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 unit2 = 3 bonus unit3 = 6 bonus units4 = 10 bonus units5 = 15 bonus units6 = 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.