements borders the terrain whose yield number was drawn. Fortunately a settlement always borders several terrains with yield numbers (up to 3). For instance, the lower white settlement borders hill country with yield number 5, mountains with yield number 6, and a forest with yield number 3 — all at once. That settlement therefore has three different chances. If a 3 is drawn, player "white" receives wood; if a 6 is drawn, ore; and if a 5 is drawn, his clay stock is topped up.
Even the most industrious settler is sometimes short of the raw materials needed — either because he has not yet managed to build settlements at all five different resource terrains, or because the wrong yield numbers happened to be drawn. Building settlements and craft workshops (and later also extending the city walls) always requires very specific combinations of raw materials.
What would Nuremberg be without trade? If you are short of raw materials, simply talk to your fellow players. Make them raw-material trade offers, or let them make offers to you. And if it works out, you may soon have exactly the raw material you still need to complete a new building project. If your fellow players don't want to trade with you, in an emergency you may also exchange four identical raw materials for any other one via the bank.
In the Nuremberg countryside you can build further settlements at crossings to increase your raw-material yield. The requirement, however, is that this crossing is touched by a trade road, that the nearest settlement is at least 2 crossings away, and that you have built at least one customs post (the symbol for a customs station) on that road.
Customs posts are built on road sections. Customs posts not only entitle you to build settlements, they also grant you the right of way on that road, provided you have built more customs posts on it than any of your fellow players. Rights of way, in turn, bring you further victory points and additional gold income.
Think carefully about where you build your settlements in the Nuremberg countryside. The circles around the yield numbers are filled with orange to different heights. The larger the orange segment of the circle, the more cards with that yield number there are in the event-card deck. For example there are 5 cards each with yield number 6 or 8 (colored red, since they are the best numbers), but only 1 card each with the number 12 or 2. This should give you food for thought when building settlements, since the more often a number is drawn, the more often you receive new raw materials; and the more raw materials you have, the more settlements you can build, which in turn increases your raw-material yield still further.
Money makes the world go round, and Nuremberg is no exception. Gold, along with clay and wood, is urgently needed to extend the walls and towers of the city. With the right combinations of raw materials you can, at any time, manufacture trade goods in Nuremberg and sell them for hard gold in Frankfurt, Venice or Prague. For example, with one ore and one wood you can manufacture a pair of compasses and sell it immediately in Frankfurt for three gold pieces.
Building craft workshops on the red-marked circles in the city of Nuremberg brings you greater profit still. A craft workshop doubles your gold income from the sale of trade goods. For example, if you own a craft workshop at one of the two compass city-spaces in Nuremberg, you receive 6 gold pieces instead of 3 for producing and selling compasses. Craft workshops also give you better exchange rates with the bank, if they are built at the main market.
You have especially good chances of winning the game if you manage to be admitted to the Council of Seven, or at least the Small Council, of the city of Nuremberg. That earns you up to four victory points — but it requires that you have worked hard to help extend the city wall.
Game Components
- 1 game board
- 100 raw-material cards
- 36 event cards
- 20 small settlements in four colors
- 16 craft workshops in four colors
- 60 customs posts in four colors
- 26 city-wall pieces (die-cut cardboard)
- 16 towers (die-cut cardboard)
- Prestige chips (36 of value 1, 10 of value 5)
- Gold chips (26 of value 1, 24 of value 5)
- 8 special victory-point cards (3 council cards, 5 toll-right cards)
- 1 purple time marker
- 1 robber-knight figure "Eppelein von Gailingen" (die-cut cardboard piece with a black stand)
Game Goal
The goal of the game is to be the first to reach 13 victory points.
You get one victory point for every settlement and for every craft workshop you build. That, however, is nowhere near enough to reach 13 victory points. You get an additional victory point for every right of way you hold on a trade road leading out of the city of Nuremberg. Further victory points go to those who, over the course of the game, have particularly distinguished themselves in maintaining and extending the Nuremberg city wall and are admitted to one of the three councils of Nuremberg.
Setup
(including the beginner's starting layout)
- Each player chooses a color, takes that color's customs posts, settlements and craft workshops, and places them in front of themselves.
