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Terra Mystica» Forums » Rules

Subject: Setup order, faction or the board? rss

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Nicholas K
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I wonder what is the order of choosing the factions? Do you setup the board first (with all scoring/bonus tiles) before choosing your factions? My understanding is that it is the opposite, first chose factions and then setup the board.
I know that the answer is so obvious that no one ever asked it on the forum, so why isn't it that obvious in the rules?
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Alexandre P.
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In the pdf file I have, on page 6 you are said to set-up and then choose your faction.
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Thorsten G.
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In your first game, you should use the suggested setup in the rulebook.

In further games, you should choose your faction, based on the setup. Some examples:

- Spade scoring in Round 4 is good for Halflings.
- Stronghold/Sanctuary scoring in Round 1 is good for Giants, Nomads or Swarmlings.
- If the 6 coins bonus tile is not in the game, Alchimists might be a good choice.
- AIR favor tiles are good for the witches (which have 2 AIR right from the start).
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m j
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It was asked in previous forum:
https://boardgamegeek.com/thread/1526716/turn-order-when-sta...

This is the clear answer to Your question: (quote from link above):
grant5 wrote:
It seems as though, even after several people have contributed, nobody has yet listed all the steps in the correct order. So here they are:

1) Determine the starting player (per the rules, this is the person who has most recently dug a planting bed in their garden).
NOTE: skip this step if using the F&I Auction rules

2) Randomly determine the six scoring tiles that will be in the game and their order (remember no spade scoring allowed in rounds 5 or 6)
2a) If playing with F&I additional end-game scoring, randomly select and reveal that tile now.

3) Randomly determine which Bonus Tiles will be in the game

3.5) If using the F&I Auction rules, randomly select the available factions at this time.

4) Choose factions in turn order
4a) Follow the bidding procedure if using the F&I Auction rules. Each player selects their position in turn order when they win an auction.
NOTE: If a player chooses an Ice or Variable faction, they immediately select their starting terrain. If a player chooses a Volcano faction, they select their starting terrain after all other players have chosen factions.

5) Place first dwellings in turn order (except for CM)

6) Place second dwellings in REVERSE turn order (except for CM)
6a) Nomads place third dwelling
6b) Chaos Magicians place their only starting dwelling

7) Select starting bonus tiles in REVERSE turn order
7a) Place coins on unselected bonus tiles

8) Begin the game (starting with Income)
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Nicholas K
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Thank you very much. See, that was obvious... For people smarter than me :-) and it makes the game much better.
Thank you very much.
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Joe O'Donnell
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Lemon Curry wrote:
In your first game, you should use the suggested setup in the rulebook.

In further games, you should choose your faction, based on the setup. Some examples:

- Spade scoring in Round 4 is good for Halflings.
- Stronghold/Sanctuary scoring in Round 1 is good for Giants, Nomads or Swarmlings.
- If the 6 coins bonus tile is not in the game, Alchimists might be a good choice.
- AIR favor tiles are good for the witches (which have 2 AIR right from the start).


I was looking through the forums for something just like this. I've played Terra Mystica once before about 2 years ago. I just got a copy for my birthday and I ran out and bought the expansion (not because I need it but because I'm an idiot when it comes to games). I played last night with two friends who never played before. I had them play the Halflings and the Nomads, which seem easy to play and, as the "expert" I played the Giants which I heard were hard. I lost handily.

I'll teach the game to my son tonight. Likely next week, I'll be teaching this to another group.

The point is, in the near to not so near future I'll be playing this with new and/or inexperienced players and I don't expect to get this to the table so often that anybody will be experienced enough to intelligently pick the races based on the setup, but I would like to get a chance to play with and against the other races, while not screwing anybody over with random picks.

So a basic rule of thumb for choosing races like this would be helpful. Is there a more complete version of this? How about the expansion races, though I don't think I'm brave or foolish enough to try the expansion races just yet.
 
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C TK
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oldpear wrote:
Lemon Curry wrote:
In your first game, you should use the suggested setup in the rulebook.

In further games, you should choose your faction, based on the setup. Some examples:

- Spade scoring in Round 4 is good for Halflings.
- Stronghold/Sanctuary scoring in Round 1 is good for Giants, Nomads or Swarmlings.
- If the 6 coins bonus tile is not in the game, Alchimists might be a good choice.
- AIR favor tiles are good for the witches (which have 2 AIR right from the start).


I was looking through the forums for something just like this. I've played Terra Mystica once before about 2 years ago. I just got a copy for my birthday and I ran out and bought the expansion (not because I need it but because I'm an idiot when it comes to games). I played last night with two friends who never played before. I had them play the Halflings and the Nomads, which seem easy to play and, as the "expert" I played the Giants which I heard were hard. I lost handily.

I'll teach the game to my son tonight. Likely next week, I'll be teaching this to another group.

The point is, in the near to not so near future I'll be playing this with new and/or inexperienced players and I don't expect to get this to the table so often that anybody will be experienced enough to intelligently pick the races based on the setup, but I would like to get a chance to play with and against the other races, while not screwing anybody over with random picks.

So a basic rule of thumb for choosing races like this would be helpful. Is there a more complete version of this? How about the expansion races, though I don't think I'm brave or foolish enough to try the expansion races just yet.


https://boardgamegeek.com/filepage/104541/terra-mystica-stra...

This should be fine at a beginner level.

Extra care should be taken with the Engineers, Fakirs, Swarmlings, Giants, and Darklings, as these factions require significant faction-specific knowledge to succeed. Chaos Magicians require knowledge of which favours are good so should wait until at least second game, but should be fine after that.
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James Wolfpacker
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CTKShadow wrote:
https://boardgamegeek.com/filepage/104541/terra-mystica-stra...

This should be fine at a beginner level.

Extra care should be taken with the Engineers, Fakirs, Swarmlings, Giants, and Darklings, as these factions require significant faction-specific knowledge to succeed. Chaos Magicians require knowledge of which favours are good so should wait until at least second game, but should be fine after that.


This just reminded me that in my 1st learning game of Terra Mystica, someone recommended the CM stronghold early because the 2x move is really good!
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Robert
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JamesWolfpacker wrote:
This just reminded me that in my 1st learning game of Terra Mystica, someone recommended the CM stronghold early because the 2x move is really good!
And their SH is really cheap! CM SH for the win!
 
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Joe O'Donnell
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CTK Shadow, thanks for the link to the file. I appreciate all the info therein, though it's a little intimidating. Even after I master the nomenclature, I think it would still take me at least several minutes to try to make a decision on a faction. I would not give this to a beginner.

Guess what I could do is next time I'm anticipating a game I could prep the random elements and decide at leisure what factions would be appropriate. Essentially making my own version of the recommended first time set-up.

For a more spontaneous setup, I still like what Lemmon Curry did with condensing it down to a few basic rules of thumb.
 
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C TK
Canada
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DocCool wrote:
JamesWolfpacker wrote:
This just reminded me that in my 1st learning game of Terra Mystica, someone recommended the CM stronghold early because the 2x move is really good!
And their SH is really cheap! CM SH for the win!


The funny thing is that I don't think the CM SH is bad at all...because of think the low cost for 2x worker income. The "problem" is that the SA is so good and building both early is unrealistic with only one starting dwelling. A faction like halflings would love the CM SH.
 
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Pedro Sequeira
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Wow, talking about the Chaos SH.. this is weird, I have 15 plays with them (last of them ~2.5months ago

and I never noticed the income for the SH was 2w! xD

I usually only build it on turn 5/6, if ever, and just assumed it was 2 or 4 pw xD
 
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