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Author Topic: Terra Mystica III (+IV?) - Started  (Read 2939 times)

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Watno

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Terra Mystica III (+IV?) - Started
« on: March 13, 2013, 10:36:58 am »

So with Terra Mystica I approaching it's end, and me wanting to play this game more, I'm starting signups for another game (or two).
I'm confident some people liked the game enough to give it another go, and maybe someone new wants to try it as well.



Quote from: BGG description
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.

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 taken by each player is a bit more than in Through the Ages, so even with quick play the game will take a while. According to previous experienc, the game will roughly take 1-2 months
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(9/5(10)):
Watno
theorel
Kuildeous
Galzria
Dsell
ipofanes
popsofctown
Tables
Qvist
« Last Edit: March 19, 2013, 10:47:19 am by Watno »
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theorel

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Re: Terra Mystica III (+IV?) - Signups
« Reply #1 on: March 13, 2013, 10:43:25 am »

I'm definitely up for playing again.
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Kuildeous

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Re: Terra Mystica III (+IV?) - Signups
« Reply #2 on: March 13, 2013, 11:25:34 am »

Yes, count me /in.
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Galzria

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Re: Terra Mystica III (+IV?) - Signups
« Reply #3 on: March 13, 2013, 11:32:54 am »

I'm always willing to fail twice.
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Quote from: Voltgloss
Derphammering is when quickhammers go derp.

Faust has also been incredibly stubborn this game. In other news, it's hot in the summer, and water falls from the sky when it rains.


Mafia Record:
TOWN Wins: M3, M5, M6, M11, M17, M28, M32, M105, M108, M114, M118, M120, M122, DM1, DoM1, OZ2, RM45, RM47, RM48, RM49, RM55
TOWN Losses: M4, M7, M8, M9, M13, M14, M18, M31, M110, M111, M113, M117, M125, RM3, RM4, RM54
SCUM Wins: M2, M19, M23, M100, DM3, RM1, RM2, RM48, RM50
SCUM Losses: M15 (SK), M102 (Tr), OZ1, RM55

Total Wins: 30
Total Losses: 20

Kuildeous

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Re: Terra Mystica III (+IV?) - Signups
« Reply #4 on: March 13, 2013, 11:44:29 am »

I'm always willing to fail twice.

Yes, but this time you won't have first-player ignorance to guide you. You can fail all on your own this time.

After saying that, I'm sure I'll get my ass handed to me by Galzria now.
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hyramgraff

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Re: Terra Mystica III (+IV?) - Signups
« Reply #5 on: March 13, 2013, 12:55:17 pm »

I'm /out due to a lack of free time.
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Ozle

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Re: Terra Mystica III (+IV?) - Signups
« Reply #6 on: March 13, 2013, 01:17:03 pm »

I'm always willing to fail twice.

<batman voice> Why do we fall? </Batman voice>
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http://forum.dominionstrategy.com/index.php?topic=7466.0

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Galzria

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Re: Terra Mystica III (+IV?) - Signups
« Reply #7 on: March 13, 2013, 01:28:46 pm »

I'm always willing to fail twice.

<batman voice> Why do we fall? </Batman voice>

You have to turn your Batman voice on? I just always assumed that's how you sounded.
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Quote from: Voltgloss
Derphammering is when quickhammers go derp.

Faust has also been incredibly stubborn this game. In other news, it's hot in the summer, and water falls from the sky when it rains.


Mafia Record:
TOWN Wins: M3, M5, M6, M11, M17, M28, M32, M105, M108, M114, M118, M120, M122, DM1, DoM1, OZ2, RM45, RM47, RM48, RM49, RM55
TOWN Losses: M4, M7, M8, M9, M13, M14, M18, M31, M110, M111, M113, M117, M125, RM3, RM4, RM54
SCUM Wins: M2, M19, M23, M100, DM3, RM1, RM2, RM48, RM50
SCUM Losses: M15 (SK), M102 (Tr), OZ1, RM55

Total Wins: 30
Total Losses: 20

Dsell

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Re: Terra Mystica III (+IV?) - Signups
« Reply #8 on: March 13, 2013, 02:37:50 pm »

In!

