Terra Mystica
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In the land of Terra Mystica dwell 14 different peoples in seven landscapes, and each group is bound to its own home environment, so to develop and grow, they must terraform neighboring landscapes into their home environments in competition with the other groups.
Terra Mystica is a full information game without any luck that rewards strategic planning. Each player governs one of the 14 groups. With subtlety and craft, the player must attempt to rule as great an area as possible and to develop that group’s skills. There are also four religious cults in which you can progress. To do all that, each group has special skills and abilities.
Taking turns, the players execute their actions on the resources they have at their disposal. Different buildings allow players to develop different resources. Dwellings allow for more workers. Trading houses allow players to make money. Strongholds unlock a group’s special ability, and temples allow you to develop religion and your terraforming and seafaring skills. Buildings can be upgraded: Dwellings can be developed into trading houses; trading houses can be developed into strongholds or temples; one temple can be upgraded to become a sanctuary. Each group must also develop its terraforming skill and its skill with boats to use the rivers. The groups in question, along with their home landscape, are:
Desert (Fakirs, Nomads)
Plains (Halflings, Cultists)
Swamp (Alchemists, Darklings)
Lake (Mermaids, Swarmlings)
Forest (Witches, Auren)
Mountain (Dwarves, Engineers)
Wasteland (Giants, Chaos Magicians)
Proximity to other groups is a double-edged sword in Terra Mystica. Being close to other groups gives you extra power, but it also means that expanding is more difficult…
Ages | 12+ |
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Players | 2 Players, 3 Players, 4 Players, 5 Players |
Play Time | 60m – 150m |
Designer | Helge Ostertag, Jens Drögemüller |
Mechanics | End Game Bonuses, Hexagon Grid, Income, Increase Value of Unchosen Resources, Network and Route Building, Tech Trees / Tech Tracks, Turn Order: Pass Order, Variable Set-up, Victory Points as a Resource, Variable Player Powers |
Theme | Civilization, Economic, Territory Building, Fantasy |
Publisher | Bard Centrum Gier, Capstone Games, Cranio Creations, Devir, Filosofia Éditions, FunBox Jogos, Gém Klub Kft., HomoLudicus, Mandala Jogos, MINDOK, Swan Panasia Co., Ltd., White Goblin Games, Z-Man Games, Inc., Zvezda, テンデイズゲームズ (Ten Days Games), Feuerland Spiele |
abssalom
El mejor Eurogame que yo haya jugado nunca, combina muchas mecánicas que engranan a la perfección, es asimétrico pero equilibrado (obligatorio subastar las razas) un juegazo con todas sus letras.
100pcBlade
There is plenty of depth in this game and a big learning curve to go through to work out how to play well and. It’s not that the mechanisms themselves are particularly complicated – all you have to do is choose one fairly simple action (from a choice of 8) each turn – but a couple of the concepts are not the easiest to grasp and the way things knit together combined with the wide variety of strategies and scoring options available make it all a bit bewildering and difficult to get your head round at first. But if you stick through it, it's a very rewarding experience as you start to see how you have to play each faction very differently. And there are 14 of them! Excellent stuff
ae2010
首次嘗試,玩4人局,配件多、設置複雜,講解大約40分鐘,規則直觀,遊戲機制相當貼合主題,只是要額外花時間講解種族並熟悉,需要找長期玩家共同投入會更有趣,否則每次光講解就飽了。 得分方式多元,且因為城市建設的關係而富有成就感,遊戲的變化性/耐玩性在於 1、種族變化 2、每回合獎勵目標變化 3、遊戲結束時獎勵目標變化 4、多元得分與城市升級,後期資源會越來越豐厚。 遊戲針對性不強,唯一針對性是在鏟地時,可能搶走別人將要開發的地皮,其它時候都是在選取獎勵/升級來壯大自己,增加資源,比較像是競賽,並且某些決策有它的機會成本。 我很樂意再次體驗它,但卻不想擁有它,因為還要熟記規則並經常教導新人,每場遊戲加上設置耗時相當長。