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...
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.
Problematyczne zasady wyjaśnione w prosty sposób. A handful of problematic rules explained for Polish Terra Mystica fans.
W opisie jest mały błąd: jeżeli gracz może otrzymać moc, ale nie ma wymaganej liczby PZ, może wydać pozostałe PZ i dostać mniej mocy (patrz post niżej).
This table gathers all the possible duel options in Terra Mystica. As I often feel that our sessions are very simmilar, we decided to cross out every played duel. That way we won't end up playing Darklings/Halflings AGAIN for some time ;) I hope it may be usefull for you as well.
I created the table, because we had a feeling that we play the same races all the time. Now we've set a challenge - to play all 672 combinations :) (should we play once a week - it's 13 years ^^). Would you take a challenge with your gaming group?
PDF of the sticker sheets that can be printed to single full page stickers. This is for use with the foamcore storage solution explained here - http://www.boardgamegeek.com/thread/1251071/terra-mystica-foamcore-solution-base-fire-ice-prom
These are the v1.0 rules for a custom made variant of Terra Mystica which includes dice and modular board building.
Permission was obtained from Frank Heeren from Feuerland Spiele to upload art/files to BGG. All rights belong to Feuerland Spiele, non commercial use only.
Significant upgrade of the last version, with much more analysis of the top scoring games at Snellman (Terra Mystica online).
There is still not enough data available and analysis done on the expansion data (new factions, new board). I'm also waiting for possible rule changes regaring the Shapeshifters , before incorporating it.