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)
Solitude (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...
This is a PBF of the best game from 2012 I played so far.
The game can be played with 2-5 players and will start around the next weekend. All players to sign up until then will be playing (I will make multiple games if necessary).
To ensure some game flow, please sign up only if you expect to be able to make at least one move a day on most days. My rough estimate for the total number of actions taaken by each player is a bit more than in Through the Ages, so even with quick play the game will take a while.
You don't need to have played the game before, but please read the rulebook linked below.
Since the game has no randomness or hidden information after setup, I will be playing myself. I hope this is ok with everyone.
The gamestate will be displayed in a
spreadsheet, which should contain all necessary information during the game (please tell me if I forgot something).
Rules can be found
here, and all faction boards are viewable
here.
Feel free to ask if anything is unclear.
Signups (9/10 for 2 games):Watno
Jimmmmmm
Qvist
ipofanes
Kuildeous
Dsell
hyramgraff
Galzria
theorel