- Each player places two of their settlements and two customs posts according to the diagram on the back of this sheet (the "Beginner's Starting Layout") on the "Nuremberg Countryside" board.
- The five toll-right cards, as well as the council cards "Member of the Council of Seven," "Member of the Small Council," and "Member of the Great Council," are placed ready next to the board.
- Note: when playing with three people, the "Member of the Small Council" card does not come into play.
- The raw-material cards are sorted by type into 5 stacks and placed face up next to the board.
- The event cards are shuffled and placed as a face-down deck on the marked space of the board.
- The 26 city-wall pieces and the 16 tower pieces are carefully broken out of the die-cut sheet and set ready.
- The prestige chips (worth 5 and worth 1) and the gold (worth 5 and worth 1) are carefully broken out of the die-cut sheet and set ready.
- Every player receives two gold as starting capital (value 1).
- Finally, each player receives their first raw-material yields for the settlement marked with a star on the starting layout: that is, for every terrain marked with a yield number that borders this settlement, they take a corresponding raw-material card from the stack. The player with the white pieces, for example, receives two grain raw-material cards and one wood card for the settlement marked with a star.
- Raw-material cards received over the course of the game are always held face down in hand.
- Every player who has placed the most customs posts on a trade road — or, in case of a tie, the first one — receives the toll-right card for that road. Following the beginner's starting layout on the back of this sheet, player "white" accordingly receives the toll-right card "Venice," player "red" the toll-right card "Prague," player "blue" the toll-right card "V," and player "orange" receives the toll-right card "IV."
- The purple time marker is placed on the starting space of the timeline (1355).
- The robber-knight figure is placed on the terrain with the robber-knight's castle (bottom left).
This sheet contains the complete rules of the game. But first take a look at the game overview on the back. That will make it much easier to get started with these rules. Then read through the following rule points and start playing right away. If you need one detail or another during the game, look it up under the relevant keyword in the almanac of "Die Siedler von Nürnberg."
Sequence of Play — Overview
The oldest player begins. Whoever is on turn carries out the following actions in the order given:
- Draw an event card.
- Trade and build.
The player may, in any order:
- trade, i.e. exchange raw materials with fellow players or with the "bank";
- build: place settlements, craft workshops, city walls, towers, or customs posts;
- produce trade goods and collect gold for them at the markets in Frankfurt, Prague or Venice.
Then the player's left-hand neighbor continues the game.
Sequence of Play — In Detail
1. Draw an Event Card
The player begins their turn by drawing the top event card from the face-down deck and placing it face up on the discard space.
An event card usually consists of two parts:
a) the raw-material yields b) the event
First all affected players receive their yields, then the event is resolved.
a) The raw-material yields
The number on an event card is the yield number. This number also appears on three terrains of the Nuremberg countryside (exception: terrains with the number "2" appear only twice). Every player receives, for every settlement bordering a terrain with the drawn yield number, one raw-material card of that terrain (see the example in the almanac).
b) The event
Afterwards the event is carried out. If questions about the events come up, please consult the almanac.
2. Trading and Building
The player may, in any order:
- trade,
- build,
- produce and sell trade goods.
2a) Trading
Trading with fellow players
The player whose turn it is may trade raw-material cards with all players. They may state which raw material(s) they want and which raw material(s) they are willing to give up for it. Gold may also be offered. A player may also listen to their fellow players' proposals and make counter-offers.
Important: trading is only allowed with the player whose turn it is. Players who are not on turn may not trade among themselves.
Trading with the bank
- The player whose turn it is may also trade raw materials with the "bank" without a partner.
- As a rule, they may trade at a ratio of 4:1, by returning four identical raw-material cards to the supply stack and taking a raw-material card of their choice in exchange. Gold, too, can be exchanged at a ratio of 4:1 for any raw material.
- If the player owns a craft workshop at the Nuremberg main market, they can trade more favorably. If they have built their craft workshop on the "3:1" space, they may exchange any raw material (including gold) at a ratio of 3:1; if they have built a craft workshop on one of the five special spaces (marked with a raw-material symbol), they may exchange the raw material shown there at the favorable ratio of 2:1.
