219 Open Daily games
2 Open Realtime games
  • Status: Dev
  • Version: 0.1
  • Designer: M57
  • Rating: Unrated
  • Rating Score:
  • Difficulty: n/a
  • Created Date: 20th Mar 2023
  • Release Date: n/a
  • Games Played: 2
  • #1:
  • #2:
  • #3:

Design Information
Territories 182
Continents 111
Advanced Features Fortify Only Borders
One-way Borders
Factories
 
Board Settings
Gameplay Turn Based
Available Players
2 3 4 5
6
Card Sets Worth 4,6,8,10,12,14,16
Territory Selection Automatic
Unit Placement Automatic
Starting Setup Scenario based
Capital Cities Off
Teamplay Enabled
Fog Setting Light
Fog Override Enabled
Open Games 0
 
Cards
Fister
Hefneryn
Hofmeistryn
Wild
Seat Color Team Starting Cards Starting Bonus Win Condition
1 Red 1 Capture Territory 2 out of 6 wins
2 Green 2 Capture Territory 2 out of 6 wins
3 Blue Default Capture Territory 2 out of 6 wins
4 Orange Default Capture Territory 2 out of 6 wins
5 Purple Default Capture Territory 2 out of 6 wins
6 Cyan Default Capture Territory 2 out of 6 wins
7 Lime Default Capture Territory 2 out of 6 wins
8 Pink Default Capture Territory 2 out of 6 wins
9 Yellow Default Capture Territory 2 out of 6 wins
10 Navy Default Capture Territory 2 out of 6 wins
11 Brown Default Capture Territory 2 out of 6 wins
12 Violet Default Capture Territory 2 out of 6 wins
13 Khaki Default Capture Territory 2 out of 6 wins
14 SkyBlue Default Capture Territory 2 out of 6 wins

Board Description

Hansa Teutonica garnered 'Game of the Year' and 'Best Strategy Game' awards from Board Game Geek in 2010. Of course, this WarGear-style homage plays quite differently.

Win Conditions

The game is won by capturing 2 of the 6 Guild Contracts (see below). To win the game you must hold two contracts through an entire turn and into the beginning of your following turn. On your next turn 'place' your units and the game will end.

Towns and Villages

  • Towns have a single banner at thier base and award players an in-hand 'continental' bonus equal to the number buildings in that town.
  • The village territories on the roads between the towns gain no in-hand bonuses, but they do count toward the standard territory per-diem bonus of one army for every 12 territories held.
  • 1 fortify to any connected territory is ON
  • "Back to attack" is ON
  • The Guild Contracts

  • The 6 Guild Contracts are the larger territories with scrolls at both ends and include images of citizens representing the 6 trades.
  • Guild contracts have no roads leading to them; they can not be attacked. In fact, their location on the map is not relevant to game-play.
  • Each guild is associated with three towns on the board. Town banner colors match the guild's scroll colors for easy identification. Towns with grey banners can not enter into contracts with the guilds.
  • A guild contract is awarded when a player captures and holds ALL 3 of its member towns at the beginning of thier turn.
  • Guild Powers, Dues and Operational Expenses

  • Guilds support their associated towns with fortfy borders.
  • Members pay thier guilds dues of 1 unit per building per turn. The more buildings in member towns you control, the more units are placed on your guild.
  • Each guild has an operational expense of 1 unit per turn.
  • The more of its towns' buildings a player controls, the more units the guild receives in dues. Even if a player stops supporting the guild as a result of losing every building, they will still retain control of the guild, and the balance on the guild will reduce by 1 unit per turn (operating expenses) until it it is reduced to 1 unit.

    Spies and Thieves

    Six roads on the map have off-shoots that lead to smaller hamlets. The 'cloak-shaped' territories that are found near theses hamlets represent your network of spies and thieves. Occupying more than one of them yeilds a 'continental' in-hand bonus according to the following table:

  • 1 hamlet = 1 bonus unit
  • 2 = 3 bonus unit
  • 3 = 6 bonus units
  • 4 = 10 bonus units
  • 5 = 15 bonus units
  • 6 = 21 bonus units
  • Other Notes:

    Win Conditions are posted at bottom of the board

    In the event that a player is eliminated on the map but still controls a Guild with a single unit, it is highly recommended that they take advantage of the surrender button on the game's view page. They can not win the game, and the turns they will have to take will be meaningless. Surrendering in this situation is considered good etiquete and speeds up play for others. all players are encouraged to accept the surrender.

    Gameplay Settings

    Gameplay TypeTurn Based
    Return to unit placement from attackOff
    Return to attack after fortifyOn
    Number of attacks allowedUnlimited
    Number of fortifies allowed1
    Multiple attacksOn
    Allow fortificationConnected
    Allow abandonment of territoriesOff
    Abandoned territories revert to neutralImmediately
    Fog typeLight
    Allow override of fog settingYes
    Game historyShow

    Team Settings

    Teamplay EnabledYes
    Team VisionOn
    Team Unit PlacementOff
    Team Unit TransferOff
    Team Factory ProductionOff

    Cards

    CardsOn
    Card CaptureOn
    Maximum number of cards allowed5
    Card values4,6,8,10,12,14,16,18,20,22,24
    Must capture non-empty territory to earn cardOn
    Card deckA:18 B:18 C:18 W:2

    Bonuses, Limits and Dice

    Grant 1 unit per x territories owned12
    Minimum bonus units per turn3
    Elimination bonus0
    Capturing of reserves on eliminationOn
    Maximum reserve units0
    Maximum units per territoryUnlimited
    Auto Assign Factories
    Number of sides on Attacker's Dice6
    Number of sides on Defender's Dice6

    Initial Setup

    Initial setupSetup based
    Lock seat colorsOff
    Lock seat orderOff
    Lock starting bonus to:Seat
    Allow seat selectionNone
    Number of units per Territory3
    Territory selectionAutomatic
    Unit placementAutomatic
    Neutral countNone
    Neutral Factories
    Use team names defined in ColorsOff
    Allow players to choose seats / teamsNone