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Terramara
120m - 120m
2 - 4 Players
Ages 12+
Play occurs upon a modular board that is composed of multiple pieces, often tiles or cards. In many games, board placement is randomized, leading to different possibilities for strategy and exploration.Some games in this category have multiple boards which are not used simultaneously, preserving table space. Unused boards remain out of play until they are required.
Modular Board
Variable Player Powers is a mechanic that grants different abilities and/or paths to victory to the players.
Variable Player Powers
This mechanism requires players to select individual actions from a set of actions available to all players. Players generally select actions one-at-a-time and in turn order. There is usually(*) a limit on the number of times a single action may be taken. Actions are commonly selected by the placement of game pieces or tokens on the selected actions. Each player usually has a limited number of pieces with which to participate in the process.
Worker Placement
Ancient
59.00
€
Original price was: 59.00€.
30.00
€
Current price is: 30.00€.
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Out of stock
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Kickstarter – Gamefound
Board Games
Strategy
Family and Children
Party
Adult
Thematic
Ελληνικα Παιχνιδια
LCG
Arkham Horror: The Card Game
Marvel Champions: The Card Game
The Lord of The Rings: The Card Game
RPGs
D & D
Pathfinder
Gamebooks
Others
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Game Mats
Bags
Dice
Sleeves
Sapphire Sleeves
Paladin Sleeves
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Marvel: Crisis Protocol
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candoo
Someone forgot to add ‘fun’ into the design. What a horrible WP. The schtick is that there are not enough action spaces for all the players so that you’re forced to go to a future row of action spaces so that effectively you’re only getting the one action over two rounds. Whooppee. Often they are meaningless choices...you have to jump ahead to a future row just to have something to do. It felt like the game played us, instead of us playing the game, or the game was about what you couldn’t do, instead of what you could do. And the military track is way too mandatory. The guy who stays strong militarily, raids the weaker players, and also gets to take an action taken by a weaker player. A double whammy for which there is no recourse. Egregious rich gets richer - in this case the strong keeps raping the weak evermore. Three of the four players couldn't care less after 30 minutes into it. And not having any fun at all. And throw in the usual Italian flare where "balance" in character powers is completely disregarded (think Marco Polo, Marco Polo 2, or Teotihuacan Late Preclassic Period). The art is drab, dull, and uninspiring. We completed the game and thought it took place in a North American native setting. What a joke when we found out what it actually was. Not that it matttered because it was themeless and soulless anyways. Shockingly bad offering from the team that brought us the excellent Egizia. Their first title in over ten years...and the result was an abysmal steaming pile.
BvdM
Played at Spiel '19. Dry and bland ("lacking strong features or characteristics and therefore uninteresting").
bnordeng
Terramara seems like an interesting game and I had almost no fun playing it. Tight games are fun, but this one felt overly restrictive especially in the first 2 or 3 of 5 rounds. I didn't feel involved and was surprised to have a reasonable score at the end. Also, a common aspect of newer games that I am seeing is better artwork that is more difficult to decipher the meaning within the game. Symbols are sometimes subtly added to cards making them more aesthetically appealing and just plain hard to use. This game was the biggest disappointment of BGG.con 2019 for me as I had high expectations. I doubt I'll ever try it again unless someone shows me that we played it wrong the first time. Each player runs a clan in 1500 BC in northern Italy, getting resources and crafting tools for special abilities and points. It is a worker placement game where you can grow your military and explore with carriages for better access to actions, travel down the river for better access to tool crafting and add workers for converting resources to higher quality. Each round, some actions go away and new actions become immediately available. One neat mechanic in the game is that you can place workers on future actions but you won't get your worker back until that season passes. So, you can sacrifice a worker next round for a better action this round. That concept seemed neat and, in practice, we felt like we were sacrificing a lot to get a very slightly better action. I think it feels like the steps for each move are so small that a lot of effort is spent for little return. Maybe that's thematic?