2b) Building
Finally, the player whose turn it is may build, in order to increase their number of victory points. To do so they must give up certain combinations of raw-material cards (see the building-cost table on the lower or upper edge of the board) and may then take a corresponding number of settlements, craft workshops, or customs posts from their supply and place them on the board. For example, anyone who wants to build a customs post returns one clay card and one wood card of their raw-material cards to the supply stacks and places the customs post on the road section they want.
Customs Posts
Customs posts are the symbol for customs stations or armed escort. Their construction costs one wood and one clay. The following rules must be observed when building a customs post:
- Customs posts are placed on road sections between two crossings.
- The first customs post on a trade road must always be placed at the road's point of origin. The point of origin lies on the Nuremberg city boundary and is marked with a Roman numeral.
- Every further customs post must be placed directly adjoining an existing customs post, whether your own or another player's.
- Only one customs post may be placed on any given road section.
- The player who places the first customs post on a trade road immediately receives the toll-right card for that road.
- A player loses their right of way on a trade road if another player has built at least one more customs post on that road. If this happens, they must hand the relevant toll-right card to their fellow player.
Settlement
A settlement counts one victory point, and building it requires one each of grain, clay, wood and wool. The following rules must be observed when building a settlement:
- A settlement can only be built on the crossing of a trade road.
- Building one or more settlements on crossings of a trade road requires that the player owns at least one customs post on that road.
- Important — the distance rule: a settlement may only be founded on the crossing of a trade road if at least one crossing remains free between it and the next settlement on that road — regardless of who owns that next settlement.
- By contrast, no crossing needs to remain free between two settlements that were built on different trade roads.
- Settlements may NOT be built on the five crossings marked with Roman numerals at the edge of Nuremberg.
Craft Workshop
A craft workshop counts one victory point, and building it costs three ore and two grain. The following rules must be observed when building craft workshops:
- A craft workshop can be built on any of the 12 building spaces marked with red circles on the "Free Imperial City of Nuremberg" board.
- Only one craft workshop may be built on each building space.
- In total, up to 12 craft workshops can be built on the "Free Imperial City of Nuremberg" board.
City Wall
Building a city wall costs one clay and three gold. The following rules must be observed when building a city wall:
- A city wall is always placed with its broad side against the outer edge of a city space.
- Whoever builds the first city wall places it at the marked spot on the board. Further city walls are then placed counter-clockwise adjoining ones already placed.
- A player may build several city walls in a single turn if they pay the necessary raw materials and gold for them.
- Building city walls creates open triangles at certain points; these serve as building spaces for towers.
- For every city wall a player builds, they receive one prestige chip (value 1).
Tower
Building a tower costs one clay, one wood and three gold. The following rules must be observed when building a tower:
- A player may only build a tower if they own a craft workshop at the building yard.
- A tower can only be built where two city walls exist that form an open triangle. The tower is built into that triangle (example in the almanac).
- For every tower a player builds, they receive two prestige chips (value 1 each). (How prestige chips convert into victory points is explained under the rule entry "The Council Cards.")
2c) Producing and Selling Trade Goods
- Every two city spaces in the Nuremberg city area are assigned one production space. A production space shows the trade good that is manufactured in the two city spaces belonging to it. There are five different trade goods: paper, armor, helmets, compasses, and trinkets.
- The production spaces also show the raw materials — and how many of them — a player must give up to produce the trade good shown.
- There are no ownership cards for produced trade goods. Whoever has given up the raw materials needed to produce a trade good receives gold for it immediately.
- The amount of gold received depends on whether the trade good must be sold to Frankfurt, Prague or Venice. The place of sale is shown on the place-name sign next to the production space. Above the place-name sign is shown the number of gold coins the player receives for the trade good.
- Anyone selling their trade goods to Frankfurt, Prague or Venice must pay the current owner of the relevant right of way, for every trade good sold, as much gold in "road toll" as is shown below the place-name sign.
- Anyone who sells trade goods and themselves owns the right of way on the trade road leading to that city naturally pays no toll.
