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 neighbouring 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.
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