Choose a Starting terrain after each other player has chosen a Faction. If you like the content of a board game on this site, please consider to buy the game. It costs 2 coins to unlock a terrain type that is already the Home terrain of another player. {Ice Maidens, Yetis and Riverwalkers do not have a Home terrain. This is why you should refrain from shaking an Ice Maiden 's hand despite her seeming to be so friendly. For your first game, we recommend you play Terra Mystica with predefined factions. Shuffle the 9 Bonus cards. They used them to unlock Lakes and Mountains on their Terrain cycle. Every other terrain type costs 3 Cult points each. Please correct me if I'm wrong. Scored Settlements must be connected as well. Object of the game. All rights reserved.

Each of the following Final Scoring tiles follows the Area scoring rules: only Structures that are within the same cluster of directly or indirectly adjacent Structures count (i.e. (Other Factions call it Transformation cycle, the Riverwalkers call it Terrain cycle). Other than that, they are pretty harmless . This site is dedicated to promoting board games. Place 1 Coin from the general supply on each of the leftover Bonus cards.

Use the appropriate playing pieces according to your chosen Home terrain. Each player determines the distance between the two of Iris connected Structures that are the farthest apart from each other. (On top of these starting resources, you will get your income for the first round). move 1 Power token as per the normal rules). To determine tins number, count the number of spaces between those two Structures (counting the space of one of those two 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. Example: The arrows show you how this Town can be founded. If there are multiple paths between them, choose the shortest one of them. After building the Stronghold, each round when passing, get 3 Victory points for each of your Temples on the game board. Only when bowl one is empty, they can move from bowl two to three and now they can be used.
Once each player has decided on a faction, proceed with the faction setup as explained for the introductory game. Plains, Swamps, Lakes, Forests, Mountains and Wastelands). The players will use these Victory points as currency during the auction. Over the years there are a few things that I’ve picked up and that’s what I’m going to share with you today. (You will get at most 1 Power token per building activity, regardless of how many of your neighbors take Power. Place one Marker on the bottommost space of the Exchange track of your Faction board - this is the space where 3 Workers equal 1 Spade. Tip: Place a Power token on each of these Structures to remind you of tins. And put the remaining cards back into the game box. For your first game, we recommend you play Terra Mystica with predefined factions. One unique aspect of the game is its power point mechanic. If a Scoring tile awards Victory points for using Spades, you get those Victory points). A new large building, the shipyard, upgrades your shipping or range and produces ships with twenty faction board extensions. Then each other player in clockwise order may place a higher bid or pass. At the end of the game, the player with the most Victory points wins the game.

Other than that, there are no restrictions. To pay the 3 or 4 Cult points, move your Marker down by that many spaces on a single Cult track. When founding Towns and during the final scoring, Structures that are not connected via Shipping, but directly adjacent, are still considered connected. In the following examples, the Fakirs, Mermaids (with a Shipping value of 4), Giants (with a Shipping value of 1) and Witches (with a Shipping value of 2 - thus, their 3 Dwellings on the left are not connected with their other Structures) are playing against each other. Cover the right half of the uppermost Scoring tile with the Game end token.

Depending on the number of players, take the recommended factions and distribute them among the players: 2 players: Witches (green), and Nomads (yellow) 3 players: Witches … Each player determines the distance between his Stronghold and his Sanctuary (they must be connected). (Ice Maidens, Yetis, Acolytes and Dragonlords do not have a Home terrain). After building the Stronghold, from now on, advance 1 more step for each Priest that you send to the order of a Cult, i.e. (The purpose of these Coins is to make the less frequently taken Bonus cards more attractive in later rounds). Victory points are depicted as brown squares containing a laurel wreath. He cannot participate in any of the remaining auctions. © 2020 Ultra BoardGames. When you build temples, you gain more influence in the for cults: earth, air, fire and water. If there are multiple paths between them, choose the shortest one of them. If you use a Power action that has not been taken already, cover it with an Action token as usual. The Nomads place their third Dwelling after all players have placed their second one. At the end of each round, there will be 3 leftover Bonus cards that each get 1 Coin. your favor to build your structures. You also count the number of your structures that are adjacent or indirectly adjacent to each other. Dwellings are needed to have more workers (they are the key to building) at hand. The setup for each faction is depicted on its Faction board. If you like the content of a board game on this site, please consider to buy the game. After 6 turns players count their points. You might be flattered at first, but soon it will start to get annoying and even become frightening. (Witches, Auren), mountain (Dwarves, Engineers), wasteland (Giants, Chaos Magicians). 2nd gets 12 points and the 3rd receives 6 points.

appeal. This is considered an Action that you can carry out multiple times per round (on separate turns).

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VVVPlus d'infos, correctifs et chapitrage de vidéo ci-dessousVVV----------------------------------------------------------------------------------------Fiche du jeu sur mon site Videoregles.Net: http://videoregles.net/videoregle/terra-mystica----------------------------------------------------------------------------------------Terra Mystica est jouable en ligne sur le site de référence \" BOARD GAME ARENA \": https://boardgamearena.com/gamepanel?game=terramystica----------------------------------------------------------------------------------------Chapitrage détaillé:00:14 Présentation00:31 Matériel et Mise en Place05:50 But du Jeu06:37 Conditions de Victoire07:45 Ressources Initiales des Peuples08:55 Placement Initial10:53 Choix Initial de Tuile Bonus11:33 Déroulement12:08 Phase de Revenus13:05 Gain de Pouvoir15:04 Phase d'Actions15:40 Actions Disponibles:15:59 -Action 1 : Terraformation/Construction d'Habitation16:10 Conditions de Construction16:45 Coût de Terraformation/Pelles18:45 Construction19:43 -Action 2: Augmentation de Navigation20:27 Utilité de la Navigation21:33 -Action 3: Augmentation de Terraformation22:42 -Action 4: Evolution de Construction23:51 Evolution en Comptoir24:40 Gestion du Plateau Individuel26:05 Temples et Sanctuaire26:26 Tuiles Privilège27:29 Gagner du Pouvoir à la suite d'une Construction/Evolution30:19 -Action 5: Placement de Prêtre sur une Piste de Culte32:02 Gain de Pouvoir sur les Pistes de Culte32:30 Case 10 des Pistes de Culte33:16 -Action 6: Achat d'Action Spéciale33:52 Dépenser du Pouvoir35:21 Action Spéciales du Plateau35:51 Action Pont36:39 -Action 7: Action Spéciale de Tuile37:00 Action Spéciale de Peuple37:38 Action Spéciale de Tuile38:05 Les Bonus des Tuiles de Manche38:50 -Action 8: Finir ses Tours d'Actions39:25 Choix de Tuile Bonus39:50 Changement de 1er Joueur40:16 Bonus de Fin de Tour d'Actions40:49 Actions Bonus par Dépense de Pouvoir41:50 Gagner du Pouvoir par Défausse42:58 Conversion de Ressources43:26 Fondation de Ville44:41 Tuiles de Clef46:12 Construction de Villes Supplémentaires46:34 Capacité des Sanctuaires47:03 Phase 3:47:22 -Gain de Piste de Culte48:24 -Préparation de la Manche Suivante48:45 Manches Suivantes49:27 Fin de Jeu49:43 Décompte d'Agglomération51:20 Décompte des Cultes52:01 Décompte des Ressources52:37 Conclusion-----------------------------------------------------------------------------------Terra Mystica est un jeu de gestion et développement dans lequel les joueurs dirigent des peuples aux capacités différentes qui doivent étendre leur emprise architecturale et religieuse sur un monde médiéval-fantastique.

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