- If a player has enough matching raw materials, they may of course produce and turn into gold several trade goods during their turn.
- Craft is worth its weight in gold: whoever owns a craft workshop in the city of Nuremberg may sell, at double the price, the trade goods produced in the adjoining city spaces. Several craft workshops at one city space do not, however, lead to a further increase in gold income.
- Anyone who sells at double the price does not, however, have to pay double the toll fee to the owner of the right of way.
Further Game Elements
The Robber Knight "Eppelein von Gailingen"
- If the "Robber Knight" event card is drawn, no player receives raw-material yields.
- All players who own more than 7 raw-material cards ("gold" does not count!) select half of them and place them on the respective supply stacks. Odd numbers are rounded down.
- Afterward the player must place (at the start of the game, when the robber knight comes into play for the first time) or move (once the robber knight is already in play) the robber knight onto any other terrain of the Nuremberg countryside.
- As long as the robber knight sits on a terrain, that terrain produces no raw-material yield for any player — not even for the player who placed it there and who may themselves own a settlement at that space.
- The player who drew the "Robber Knight" event card may then also steal one raw-material card from any fellow player of their choice, i.e. draw a raw-material card blindly from that player's face-down hand.
- Unlike in the board game "Die Siedler von Catan," the robbed player does not need to own a settlement at the terrain onto which the robber knight was placed.
The Toll-Right Cards
- For each of the five trade roads leading from the city of Nuremberg to Frankfurt, Prague, Venice, or into the Nuremberg countryside, there is one toll-right card.
- Whoever has built the most customs posts along a trade road receives the toll-right card for that road.
- A toll-right card counts one victory point and brings its owner additional gold income via the "Road Toll" event card or via fellow players' trade-goods sales.
- A player loses their right of way on a trade road if another player has built at least one more customs post on that road. If this happens, they must hand the relevant toll-right card to their fellow player.
The Council Cards
Prestige chips are earned for extending the city wall. These prestige chips entitle a player to hold council cards worth, in tiers, 2 to 4 victory points.
- The first player who, through building wall sections or towers, owns three or more prestige chips may take the highest council card, "Member of the Council of Seven." It raises the player's victory-point total by four points.
- Whoever next has three or more prestige chips receives the council card "Member of the Small Council" (3 victory points).
- For the third player to reach three or more prestige chips, only the council card "Member of the Great Council" remains (2 victory points).
- Every player may hold only one council card at a time.
- Because the "Member of the Small Council" card is not used when playing with three people, only two players receive a council card in that case. The first player with three prestige chips takes the highest council card, "Member of the Council of Seven" (4 victory points). Whoever next has three prestige chips receives the victory-point card "Member of the Great Council" (2 victory points).
Important: council cards can change owners! As soon as a player has more prestige chips than another player, they may take that player's council card away and must give them their own in exchange. If there are several players with the same number of prestige chips, the player may choose which of them to trade the council card with.
Important: once a player owns at least 12 prestige chips, their council card is safe and can no longer be taken from them, even if another player has more prestige chips.
The Timeline
- At the start of the game the time marker is placed on the starting space of the timeline.
- Every time an event card calls for it, the time marker is advanced one space.
- If the time marker reaches a space marked in reddish color (1370 and 1385), the entire event-card deck (including the cards already discarded up to that point) must be reshuffled.
- The game end occurs immediately once the time marker is drawn onto the "Game End — 1400" space.
Victory Points
- Every settlement and every craft workshop counts one victory point.
- Every toll-right card counts one victory point.
- Owning a council card is worth victory points, namely: 4 victory points for Member of the Council of Seven, 3 victory points for Member of the Small Council, 2 victory points for Member of the Great Council.
Whoever is on turn and reaches 13 victory points during their turn, or holds the most victory points when the time marker is drawn onto the "1400" space, wins the game.
End of the Game
The game can end in two ways:
- A player wins as soon as they are on turn and reach 13 victory points during their turn.
- The time marker is drawn onto the year 1400 on the timeline ("game end"). The game ends immediately. The player who at that moment holds the most victory points wins. In case of a tie, whichever of the tied players holds the highest council card wins.
