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My birthday cake.
Her victory pose...
A tribute to Terra Mystica. (https://www.behance.net/gallery/29560825/Um-tributo-a-Terra-Mystica)
Game Overview Terra Mystica @ Spiel 2012 - Essen
Everything Terra Mystica
Terra Mystica, now with creepers!
Close Up During the Game
It's time to play Terra Mystica!
My little Dar(k)ling almost beat me! :)
Presentation at Spiel '12 (Essen)

Terra Mystica (2012)

Players
2–5
Best: 4
Playing time
60–150 min
Age
12+
8.03
Average rating
51,349
Ratings
3.97/5
Weight
#36
BGG rank
Top 100
Alternate names:Терра Мистика +3 more
Designer:Jens Drögemüller, Helge Ostertag
Artist:Dennis Lohausen
Publisher:Z-Man Games +15 more
Average rating, ratings count, weight and rank are sourced from BoardGameGeek (BGG).
Game DNA
  • This game: Strategy 10, Luck 3, Interaction 5, Complexity 7.9, Theme 6
Strategy10.0
Luck3.0
Interaction5.0
Complexity7.9
Theme6.0

This game's strategy, luck, interaction, complexity and theme.

FantasyCivilizationEconomicTerritory BuildingVariable Player PowersHexagon GridNetwork and Route BuildingTurn Order: Pass OrderTech Trees / Tech TracksVictory Points as a ResourceEnd Game BonusesVariable Set-upIncomeIncrease Value of Unchosen ResourcesChaining

Overview

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...

Terra Mystica FAQ

Expansions

Terra Mystica: 4 Town Tiles
Terra Mystica: Shipping Value Promo Card
Terra Mystica: Fire & Ice
Terra Mystica: Mini expansion
Terra Mystica: Merchants of the Seas
Terra Mystica: Automa Solo Box
Terra Mystica: Fan Factions
Not available yet

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