Hansa Teutonica rules: how to play and how to score
Reviewed on 21 October 2026 against the publisher’s rulebook. How we check
Hansa Teutonica plays 2 to 5 players: everyone occupies the routes between the cities of the Hanseatic League to establish trading posts and develop their abilities. Here are the essential rules, setup and final scoring, based on the official rulebook.
- Players
- 2 to 5
- Play time
- About 90 minutes
- Winner
- Most prestige points; on a tie, the least developed Actions ability
Hansa Teutonica quick rules
- The goal
- You are a merchant of the Hanseatic League. Your tradesmen occupy the routes between cities; when a whole route is yours, you create a trade route and earn a trading post or a better ability. The most prestige points at the end wins.
- Your tradesmen and your writing desk
- The cubes are traders, the discs are merchants; together, they are your tradesmen. Only those in your personal supply can be placed on the board, the others wait in the general stock. Developing an ability removes the leftmost piece from its track, and that piece joins your personal supply.
- The five abilities
- Actions: 2 to 5 actions per turn. Bank: hire 3, 5, 7 or all of your tradesmen. Book of Knowledge: move 2 to 5 of them. Privilege: the orange, pink, then black trading post spaces. City Keys: the multiplier for your network at the end.
- A turn
- You take as many actions as your Actions ability allows, in any order, repeating the same one if you like. Income moves tradesmen from the general stock to your personal supply; Place puts one on a free connection point of a route; Move shifts several of yours already on the board.
- Displacing an opponent
- You displace an opponent’s tradesman from a route by putting one of yours in its place, and you pay a penalty to the general stock: one tradesman for a trader, two for a merchant. The displaced player takes back their piece, gets as many as your penalty, and places them right away on adjacent routes.
- Creating a trade route
- When every connection point of a route is yours, creating the trade route costs one action. In each of the two cities at its ends, the player with the most trading posts scores one point (on a tie, the rightmost trading post). Then you take the route’s bonus marker, if any, and draw a new one.
- Trading post, ability or Coellen
- You choose one reward: a trading post on the leftmost free space of one of the two cities (a cube on a square, a disc on a circle, with the Privilege of that color), developing the ability shown by one of the cities, or, between Coellen and Warburg, a merchant on a Coellen space. The other pieces from the route return to the general stock.
- Points during the game
- You only score when creating a trade route: one point per controlled city at the ends of the route, one point for a trading post on a gold coin, and 7, 4 then 2 points for the first three players to link Stendal and Arnheim with a chain of trading posts, the East-West Connection.
- Bonus markers
- A marker you take is played later, during one of your turns, without costing an action: extra actions, a developed ability, two exchanged trading posts, an additional trading post in a full city, or three opposing tradesmen moved. It still scores at the end. At the end of your turn, each drawn marker goes by an empty route leading to a city with room left.
- The end of the game
- The game stops at once when a player reaches 20 points on the prestige points track, when a bonus marker must be drawn and the supply is empty, or when a 10th city is completed. The active player finishes their action, then nobody plays again.
- Final scoring
- Add to the track your fully developed abilities, bonus markers, Coellen points, 2 points per controlled city and your largest network, multiplied by your City Keys. On a tie, the player who developed their Actions the least wins, then the one with the most network points.
- Beginner pitfalls
- Reach three actions per turn early. Keep pieces in your personal supply, or you can neither place nor displace. Being displaced gives you free pieces on the board. And think about City Keys, which boost your network.
- Two-player game
- A neutral player, who cannot win, starts on the routes to the ability cities, to Coellen and to the bonus markers. A displaced neutral trader comes back with one more neutral trader; a fully neutral route is created at once, with a neutral trading post; each new bonus marker gets a neutral trader.
- East Expansion
- Its nine Mission cards, for the base game board, name three cities: one point per city where you have a trading post, five more if you control all three, so 8 at most. Its Eastern board adds maritime routes reserved for merchants, each with a permanent bonus, and three cities you can only enter through a bonus.
- Britannia
- Placing and displacing in Wales or Scotland requires the rightmost trading post in Cardiff, Carlisle or London, for one action per turn. The game ends with 8 completed cities, and the majority of cities in Wales, then in Scotland with 4 or 5 players, earns 7, 4 and 2 points.
