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Terra Nova


Price: $35.99 + $10.98 shipping
Only 1 left in stock.
Ships from and sold by Specialty Toy Store.
  • Claim more land than your rival and you will seize the victory
  • Includes colorful game board
  • Two to four player
  • Contains 88 border stones, 44 pioneer playing pieces and 4 scoring counters
  • Fast paced strategy game
4 new from $21.98


Product Details

  • Product Dimensions: 8.9 x 8.9 x 1.9 inches
  • Shipping Weight: 1.4 pounds (View shipping rates and policies)
  • Shipping: This item is also available for shipping to select countries outside the U.S.
  • ASIN: B000IXNIUI
  • Item model number: 7003
  • Manufacturer recommended age: 13 years and up
  • Amazon Best Sellers Rank: #294,663 in Toys & Games (See Top 100 in Toys & Games)
  • Average Customer Review: 4.0 out of 5 stars  See all reviews (3 customer reviews)
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Product Description

From the Manufacturer

Players lead nations in this new world where the most valuable resource is the land itself. Players place boundry pieces with each move in an attempt to "wall-off" a piece of Terra Nova. Imported from German game company.

Product Description

Ready, set, your boundaries that is. A strategic game from Europe with an elegantly simple rule set. Players lead nations in this new world where the most valuable resource is the land itself. The clever system of movement and boundary building gives you the tools you need as you wall-off a piece of Terra Nova. However, it is your strategic vision that will ultimately decide whether or not you will rule the land. Contains game board, 88 border stones, 44 pioneer playing pieces, and 4 scoring counters. For 2-4 players. Ages 13 and up.

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3 of 3 people found the following review helpful By Tactitles VINE VOICE on May 23, 2011
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Here's a simple game to learn. You have a board with different terrain types printed on it, arranged in lines of hex spaces. Each player gets a set of people markers. On your turn you take any three game actions you like. The first must be a movement of one meeple (person marker). You may move any number of open connected spaces, in a straight line. No jumping over other markers, and no sharing spaces. After the first movement, other actions that can be taken in any order are:
1. Another movement of the same marker you moved, or any other that you have on the board
2. Place a wooden stone marker adjacent to the last meeple you moved

The object is to enclose an area of the board with stone markers, and to have more meeples in the enclosed area when it is completed. If the area surrounded consists of 3 or less terrain types, then it is scored. Points are awarded to the player with the most meeples in that area, and then all meeples there are removed from the game. Play continues until all areas on the board are divided into enclosed areas, until only one player can make a move, or until one player runs out of meeples on the board. The winner is the player with the most points at that time.

This is a brain burner of a game, to be sure. There is virtually no luck involved, as results are based solely on what you do with your game actions. It is pure strategy, and if you do not enjoy abstract strategy games, you will not like this. Like Chess, if you play someone who analyzes every possibility, the game will bog down a bit. There are no cards and no dice. It is just you and your meeples and stones, and you have to gain points while avoiding trapping yourself or being trapped by other players and losing your meeples.
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1 of 1 people found the following review helpful By A. Evans on December 6, 2013
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Pro's: Engaging dynamic and surprising depth
Friendly learning curve
Beautiful board

Cons: Could be dry for some (though in gaming circles "dry" is sometimes a synonym for "fun because of its thought-challenge"!)

Abstracts are often unappreciated in the gamer community, but this one has depth and surprises. In short, players will move their meeples about the island, placing border stones as they do so, aiming to enclose territories where they have more meeples present then the opposing players.

Learning the enclosure dynamic entails blocking, maneuver, and often a sort of cost/benefit triage. Encircling single terrain types (there are eight on the island) are the most lucrative, so it is often possible to halve an opponent's imminent score by enlarging her territory, for example.

My mid-game, the amount of meeples one has committed to previous scores comes to play, but the player with the fewest left to use (and hence an apparently weaker position) can often force an early end to the game by encircling and scoring her remaining few.

The endgame is nice. Territories with more than 3 terrain types can't be scored until they are further subdivided, so a player with the most meeples remaining when the central enclosure develops aren't necessarily going to come out on top.

Through the Desert is a reasonable comparison. In that game, players essentially maximize their scores by learning priorities in particular situations. A beginner in a 4 player game, for example, can do fairly well once he or she learns to aim for 2 winning caravan colors.

Terra Nova, though, takes more abstract planning and sophisticated thinking. I played this first with some English PhD friends, and the second we finished the first game (at 11 pm before teaching classes the next day), they said, "Another!"
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5 of 9 people found the following review helpful By David B. Anderson on April 27, 2008
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I bought this game thinking that it was one that I'd had when I was little and I wanted to share it with my niece. Unfortunately, I was wrong! This wasn't the game from my youth. Now the good news. It turns out that it was still a decent game. It is easy enough to learn for even very young children to be able to play, but still has enough strategic challenge to make it interesting for the adults. This probably wouldn't have been a game I would have purchased had I not checked it out as carefully as I usually do, but it turns out to have been worth the price I paid.
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