Terra Mystica


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Description

Terra Mystica



Recommended for Ages 12 & up
2-5 Players
60-150 minute playtime

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 groups 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 groups 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...

Read More on Board Game Geek

Designer(s):
Jens Dragemaller
Helge Ostertag

Artist(s):
Dennis Lohausen

Board Game Geek Category(s):
Civilization
Economic
Fantasy
Territory Building

Board Game Geek Mechanic(s):
End Game Bonuses
Hexagon Grid
Income
Increase Value of Unchosen Resources
Network and Route Building
Turn Order: Pass Order
Variable Player Powers
Variable Setup
Victory Points as a Resource

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