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 |
Bjanze
This blows the game wide open again and gives tons of more replayability for old Terra Mystica. The new factions break just about every rule that the original factions didn't, so they seem very versatile but not newbie-friendly. And the new board and varaible scoring are also great. For my group(s) the faction auctioning is not that critical, but I can see that also being important addition. Stored inside base game box.
balijan2
Az új tábla miatt nagyon értékes kieg, ennek megfelelően drága is. Hozza az alapjáték színvonalát.
AJebson
I didn't know how they would manage to put more races in the game but they did it well. I'd never play without the initial race bidding or the variable turn order modules.