
2020 · Middeleeuws
Hansa Teutonica: Big Box
Players act as merchants in the Hanseatic League, placing and moving markers to establish counting offices and control trade routes between cities. Each turn offers two actions from a range of options: occupy routes, displace opponents’ markers, develop personal abilities, or score prestige through various achievements. Actions are contested and interactive, with blocking and displacement shaping the evolving network on the map. Expansions add alternative boards and additional strategic options, while limited-action turns and upgradeable skills keep play tight and strategically demanding.
- Spelers
- 3–5 best met 5
- Speeltijd
- 45–90 min
- Leeftijd
- 12+
- Complexiteit
- 2,9 / 5
Over het spel
- Ontwerp
- Illustraties
- Publisher
Uitbreidingen
Bekijk ze in LudoyaFoto's van Ludoya-tafels
Alle foto's in LudoyaWaar te koop
Winkelprijzen en tweedehands exemplaren, elke dag gecontroleerd.
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- 401 GamesNiet op voorraad67.95 $
Aan de tafels van Ludoya
Alle statistieken in Ludoya- 328
- Vastgelegde speelsessies
- 562
- Spelers
- 1h 23m
- Gemiddeld potje
- 144
- In collecties
- 13
- Op verlanglijsten
8,4/10
uit 54 Ludoya-recensies
Regelvragen
Beantwoord vanuit het spelregelboek door de regelassistent van Ludoya.
When can I take Income and how many tradesmen do I get?
Take the Income action on your turn; depending on your Bank ability you may hire up to 3, 5, 7 or all available tradesmen from the general stock into your personal supply (if there aren’t enough you take only what’s available). Only tradesmen in your personal supply may be used for the Place action (page 4).
Can I place a tradesman on a connection point that's already occupied?
No — the Place action lets you put one tradesman from your personal supply on a free connection point (one not already occupied by you or an opponent) (page 4).
If all connection points on a trade route are mine, does that automatically establish a trading post?
No — occupying all connections does not automatically create the trade route; you must perform action E) Create 1 trade route and then resolve its steps (scoring, taking a bonus marker, and optionally establishing a trading post) to establish a post (pages 4–5).
What happens when I displace an opponent's tradesman — what does it cost me and where do their pieces go?
To displace, you replace the opponent’s tradesman with one of your own and must return 1 extra tradesman from your personal supply to the general stock for a trader (2 for a merchant); the displaced player must immediately place the displaced piece plus 1 (or plus 2 for a merchant) from the general stock onto free connection points on adjacent trade routes (with several fallbacks if the stock or their supply is empty) (page 4).
When can I use a bonus marker I just took — can I use it immediately in that same action?
You may use a bonus marker any time during your turns after completing the Create action that earned it — you can even use it later that same turn, but not during the same action step in which you took it; using a bonus marker costs no action and it is flipped face‑down after use and scored at game end (pages 5 and 8).
What exactly triggers the end of the game and when does it happen?
The game end can only be triggered during action E) Create 1 trade route and occurs if someone reaches 20+ prestige, if a player must draw a replacement bonus marker but the supply is empty, or if the Completed Cities marker reaches the tenth city; the active player completes that Create action but any remaining actions are lost and the game ends immediately (page 7).
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