Event Cards
There are 36 event cards in total, kept as a face-down deck on one of the two event spaces of the board. Every time a player begins their turn, they must reveal an event card and read it aloud. After the card's action(s) have been carried out, it is placed on the discard space.
Most event cards' actions consist of two parts:
- Raw-material yields (the yield number determines the terrains that produce a yield).
- Event.
The "raw-material yields" action is always carried out first, followed by the event.
Note: five event cards carry only a yield number. If one of these is drawn, only raw-material income occurs — there is no event. Conversely, the "Robber Knight" event card has no yield number, so the "raw-material yields" action is skipped for that card.
Event — "The Years Pass..." (3x)
- This event requires the time marker to be advanced one space on the timeline.
- If the time marker reaches a space marked in reddish color (1370 and 1385), the entire event-card deck (including the cards already discarded up to that point) must be reshuffled.
- The game end occurs at the latest once the time marker is drawn onto the "Game End — 1400" space.
Event — "The Margrave Intervenes" (4x)
- If the robber knight is on the terrain with the robber knight's castle, this event has no effect.
- If the robber knight is on any other terrain, it is moved back onto the terrain with the robber knight's castle.
Event — "Free Clay" (14x)
This event allows every player to build a city wall for 3 gold. Clay does not need to be paid.
The player whose turn it is begins; after them, all other players in clockwise order have the opportunity to build a city wall for three gold.
Important: the event allows each player only one city wall!
Event — "Road Toll"
The player who owns the toll-right card for the named trade road receives one gold from the owner of every foreign settlement along that road. For their own settlements, the player naturally receives no gold.
If a player has no gold to pay the toll, the owner of the toll-right card may, for every gold owed, draw a raw-material card blindly from that player's hand. If the indebted player has neither gold nor raw-material cards, the owner of the toll-right card is out of luck and receives nothing.
Example: in the starting layout shown in the game overview, player "red" holds the right of way on the trade road to Prague. If the "Road Toll — Prague" event card is drawn, player "orange" must pay one gold to player "red" for his settlement on that road. If player "orange" had two settlements on that road, he would have to pay two gold.
Event — "Robber Knight"
- If the "Robber Knight" event card is drawn, no player receives raw-material yields.
- All players who own more than 7 raw-material cards ("gold" does not count!) select half of them and place them on the respective raw-material supply stacks. Odd numbers are rounded down.
- Afterward the player must place the robber knight (at the start of the game, when it comes into play for the first time) or move it (once it is already in play) onto any other terrain of the Nuremberg countryside.
- As long as the robber knight sits on a terrain, that terrain produces no raw-material yield for any player — not even for the player who placed it there and who may themselves own a settlement there.
- The player who drew the "Robber Knight" event card may then also steal one raw-material card from a fellow player of their choice, drawing blindly from that player's face-down hand.
- Unlike in the board game "Die Siedler von Catan," the robbed player does not need to own a settlement at the terrain onto which the robber knight was placed.
Advanced Starting Layout
In this starting layout, the players decide for themselves onto which spaces to place their first two settlements and customs posts. Setup is completed as follows, replacing the beginner's starting layout:
- Each player draws an event card. The player who drew the event card with the highest yield number (Robber Knight = 0) is the starting player.
- The event-card deck is shuffled and placed back on its space.
- The starting player places a customs post on the "Nuremberg Countryside" board on one of the five trade roads. It must be placed on the first section of a trade road, the one bordering the Nuremberg city space.
- On any crossing of that trade road (marked by their customs post), the starting player then places their first settlement (but not on the city space itself). The settlement need not be placed adjoining the customs post!
- In clockwise order, all players then place a customs post adjoining an existing customs post (their own or another player's) or on the first road section of a trade road, and found their first settlement on a crossing of that trade road (observing the distance rule!).
- Now the player who founded their first settlement last places their second customs post adjoining an existing customs post or on the first road section of any trade road, and founds their second settlement on that trade road.
- In counter-clockwise order, all players then place their second customs post and second settlement in the same way.
