What Is Hansa Teutonica?
Hansa Teutonica is a strategy board game by Andreas Steding, set in the medieval trading world of the Hanseatic League. You play as a merchant guild expanding your network of trading posts across northern Europe, competing with 1–4 other players for control of lucrative routes, powerful cities, and scarce upgrade opportunities.
The game is widely regarded as one of the finest examples of the Euro-style board game: elegant rules, meaningful decisions on every turn, and a satisfying tension between your own plans and everyone else's. It plays in about 60–90 minutes and rewards both careful long-term strategy and opportunistic play.
Hansa Teutonica Online is the officially licensed free digital version — you can play a solo game right now, no account required.
Set Up Your First Game
Start with the base Hanseatic League board, without optional modules. In the free solo game, you play against bots and the game handles setup for you. You do not need an account.
Before moving, find your personal supply, the general stock, and your player board. Pieces in your personal supply are ready to place; pieces in the general stock must first be hired with an Income action. You begin with two actions per turn.
For a physical game’s exact component counts and starting supplies, use the setup reference. The example below uses the base three-player map.
The Board: Routes, Cities, and Offices
The map shows a network of German cities connected by routes. Each route has a series of connection points — small spaces where you place your tradesmen (traders are wooden cubes; merchants are wooden discs).
The base game board, showing cities, routes, and connection points
When you fill all the connection points on a route, you can create a trade route — this is a separate action you take explicitly. When you do, your tradesmen are removed from those points and you place one trading post in a city at either end of the route.
Cities have colour-coded office slots — white, orange, pink, and black — where trading posts go. Your Privilege ability determines which colour spaces you can occupy: everyone starts at white (the lowest), and must develop Privilege to claim orange, pink, or black offices. The colour is what matters, not a point value on the slot itself.
On Your Turn
Each turn you take a number of actions (2 by default, up to 5 if you've developed your Actions ability). The five actions available are:
- Income (A) — hire tradesmen from the general stock into your personal supply, ready to place. How many you can hire depends on your Bank ability (3, 5, 7, or all).
- Place a tradesman (B) — put one tradesman from your personal supply onto any free connection point on the board.
- Displace a rival (C) — remove an opponent's tradesman from a connection point, replace it with one of yours, and pay the extra cost to the general stock (1 for a cube, 2 for a disc).
- Move tradesmen (D) — shift your own tradesmen already on the board. How many you can move depends on your Book of Knowledge ability.
- Create a trade route (E) — when all connection points on a route are yours, spend this action to formally claim it, score city control points, and establish a trading post (or develop an ability in certain cities).
Actions can be taken in any order and repeated. You must finish one action fully before starting another.
Your First Two Turns: A Worked Example
Find the two-space route between Duisburg and Dortmund on the base three-player board. Assume both connection points and Duisburg’s trading post are empty, you have at least two traders in your personal supply, and there is no bonus marker on the route.
- First turn, action 1: place one trader from your personal supply on either connection point.
- First turn, action 2: place a second trader on the other point. The route is full, but you have not created it yet. Your turn ends.
- Next turn, action 1: if both pieces are still yours, take Create a Trade Route. Check city control, then place one of the route’s traders in Duisburg’s empty white square trading post. The other returns to the general stock.
- Next turn, action 2: use your remaining action to start another route or take Income if you need more pieces.
Opponents can interfere between your turns, so check the position again before creating the route. The point of this exercise is to learn the sequence: place, place, then spend a separate action to create.
Try your first route against bots — free, no account needed.
The Five Abilities
Each player has a personal writing desk (player board) that tracks five abilities. Developing an ability costs tradesmen from the board and reveals the next value on the track, which is not always higher. These are what separate a mediocre player from a great one.
When you create a route beside a city with an ability pictogram (Groningen, Stade, Lübeck, Göttingen, or Halle), you can develop that ability instead of establishing a trading post. Remove the leftmost covered piece from that ability track into your personal supply.
Each player's writing desk tracks their five ability levels
How Scoring Works
Points (called prestige points) accumulate live during the game and are tallied finally at the end.
- City control (live): When you create a trade route, the player with the most trading posts in each end-city controls it and scores 1 prestige point. If one player controls both cities, they score 2. Ties go to the player in the highest-colour office.
- Coellen: If you complete the Coellen–Warburg route, instead of a normal post you may place a merchant on one of Coellen's four special spaces (7, 8, 9, or 11 points). Your Privilege level must match the colour of that space. These are the highest single scores on the board.
- End-game — abilities: 4 prestige points for each fully developed ability (except City Keys).
- End-game — city control: 2 prestige points for each city where you have the most trading posts.
- End-game — network: Find your largest connected network of cities where you have at least one post. Multiply the total posts in that network by your City Keys value.
Common Beginner Mistakes
- Treating a full route as a completed route. Filling its final point and creating it are separate actions.
- Placing pieces straight from the general stock. Normal placements come from your personal supply. Use Income to refill it.
- Mixing up traders and merchants. Cubes occupy square trading posts; discs occupy round ones. Check the destination before committing pieces.
- Assuming every upgrade increases the number. Actions and City Keys contain repeated values. Read the next exposed value.
- Judging the winner only by the score track. Network points and other end-game scores can change the result. There is no final round after the game ends.
Once you are comfortable taking turns, the illustrated Hansa Teutonica strategy guide explains opening upgrades, displacement, network building, and end-game timing.
Ready to Play?
The best way to learn Hansa Teutonica is to play it. A solo game against bots lets you practise the mechanics at your own pace. You don't need an account — just click and play.
For a deeper reference — rules for every city bonus, all the board variants, the scoring system in full detail — see the full rules guide.