Terra Mystica: Fire & Ice
100m - 100m
2 - 5 Players
Ages 12+
Meeple on Board Rating
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Terra Mystica: Fire & Ice has the original factions brace themselves for new competitors: Yetis – the masters of power, Ice Maidens – who adore their Temples, Acolytes – whose entire life is focused on the cults, and Dragonlords – who use their power to create volcanoes. And as if this wasn’t enough, there are two more factions, Shapeshifters and Riverwalkers, who ignore the most basic of rule of one faction, one terrain type. (Inconceivable to the Halflings!)
Ages | 12+ |
---|---|
Players | 2 Players, 3 Players, 4 Players, 5 Players |
Play Time | 100m – 100m |
Designer | Helge Ostertag, Jens Drögemüller |
Mechanics | Network and Route Building, Turn Order: Pass Order, Variable Player Powers |
Theme | Civilization, Economic, Expansion for Base-game, Territory Building, Fantasy |
Publisher | Bard Centrum Gier, Cranio Creations, Filosofia Éditions, FunBox Jogos, HomoLudicus, MINDOK, White Goblin Games, Z-Man Games, Inc., テンデイズゲームズ (Ten Days Games), Feuerland Spiele |
agius1520
The new races are great, but more than anything the new turn order mechanic and bidding for starting races breathes some new strategy in to the game that it was severely lacking in hindsight.
athiel
Full determination of turn order by reverse passing-out order is excellent, never again a game of terra mystica without that mechanic. Not sure if drafting picks is strong enough when people haven't played it enough. A guide of expected points per pick would be nice. The new races are interesting. Need to play them more to understand how they work, and if they are a good addition.
AriesCorinthier
While not essential it does add to the replayability of the game by a fair margin. New maps give both options and more balance to the games. Races are fairly powerful compared to the base game but high skill cap means they balance themselves out well enough.