Skip to content
Login / Register
Menu
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
Accessories
Game Mats
Bags
Dice
Sleeves
Sapphire Sleeves
Paladin Sleeves
Other
Novels – Books
Plunder boxes
Marvel: Crisis Protocol
Search for:
Home
/
Shop
/
Board Games
/
Strategy
Sale!
Add to Wishlist
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€.
30 day low:
Out of stock
Search for:
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
Accessories
Game Mats
Bags
Dice
Sleeves
Sapphire Sleeves
Paladin Sleeves
Other
Novels – Books
Plunder boxes
Marvel: Crisis Protocol
Login
Cart
Your cart is empty!
Return to shop
Skip to content
Open toolbar
Accessibility Tools
Accessibility Tools
Increase Text
Increase Text
Decrease Text
Decrease Text
Grayscale
Grayscale
High Contrast
High Contrast
Negative Contrast
Negative Contrast
Light Background
Light Background
Links Underline
Links Underline
Readable Font
Readable Font
Reset
Reset
Anbucku
The biggest plus of the game is the variability of the setup, but sadly most of the actions are just variations of the same thing and dont bring all too much exitement to the game. It has interesting ideas but with 4 people it overstayed it's welcome for me and my fellow players.
feendrendor
It's variability is quite cool, but the clever bits didn't work for me. The core idea of putting workers into the future intrigued me, but in the end it felt like you would only want to do it when you were desperate. It wasn't a choice between multiple mediocre turns vs fewer AWESOME turns, so almost all "future" plays felt negative. Part of the problem is likely that I'm getting more and more tired of "grab resources from scarce worker placement spots to throw at a card river" concept. For a worker placement game, it felt like it was really all about the cards, leaving any turns where you don't get one built feeling flat. This is especially exacerbated if you end up in the negative feedback loop I outline below, as you're unlikely to build many cards at all. The military track also ended up being a major issue as if you don't remain competitive, you can be shut out of the game. We saw this as early as round 2 of 5, leaving a player with 2 full hours of struggling to become competitive again. It's a "rich get richer" feedback loop, and it didn't feel fun. The core problem is that falling behind has multiple negative affects: Most obviously, you're easier to raid. You can also no longer place your workers alongside enemies workers, forcing you to use the "future" spots (possibly giving you an influx of resources sooner, but also inevitably making you a much juicier raid target -- oh, and you have to pay out more resources in a raid since you're behind on the military track). Thankfully there are some limits to how many times the raid action can be used (and technically it affects all enemies every time), but it's just enough of a push toward inefficiency to keep you away from the good cards that could let you catch up. Player power balance seems suspect too. It would require more plays than I'm willing to put in to determine if there are true high-level balance issues, but there are CERTAINLY beginner-level problems. Some powers are just easier to figure out. To put it another way, several of the character powers boil down to versions of "Ignore this negative thing for the entire game" or "Every time you get Good Thing X, get +1 of it." You will do those actions anyway, and now they're just flat out better. Major kudos to the idea of the characters "growing up." I really liked the idea of having a short-term power that can be exchanged for an end-game/late-game power, especially since it was a one-way trip. I think there's a great game somewhere in here. Unfortunately, the negative issues and 2.5+ hour length at 4 push this into the realm of "I probably won't play this again." If you're going to check this out, be sure to teach everyone to keep a close eye on that military track or risk being obviously pushed out of contention early on.
enzo622
The thrust of the game is collecting resources to convert into cards you can buy from a display. The cards are more than VPs and offer differing types of benefits or discounts to other cards. Collecting your own set of card powers and forging a VP path is the ostensible fun of the game. And it’s certainly easy enough to release a simple card pack as an expansion if the game catches on. There are a few innovations here of note. The first is placing workers into the future (technically, explorers who take longer to come home since they’re off exploring the hinterlands). The other innovation is military. As per usual w-p rules, you cannot place where somebody else already is. Unless, that is, you’re higher on the military track, then you can place there (and then degrade a military). You don’t *have* to go up the military track as you do have one Grande, er, Chieftain whom you can place anywhere regardless of your military rating. Then there's starting bonus power that, while not quite as game-breaking as those in The Voyages of Marco Polo, are pretty powerful and guide your focus in the game. What’s more is that once per game you may flip your power from its starting “child” side to the “adult” side and use it to get VPs at the cost of the neat power it was affording you. I can’t thematically explain that, but it’s a neat idea nonetheless. Players should be aware, however, that there is a raid action in the game. You can raid other players and if they have a minimum number of resources, they must give you one (or more depending) of their choice. The trick is just to spend what you have before you load up. One friend had 12 so, hell, I raided him and took 2 (max 1x per turn). Thing is, players give you what [b]they[/b] want not what you want, so as the raider in both my games, I didn’t find it nearly as powerful as I wanted it to be. On the plus side, my friends didn't hate the game as a result of being raided. The board has variable action strips, so each game is different. After the current round ends, you flip the action strip over and there are new spaces available. It also means that resource spaces that were previously available are gone, so you get pushed to place into the future for the resources you need. Sometimes it felt like a false choice; you simply had to. Also a bit wonky was turn order. It’s an action to take. We found the 1st and 3rd players bouncing it back and forth with the 2nd and 4th players not caring because they would bounce back and forth between 2nd and 4th. Why bother taking the action; force them to burn a guy and roll with it. I liked it well enough but it just didn’t spark my gamer imagination like I thought it would. The w-p innovation of placing into future rounds is neat but … not interesting enough to rise to the level of being a benefit; it’s simply a feature. I couldn’t hazard a guess as to how many plays this one has. The novelty may wear off after 3-5 plays in which case I’d be happy to have had them. Or we may discover it has more legs than expected.