- Every player receives raw materials for their second founded settlement: for every terrain bordering that settlement, the raw material of that terrain.
- Whoever has placed more customs posts on a trade road receives the toll-right card for that road. If there is no majority, the right of way goes to the player whose customs post lies closest to the Nuremberg city space. (This rule applies only to the starting layout. Later in the game, a player must have built at least one more customs post on a road than another player in order to take that player's toll-right card for it.)
When placing customs posts, note the following:
- It is allowed to place both of your customs posts on two road sections of the same trade road. In that case, however, both settlements must also be founded on that trade road.
- The distance rule must of course be observed when placing settlements.
Once the starting layout is complete, the player who founded a settlement last begins the game. They draw an event card (see "Sequence of Play").
Almanac — Additional Notes and Examples
The following entries are drawn from the official almanac ("Almanach") booklet, an alphabetical keyword reference that accompanies the rules leaflet. Only the material that adds new detail or worked examples beyond the sections above is included here.
Distance Rule — example. If player "yellow" wants to build a new settlement, they may not build on the crossings marked with black crosses. There is, however, sufficient distance to the crossings marked with white arrows. Player "blue" has not violated the distance rule, since they built their settlement on the crossing of a different trade road.
Building — example. A player wants to build a settlement. They place one card each of wool, clay, wood and grain on the supply stacks and place one of their settlement pieces on the crossing of a trade road.
Building Yard (Bauhof). The building yard is one of the two central spaces of the imperial city of Nuremberg. Only a player who owns a craft workshop on one of the six building spaces around the building yard may build towers.
Building Costs. Anyone who wants to build must give up raw materials for it, i.e. return them to the supply stacks. Every building project has a different price. For example, a city wall costs one clay card and three gold, a customs post costs one wood and one clay. The building costs for all building projects are shown on the upper and lower edges of the board.
Yield Probability (Ertragswahrscheinlichkeit). Every yield number of a terrain has a certain probability of appearing on an event card. The circles around the yield numbers are filled with color to different heights. The larger the orange segment of the circle, the more cards with that yield number there are in the event-card deck, and the higher the probability that an event card with that number will be drawn. The distribution of yield numbers on the event cards matches the probability distribution of results when rolling two dice. There are 36 event cards in total. Yield numbers "6" and "8" appear on five cards each; yield numbers "5" and "9" on four cards each; yield numbers "4" and "10" on three cards each; yield numbers "3" and "11" on two cards each; and yield numbers "2" and "12" appear only once each. Tip: you should take a terrain's yield probability into account when founding a settlement, since the more often a number is drawn, the more often you receive new raw materials, and the more raw materials you have, the more settlements you can build — which again increases your raw-material yield. So found new settlements, where possible, only at terrains with good yield probabilities.
Yield Number (Ertragszahl). The terrains of the Nuremberg countryside have yield numbers marked on them. Whenever an event card with a yield number is drawn, every terrain with that number produces raw-material yields. Yield numbers have differing yield probabilities.
Gold. Gold comes in two coin values; "one gold" always means a coin of value 1. There are two ways to obtain gold: (1) by securing the right of way on one or more trade roads, and then receiving gold from fellow players via the "Road Toll" event, or when a fellow player sells a trade good to Frankfurt, Prague or Venice; (2) by producing and selling trade goods to Frankfurt, Prague or Venice yourself. When handling gold, also note: gold is needed to build city walls and towers; gold can also be used to buy raw materials — a player who returns four gold to the gold supply may take any one raw material in exchange (four identical raw materials could likewise be exchanged for one gold, though that is a poor trade); a player who owns a craft workshop on the "3:1" building space may also exchange gold at a ratio of 3:1 for a raw material; and when the "Robber Knight" event occurs, only one raw-material card may be drawn from a player — gold stocks are off-limits. Tip: never spend all your gold. Anyone who owes gold to a fellow player for the "Road Toll" event and has none left has a raw-material card drawn from their hand for every gold owed.
Trade Road (Handelsstraße). There are five trade roads in total in the Nuremberg countryside. Each trade road begins at a corner of the Nuremberg city space marked with a Roman numeral. Three trade roads lead to the cities of Frankfurt, Prague and Venice. Trade roads IV and V end within the Nuremberg countryside. Whoever has built the most customs posts on a trade road receives the toll-right card for that road.