I must redeem myself. >.<
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ipofanes

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Re: Terra Mystica III (+IV?) - Signups
« Reply #9 on: March 14, 2013, 08:03:41 am »

/in, but if someone from a more convenient timezone joins, I'll gladly step back.
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popsofctown

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Re: Terra Mystica III (+IV?) - Signups
« Reply #10 on: March 14, 2013, 07:41:32 pm »

/in. what's a pbf?
« Last Edit: March 14, 2013, 08:08:36 pm by popsofctown »
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Qvist

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Re: Terra Mystica III (+IV?) - Signups
« Reply #11 on: March 14, 2013, 08:11:34 pm »

popsofctown

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Re: Terra Mystica III (+IV?) - Signups
« Reply #12 on: March 15, 2013, 01:39:44 pm »

I read all the rules.  Quite a long read.
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Kuildeous

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Re: Terra Mystica III (+IV?) - Signups
« Reply #13 on: March 15, 2013, 02:19:11 pm »

I read all the rules.  Quite a long read.

And a bit overwhelming. As I read them for TMI, I was thinking, "What am I getting myself into?"

But you know, once you get into it, the rules aren't that difficult. Things are fairly intuitive.

Just remember that founding a town is not optional and that towns require at least four buildings unless one of them is a sanctuary (then only 3).

Both of those bit me a little, but they were small setbacks.

Reading a hexagonal map translated to a grid could be confusing. Read TMI to see Galzria's first mistake. He endured it, but it didn't jive with his original plans.
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Dsell

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Re: Terra Mystica III (+IV?) - Signups
« Reply #14 on: March 15, 2013, 03:16:06 pm »

I had not fully read the rules when I picked my faction and placed my starting dwellings. I DO NOT RECOMMEND THIS. :-X
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Dsell

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Re: Terra Mystica III (+IV?) - Signups
« Reply #15 on: March 15, 2013, 03:17:27 pm »

But yeah, now that we're in the swing of things, it's easy and going at a really nice pace. Things do seem pretty intuitive, the only thing I can't remember now is how the shipping and bridge work with direct and indirect adjacency, and I'm too lazy to pull up the rules again during this game. ::)
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Kuildeous

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Re: Terra Mystica III (+IV?) - Signups
« Reply #16 on: March 15, 2013, 03:43:22 pm »

Yeah, it seems like a good tactic for the Cultists is to be as close to other people as possible so you can tempt them with free Power.
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Dsell

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Re: Terra Mystica III (+IV?) - Signups
« Reply #17 on: March 15, 2013, 03:47:51 pm »

Yeah, it seems like a good tactic for the Cultists is to be as close to other people as possible so you can tempt them with free Power.

Certainly. This was a huge mistake on my part. Huge.
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Dsell

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Re: Terra Mystica III (+IV?) - Signups
« Reply #18 on: March 15, 2013, 03:49:18 pm »

Yeah, it seems like a good tactic for the Cultists is to be as close to other people as possible so you can tempt them with free Power.

Certainly. This was a huge mistake on my part. Huge.

But really, I barely knew what was going on in the first couple rounds, so this whole game has been a learning experience. My big mistakes early kept me from ever being very competitive.
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Tables

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Re: Terra Mystica III (+IV?) - Signups
« Reply #19 on: March 15, 2013, 05:51:04 pm »

You know what? I'll In. I'll need to read the rules carefully as I kinda skimmed them first time.
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...spin-offs are still better for all of the previously cited reasons.
But not strictly better, because the spinoff can have a different cost than the expansion.

Qvist

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Re: Terra Mystica III (+IV?) - Signups
« Reply #20 on: March 15, 2013, 06:43:10 pm »

If one spot is left, I might play another one.

Kuildeous

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Re: Terra Mystica III (+IV?) - Signups
« Reply #21 on: March 16, 2013, 03:50:53 pm »

You know what? I'll In. I'll need to read the rules carefully as I kinda skimmed them first time.

And don't lose count of your physical pieces. Not that I speak from experience or anything.
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popsofctown

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Re: Terra Mystica III (+IV?) - Signups
« Reply #22 on: March 18, 2013, 03:54:55 pm »

This thread died?
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Watno

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Re: Terra Mystica III (+IV?) - Signups
« Reply #23 on: March 18, 2013, 04:27:52 pm »

Will probably start these games tomorrow.
Are there any preferences on how I split games?
« Last Edit: March 18, 2013, 04:28:54 pm by Watno »
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theorel

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Re: Terra Mystica III (+IV?) - Signups
« Reply #24 on: March 18, 2013, 05:17:19 pm »

no preference on split.
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