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Subject: Faction Summary rss

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Gareth
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My ass is green, but I don't let it worry me.
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This is just a summary of the powers of the different factions from the rulebook along with links to the player boards. I've found this useful to help select my faction in games, so I thought I'd share it here. These are presented in clockwise order on the terrain wheel:

CHAOS MAGICIANS

Ability: You start the game with only one Dwelling. You may only place this Dwelling after all the other players have build all of theirs (if necessary, after the Nomads have placed their third one, see setup on page 5). You get 2 Favor tiles instead of 1 whenever you build a Temple or your Sanctuary.
Stronghold: After building the Stronghold, take 1 Action token. As a Special action (once per Action phase), you may take a double-turn. (On this double-turn, take any 2 Actions one after another – passing is also considered an Action.) Use the Action token to keep track of using this Special action.

GIANTS

Ability: You always pay exactly 2 Spades to transform a Terrain space into your Home terrain – even for Mountains and Desert. (A single Spade will be forfeit when gained in Phase III as a Cult bonus.)
Stronghold: After building the Stronghold, take an Action token. As a Special action (once per Action phase), get 2 free Spades to transform a reachable Terrain space into your Home terrain. On this space, you may immediately build a Dwelling by paying its costs. Use the Action token to keep track of using this Special action.

FAKIRS

Ability: When taking the “Transform and Build” action, you may skip one Terrain or River space by paying 1 more Priest (Carpet Flight). Get 4 Victory points each time when doing a Carpet Flight. In the final Area scoring, any Structures that can be reached via Carpet Flight are considered connected (regardless of the number of your leftover Priests).
Stronghold: After building the Stronghold, you may now skip 2 Terrain, or 2 River spaces, or one each when doing a Carpet Flight. (This also affects the final Area scoring.)

NOMADS

Ability: You start the game with 3 instead of 2 Dwellings. Place the third one after all players have placed their second ones (but before the Chaos Magicians have placed their only Dwelling).
Stronghold: After building the Stronghold, take an Action token. As a Special action (once per Action phase), you may transform a Terrain space directly adjacent to one of your Structures into your Home terrain (Sandstorm). On this space, you may immediately build a Dwelling by paying its costs. (This ability is not applicable past a River space or Bridge.) Use the Action token to keep track of using this Special action. (The Sandstorm is not considered a Spade.)

HALFLINGS

Ability: Get 1 additional Victory point for each Spade you get throughout the game (regardless of the way you get the Spade).
Stronghold: After building the Stronghold, immediately and only once get 3 Spades to apply on Terrain spaces following the general rules. You may build a Dwelling on exactly one of these spaces by paying its costs.

CULTISTS

Ability: Whenever at least one of your opponents decides to take Power due to your building activity, advance 1 space on a Cult track of your choice. (You only get to advance 1 space in total regardless of the number of opponents taking Power. If all of your opponents refuse to take Power, do not advance on a Cult track.)
Stronghold: After building the Stronghold, immediately and only once get 7 Victory points.

ALCHEMISTS

Ability: You may trade 1 Victory point for 1 Coin, or 2 Coins for 1 Victory Point anytime and any number of times (Sorcerer’s Stone).
Stronghold: After building the Stronghold, immediately and only once gain 12 Power. From now on, gain 2 Power for each Spade you get throughout the remainder of the game (regardless of the way you get the Spade).

DARKLINGS

Ability: You need to pay Priests (instead of Workers) when transforming Terrain spaces. Pay 1 Priest and get 2 Victory points for each step of transformation.
Stronghold: After building the Stronghold, you may immediately and only once trade up to 3 Workers for 1 Priest each (Ordination of Priests).

MERMAIDS

Ability: You may skip one River space when founding a Town. (You decide if and when you want to use this ability. When founding a Town in this fashion, put the Town tile on the skipped River space. Of course, you may build Bridges as usual.)
Stronghold: After building the Stronghold, immediately and only once move forward 1 space on the Shipping track. Neither pay 1 Worker, nor 4 Coins for this movement. (Take the rewards associated with the new level as indicated on your Faction board.)

SWARMLINGS

Ability: Collect 3 Workers when founding a Town.
Stronghold: After building the Stronghold, take an Action token. As a Special action (once per Action phase), you may upgrade a Dwelling to a Trading house. Neither pay Coins, nor Workers for this Trading house. Use the Action token to keep track of using this Special action.

AUREN

Ability: -
Stronghold: After building the Stronghold, immediately and only once get 1 Favor tile. Also, take an Action token. As a Special action (once per Action phase), you may advance 2 spaces on a Cult track of your choice (only advancing to space 10 if you have a key). Use the Action token to keep track of using this Special action.

WITCHES

Ability: Get 5 additional Victory points when founding a Town.
Stronghold: After building the Stronghold, take an Action token. As a Special action (once per Action phase), you may build 1 Dwelling on an unoccupied Forest space. Neither pay 1 Worker, nor 2 Coins for this Dwelling. For this build only, ignore the adjacency rule. You may build on any free Forest space as long as it has been Forest at the beginning of this Action (Witches’ Ride). (Thus, you may not transform a Terrain space beforehand.) Use the Action token to keep track of using this Special action.

ENGINEERS

Ability: As an Action, you may build a Bridge for 2 Workers. (You may take this Action any number of times during a round. You may still build Bridges via the respective Power action.)
Stronghold: After building the Stronghold, each round when passing, get 3 Victory points for each Bridge connecting two of your Structures.

DWARVES

Ability: When taking the “Transform and Build” action, you may skip one Terrain or River space by paying 2 more Workers (Tunneling). Get 4 Victory points each time when Tunneling. You have no Shipping. In the final Area scoring, any Structures that can be reached via Tunneling are considered connected (regardless of the number of your leftover
Workers).
Stronghold: After building the Stronghold, only pay 1 more Worker instead of 2 when Tunneling.
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Mark O'Reilly
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This is brilliant, can you put PDF file up?
Please
 
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Moisés Solé
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Someone really needs to upload a language independent Mermaids board.
 
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Juho Snellman
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referee wrote:
Someone really needs to upload a language independent Mermaids board.

http://www.terra-mystica-spiel.de/en/voelker.php?show=6
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Gabriel Kudric
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the one above is, isn't it?
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