Terra Mystica

From Omnia
Jump to navigation Jump to search
The printable version is no longer supported and may have rendering errors. Please update your browser bookmarks and please use the default browser print function instead.

BGG

https://boardgamegeek.com/boardgame/120677/terra-mystica

House Notes

  • power: have to empty bowl 1 before moving power from bowl 2 to 3
  • shovels aquired at cult round end bonus do not get to build dwellings yet
  • shovels/spades have to be used on direct/indirect adjacent terrain
  • one structure max per action
  • favor tiles: you can only have 1 uniqute of each
  • power: when you build directly adjacent to another player, you must inform them they can take power
  • power: when gaining from other's buildings, may choose to take with tax VP penalty of cumulative - 1
  • power: may not go negative vp when taking tax
  • cult track: may only go to 10 if you have a town key. multiple keys need to do multiple 10s
  • cult track: priests may be lost to gain 3 or 2 bonus spaces, or returned to pool for 1 bonus space
  • power conversion: may convert any number at any time during turn (not an action)
  • sacrifice power: move 1 lose another in bowl 2 (takes 2)
  • bonus cards: place 1 coin on each remaining at end of round
  • start player: goes to person who takes first bonus card each round
  • end game bonus cards: do not take one at end of round 6
  • bonus card: place face down to indicate you have passed
  • towns: auto when 4(3) structures of 7 power directly adjacent
  • power from building: calculate your building values adjacent to opponent who built upgrade
  • mark new town with town token
  • end of round cult bonus - can get multiple if high enough on related track
  • cult bonus spade - apply immediately, in next round turn order
    • may not build dwellings or pay for more during cult bonus phase
    • may apply to different "adjacent" spaces if more than 1
    • giants still require 2 to use, so may just forfeit

Scoring

  • cult scoring: cannot score if still on 0
  • cult tie scoring: divide evenly (rounded down) among tied players
  • area scoring: direct & indirect count - structure count
  • end tie: tied winners (no tie breaker)
  • 1 vp per 3 coins (convert resources now)

Races

  • Halfling (brown) - expand by cheap +vp - largest area, shovles (easy race)
  • Dwarves (gray) - expand by tunnling, +4P tunnel - largest area if not against brown (easy race)

Questions

  • Question: Do Darklings get 2 VP for using shovel bare, or only when using priests for shovel?