How to score Hansa Teutonica
- Prestige Points track
- Points scored during the game: cities controlled at the ends of created trade routes, trading posts with a gold coin, East-West Connection.
- Fully developed abilities
- 4 points per fully developed ability, except City Keys: 16 points at most.
- Bonus markers
- Every marker collected, used or not: 1 marker 1 point, 2 or 3 markers 3 points, 4 or 5: 6, 6 or 7: 10, 8 or 9: 15, 10 or more: 21.
- Special Prestige Points for Coellen
- 7, 8, 9 or 11 points per space occupied by your merchants (Königsberg on the Eastern board, Plymouth on Britannia).
- Controlled cities
- 2 points per city where you have the most trading posts; on a tie, the rightmost trading post wins.
- Largest network
- The trading posts in your largest network of connected cities, multiplied by the highest value uncovered on your City Keys.
- Mission card (East Expansion)
- 1 point per city on your card where you have a trading post, 5 more if you have the majority in all three: 8 at most.
- Wales and Scotland (Britannia)
- The majority of controlled cities in Wales earns 7, 4 and 2 points; same scoring in Scotland on the 4-5 player side.
- Actions ability (tie-breaker)
- No points: on a tie, the player who developed their Actions ability the least wins, then the one with the most network points.
Worked example
Emma ends with 18 points on the track, 2 fully developed abilities (8 points), 7 bonus markers (10), a merchant on the 9-point Coellen space (9), 5 controlled cities (10) and a network of 9 trading posts with City Keys at 3 (27): 18 + 8 + 10 + 9 + 10 + 27 = 82 points.
Common mistakes
- Forgetting the bonus markers you already used: they count too.
- Scoring 4 points for fully developed City Keys: they only boost your network.
- Counting the cities in your network instead of the trading posts: two trading posts in one city count twice.
- Adding Coellen points during the game: they only score at the end, and not toward the 20 points.
How to set up Hansa Teutonica
Follow the three parts in order, plus the fourth with two players. The start player is chosen at random.
The game board
- Place the board on the side for 4 or 5 players, or on the side for 2 or 3 players.With the expansions, the Eastern board (3 to 5 players) or Britannia can replace it.
- Randomly place one of the three start bonus markers on each Tavern, arrow pointing to its route.These are the gold markers, or otherwise Move 3 Tradesmen, Exchange Trading Posts and Additional Trading Post.
- Shuffle the other bonus markers and stack them face down next to the board.
- Place the black cube on the 0 space of the Completed Cities track.
Each player
- Each player takes the writing desk, 27 traders and 4 merchants of their color.
- Each player places 3 merchants on the round spaces of the Book of Knowledge.The leftmost space stays empty: it shows the starting value.
- Each player covers the four other abilities with traders, except the leftmost space of each.15 traders: City Keys, Actions, Privilege and Bank.
- Each player places one trader on the 0 space of the prestige points track.
- With the East Expansion, on the base game board: each player gets a Mission card, face down.It stays secret until the end.
Supplies
- Choose the start player.
- Each player places their last merchant in their personal supply.
- The start player places 5 traders in their personal supply, the second player 6, the third 7, the fourth 8, the fifth 9.The remaining traders go to the general stock.
With 2 players
- With 2 players, place one trader of a neutral color on each route leading to Groningen, Stade, Lübeck, Coellen, Göttingen or Halle.
- Also place one neutral trader on each of the three routes with a bonus marker.
- Place one neutral trader on the 0 space of the prestige points track.The neutral player cannot win, but reaching 20 points can end the game.
Frequently asked questions
When does a game of Hansa Teutonica end?
As soon as a player reaches 20 points on the prestige points track, when a bonus marker must be drawn and the supply is empty, or when a 10th city is completed. The active player finishes their action, then you score.
How many pieces do you start with in Hansa Teutonica?
One merchant each, plus 5 traders for the start player, 6 for the second, and so on up to 9 for the fifth. The rest go to the general stock.
Who wins a tie in Hansa Teutonica?
The player who developed their Actions ability the least, then the one who scored the most network points; otherwise, they share the victory.
Ludingo’s Hansa Teutonica sheet was last reviewed on 21 October 2026, based on: pegasus.de 1, pegasus.de 2, rulebook (PDF), BoardGameGeek.