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 |
AgentOddball
We've played this twice so far, and it's an easy 7 for me. "Usually willing to play" fits my attitude on it quite well for the moment. It may improve with further play, but I don't want to jump the gun. Update: I'm bumping this up to an 8 after a few more games. There seems to be a lot of depth here, and the variance in my final scores tells me that you can't just muddle through. Clever play seems to score big points. If only I was more clever!
40crew
So sad that I only have 2 games under my belt so far. I imagine it will surpass Castles of Burgundy as my favorite. just played our 3rd game, and the first time we did not play with the recommended setup. Wow. We were 3 players. 1 played the engineers, because last time he was screwed with bridges and this time he wanted to build them when he wanted to. Was majorly screwed by starting positions (he himself was to blame), so he lost. I was swarmlings, and played alright I thought. My wife was the green ones that is not witches, and won by far. We started fairly far away from eachother, so we minded our own business. This also led Wife to win. I LOVE this game. Eventhough you don't win, you still get to build something.
22764636
once read and read and read the rules and played it a couple of times I can say that it is a biiiig game. Tried with 2 and 3 players. Needs some adjustments for the 2-player because the temples can make a big difference. Having the majority on the temples most of the times means that you win