Game Name: | Terra Mystica | Published Year: | 2012 |
Game Publisher: | Z-Man Games | Player Scale: | 2 – 5 |
Game Designer: | Jens Drögemüller & Helge Ostertag | Run Time: | 30 mins per player |
In Terra Mystica, you’ll take on one of seven fantasy races and attempt to dominate the landscape with your mighty Stronghold, splendid Sanctuary, your Temples, Trading Posts and Dwellings, and after six turns, the player with the greatest dominance (or Victory Points) is the winner.
This is a serious Euro game; with elegant, fantasy-classic artwork and theme, this is

If you haven’t gathered already, this is a deeply strategic game, made up of compound choices after compounded choices. Workers, Gold, Priests, and Power are the four resources and you will have to carefully balance their generation and expenditure if you aim to continually grow your civilisation. However; not only do you have to contend with what to do, you’ll also have to consider when to do it. Yes you could upgrade your Dwelling into a Trading Post this turn, but if you do it next turn you’ll get extra Victory Points, but you’re running out of gold this turn and need a Trading Post to bring some more gold in next turn so you can…
Each and every decision you make in Terra Mystica will have to be carefully weighed and measured, and sometimes, as you terraform, build and develop it will feel that you aren’t moving forward, and yet two turns later you’ll be reaping the rewards of your forward planning. This is a key feature in this game, you kind of have to plan ahead; you’ll still be reacting to your opponent’s choices, but still with your plan in mind.

Every game will be slightly different, the few random elements of this game all occur during the set-up, and these boil down to turn scoring, bonuses and races. Yet, even if you kept them all for a replay you’ll find that you’ll play completely differently. There is no

This game won’t take you long to learn, once you get through the rule book and start playing, in fact, you’ll probably get a couple of turns in and it will all fall into place, so it might even be worth calling a Mulligan once everyone has gotten the swing of the game. After that the learning curve is pretty gentle, you’ll get better every game, and you’ll notice your improvement too – which is something quite rare. This, of course, means that even after just a few games, playing someone who is having their first go at Terra Mystica will be at a significant disadvantage.

Arguably one of this game’s weaker points is player interaction, as there is no outward or direct conflict, but that isn’t to say it is there, it is just very much indirect. Simply put, building near an opponent’s building makes it cheaper for you, which is a good thing, but, your opponent can then gain some much sought-after Power for your work, which, well, is less good for you. All that being said though; rarely in this game will you be able to sit back, even on your opponent’s turns you’ll not only want to but will feel you need to keep apprised of what they are doing, even when they are on the other side of the map.
If you’re looking for a heavier game, or if you want a little more bite, or if you love strategy and resource management games this is a must for any collection.
Interested? You can get Terra Mystica here
No comments:
Post a Comment