A printable Hansa Teutonica log lives or dies on the one record nobody keeps: what each player actually held when the game ended, because Hansa Teutonica ends suddenly — when a player reaches 20 prestige points, when no replacement bonus marker can be drawn, or when the tenth city is completed — and the final total is not the score track alone but the track plus five separate endgame additions, each scored by its own rule and each easy to score wrong. Nobody at the table argues about the game they played; they argue about whether a bonus-marker band was counted flat, whether a maxed Town Key earned points twice, whether a tied city belonged to the player with the most offices or the player with the rightmost office, and whether the network counted was the largest connected network or every office on the board. The only evidence is the log: a line for each endgame category, or a single number on the track that was written at the end and can be defended by nobody.
Bonus markers and maxed skills are the first trap the sheet is built to catch, because neither scores the way a tired player assumes. Each skill developed to its maximum earns 4 prestige points at the end, except the Town Key skill, which is scored separately and never earns that 4. Bonus markers score in bands, not one point each: 1 marker is 1 point, 2 to 3 markers are 3 points, 4 to 5 are 6, 6 to 7 are 10, 8 to 9 are 15, and 10 or more are 21. A player who writes down "bonus markers: 7" with no band, or "skills maxed: 3" with no note of which skill is the Town Key, has written down numbers nobody can re-add. The log records each skill's level with the Town Key flagged as excluded, and the exact marker count beside its band, so both totals are calculations anyone can repeat rather than totals anyone has to trust.
City control and the network multiplier are the second trap, because both turn on a detail that is invisible once the pieces are swept up. A player scores 2 prestige points for each city they control, and control goes to the player with the most offices in that city — but on a tie, the player occupying the higher-valued city space, the one further to the right, controls the city. And the Town Key score is not offices times anything the player likes: it is the Town Key skill level multiplied by the number of offices in the player's largest connected network of offices, not by every office on the board. A player who remembers "I controlled four cities and had nine offices" has remembered nothing a sceptical opponent can check, because the tied cities and the disconnected offices change both numbers. The log therefore has one row for each city with the office counts and the rightmost-office tie-break noted, and one row for the largest network with the offices that belong to it listed, so that neither total is a number anyone has to remember.
The worked tally is where the sheet earns its price, because it shows the exact arithmetic a buyer will have to defend at their own table. Player A finished with 14 prestige points earned during the game, plus 8 for two skills developed to the maximum (the Town Key excluded), plus 6 for 5 bonus markers in the 4-to-5 band, plus 0 for merchants in Coellen, plus 6 for controlling 3 cities at 2 points each, plus 18 for a largest network of 6 offices times a Town Key level of 3, for 14 + 8 + 6 + 0 + 6 + 18 = 52. Player B finished with 16 points earned during the game, plus 4 for one skill developed to the maximum, plus 10 for 7 bonus markers in the 6-to-7 band, plus 0 for merchants in Coellen, plus 8 for controlling 4 cities at 2 points each, plus 8 for a largest network of 4 offices times a Town Key level of 2, for 16 + 4 + 10 + 0 + 8 + 8 = 46, so A wins by 6 despite trailing B on points earned during the game and on cities controlled. The counterfactuals are printed beside the tally because they are the arguments the sheet prevents: if A forgets the Town Key multiplier and counts the 6-office network flat, A scores 40 and loses a game actually won by 6; if B counts every office on the board instead of the largest network, 9 offices times a Town Key of 2 gives 18 instead of 8, and B scores 56, falsely flipping the result; and if A adds 4 points for a maxed Town Key on top of its multiplier, A scores 56 and invents a false margin. Every one of those errors is a single line the log either records or does not.
That is the product: not a rules summary, but a scoring log a seller can print, a buyer can fill in as the final city completes, and a table can trust when the winner is announced. The sheet lists each skill level with the Town Key flagged, each bonus marker beside its band, each city's office counts with the rightmost-office tie-break, and the largest network with its offices listed, so that the final total is the sum of lines anyone can re-add, and the game-end trigger is recorded alongside it in case anyone disputes when scoring stopped.
A buyer who has lost a game to a bonus-marker band counted flat or a network counted at full board size will pay for a sheet that makes both visible before the totals are announced, and a seller who has watched that argument ruin a game night will buy the sheet that ends it. Sell the log, not the lesson: the buyer already knows how Hansa Teutonica scores, and what they are missing is the record that proves it.
This log is a printable download for personal table use. It is not affiliated with the publisher or the designer, and it does not replace the rulebook: where the log and the rulebook disagree, the rulebook wins, and the sheet should be checked against the skills, markers, and cities actually in play before the game starts.
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