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CHOKING HAZARD -- Small parts. Not for children under 3 yrs.
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) Solitude (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...
Terra Mystica is a strategy game with a simple game principle and very little luck involved: You govern one of 14 factions trying to transform the landscape on the game board in your favor in order to build your structures. On the one hand, proximity to other players limits your options for further expansion, on the other hand though, it provides some benefits during the game. This conflict is the source of Terra Mystica's appeal. The 14 artfully designed factions, each having unique special abilities, as well as the exchangeable bonus cards allow for a large number of possible game plays that constantly keep this game entertaining.
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Quite a fun game. Bought for a friend who loves board games and this is one of her favorites.Published 16 days ago by Nish
Greatest board game I have ever played. Recommended for serious board game fanaticsPublished 20 days ago by Juan Andres Gannon
This is my favorite board game.
Note: I have only played this with the full 5 players (once with 4). So by pure gut feeling, I think this game is best with 5. Read more
Awesome game. It has a steep learning curve but once you get the hang of it, its really enjoyable. The different "characters" offer plenty of variance between games so you... Read morePublished 1 month ago by Tim
Not good for 2 players since it requires constant interaction to be able to do anything during your turn. Basically boring and then the game ended.Published 1 month ago by Noel W. Preecs
The mechanics are simple and familiar to veteran board game players, but numerous enough that getting up to speed for the first play takes a while. Read morePublished 1 month ago by Zachary J. Byrnes