Producing and Selling Trade Goods — example. A player owns the raw-material cards ore and wood. With these they can produce compasses, since the "Compasses" production space lists these raw materials as its production cost. They give up the two raw-material cards and immediately receive three gold, since that is listed as the sale proceeds for compasses above the production space (place-name sign Frankfurt). Unfortunately another player owns the toll-right card to Frankfurt. The player must pay that player two of their three gold as "toll" — a poor deal. Tip: had the player owned a craft workshop at a compass city space, their sale proceeds would have doubled — after paying the toll fee they would still have kept four gold pieces. Building a craft workshop pays off! Note: the first paper in Nuremberg was made from rags. That is why "wool" is given in this game as the raw material for producing paper.
Main Market (Hauptmarkt). The main market is the northern, central space in the Nuremberg city area. Each of its six corners (building spaces) is assigned a raw-material symbol, except one, which carries a "3:1" symbol. Whoever builds a craft workshop on one of these corners gets better exchange rates when trading with the bank: they may exchange, at a ratio of 2:1, the raw material whose symbol matches their craft workshop's building space. Whoever has built a craft workshop on the building space with the "3:1" symbol may exchange any raw material with the bank at a ratio of 3:1 — for example, three grain for one ore.
Production Space (Produktionsfeld). In the ten outer spaces of the free imperial city of Nuremberg, trade goods are depicted. Each pair of city spaces showing the same trade good is adjacent to one production space. That production space shows the raw materials a player must give up to produce the depicted trade good. The number of gold coins shown above the place-name sign is what the player receives as sale proceeds for producing and selling the trade good. The number of gold coins shown below the place-name sign is what they must pay as toll, from those sale proceeds, to the owner of the toll-right card for the trade road named on the place-name sign.
Raw-Material Yields — example. Player "red" is on turn. They draw an event card. The event card shows yield number "9." Player "red" takes a "clay" raw-material card, since their settlement sits at the hill-country terrain with yield number "9." But players "yellow" and "blue" also each have a settlement at a terrain with yield number "9." They each take an ore card, since that terrain is mountain country.
Trading with Fellow Players — example. Peter still needs one ore to build a craft workshop. He says: "Who will give me an ore? I'll offer one wool for it." No one takes his offer, so Peter raises it: "I'll offer 2 wool for the ore!" Wolfgang answers: "If you throw in one gold as well, we have a deal!" Peter agrees and gives Wolfgang 2 wool and one gold (a coin of value 1) for the ore.
Trading with the Bank — example. A player urgently needs ore. No fellow player offers them any. The player does, however, have four grain cards in hand. They place the four grain cards on the grain supply stack and take one ore card from the ore supply stack. If the player owns a craft workshop at the main market, they may exchange the raw material shown next to their craft workshop's building space at a ratio of 2:1. Example: a player owns a craft workshop on a building space next to the sheep symbol. They may place two wool cards on the wool supply stack and take any other raw material in exchange.
Council Cards — example. Peter is the first to have 3 prestige chips and takes the council card "Member of the Council of Seven" (4 victory points). Next, Fritz has three prestige chips and takes the council card "Member of the Small Council" (3 victory points). Now it is Wolfgang's turn. He has only two prestige chips, but builds a tower and receives two more prestige chips for it, bringing him to 4. He first takes the council card "Member of the Great Council" (2 victory points), since he is the third player to reach the "three prestige chip" threshold. But because, with four prestige chips, he now has one more chip than his fellow players, he immediately hands his "Member of the Great Council" card back to Peter and receives Peter's "Member of the Council of Seven" card in exchange. Later, Wolfgang builds a city wall and reaches his 12th prestige chip. He takes the council card "Member of the Council of Seven" away from Peter (who has 11 prestige chips) and gives him "Member of the Small Council" in exchange. The "Member of the Council of Seven" card can no longer be taken from Wolfgang now, even if Peter should later come to own more prestige chips than Wolfgang.