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 game with very little 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 fan – Darklings – Engineers - Mermaids - Terra Mystica: Fire & Ice fan - Terra Mystica fan - four towns / MO: "I built four towns in Terra Mystica (and still lost) - Terra Mystica - online play at terra.snellman.net
A collection, complete with citations, of over 100 factors identified by forum posters when picking their factions. If you enter the starting conditions of your game, this spreadsheet with make recommendations as to what factions you should consider, based on the factors identified by the TM community.
v1.0 - 24 settembre 2015 / partite high-rank (1000+) / mappa del gioco base / punteggio del gioco base
Queste due tabelle "scorrevoli" servono a correggere la differenza di forza relativa tra le fazioni scelte dai giocatori, garantendo alle fazioni più deboli PV extra oppure benefici durante il gioco (vedi https://boardgamegeek.com/article/14226036#14226036)
v1.0 - Sep 24th 2015 / high-ranked games (1000+) / base game map / base game scoring.
These two sliding rulers are meant to assess the relative strengths among the factions the players chose and to give the weaker ones a compensation in VP or in-game favors (see https://boardgamegeek.com/article/14226036#14226036).
Unofficial print-and-play fan expansion for Terra Mystica.
Original concept by Melendor, see https://www.boardgamegeek.com/thread/1372136/artifacts
Artifacts artworks are re-used from Seasons boardgame and its expansions, with permission of publisher Libellud.
Version 1.1 : recto-verso print considerations
Use this spreadsheet to keep track of who has played which games, with which races, and what place they go. The sheet does not auto-fill as much as others I've made, but it only takes 60 seconds to update everything after a game.
Dit is de vertaling van de spelregels voor de zelf gemaakte TM Express variant ontworpen door Adrian Todea. Het bevat dobbelstenen en een modulair spelbord. Toestemming voor de vertaling is verkregen van Adrian Todea. Toestemming voor het uploaden van artwork en bestanden is verkregen van Frank Heeren van Feuerland Spiele. Alle rechten zijn voorbehouden aan Feuerland Spiele. Niet voor commerciële doeleinden.