Terra Mystica: My Reference

Game

  • start of each game, and after passing each round, choose a bonus scroll
  • unused scrolls get 1 coin added at the start of each round
  • Get income from hand palm up symbol (most are covered by buildings)
  • Play actions until you can’t then pass – passing order becomes play order of next round
    • transform and build (indirectly adjacent – i.e. connected with shipping or other faction ability)
    • upgrade a structure
      • when building or upgrading: other players directly adjacent tiles (includes bridges) trigger purple power income equal to their tile value. Owner has to lose vp equal to their purple power income minus one (e.g. gain 4 purple power, lose 3 VP)
      • trading house upgrade cost is cheaper if directly adjacent to another player
    • advance shipping track
    • upgrade spade exchange rate
    • send a priest to priest track
      • priest track can grant purple power
    • purple power market
    • use and yellow/orange hex action
  • Free action
    • spend purple power for a priest, worker or coin
    • downgrade a priest to worker and/or worker to coin

During Play

  • get a town for 4 directly adjacent structures with a value of at least 7
    • town can be build with just 3 tiles if one of them is the sanctuary
    • town gives a key to lock in top spot of a priest track
    • bridges can be used for directly connecting over water
      • this is their only use
      • they’re only available from the purple power market
  • get a favour tile for building a temple or sanctuary
  • end of each round gives a bonus powered by the priest track

Gain Points From

  • each round has a bonus scoring option
  • bonus for forming a town
  • advancing the shipping track
  • advancing the spade exchange rate track
  • end game bonus for largest count of connected tiles (indirectly adjacent)
  • end game bonus for ranking on priest tracks

Tips

  • at start of game digest your factions dig track and the good spots on the board to start in – starting areas are important
    • you want neighbouring tiles that are cheap to convert
    • you want other players nearby for purple power bonuses and cheaper upgrades
    • edges can be dangerous as you can be fenced in
    • overpopulation can be dangerous as you can be fenced in
  • at start of game digest which rounds give which scoring bonuses, in particular:
    • 5 points for towns
    • 5 points for stronghold/sanctuary
    • 3 points for trading house
  • at start of game digest which rounds give which end of round priest track bonuses, in particluar:
    • 1 coin for each brown
    • 1 worker for 2 red/2 silver
  • Purple power is important
    • sacrifice 1 purple power in bowl 2, to move a purple power from bowl 2 to 3
    • reduce purple power early on to use the market asap
    • with fewer purple power tokens they move around the bowls quicker
    • the purple power market is powerful
    • being first in the player order gives first access to the purple power market
  • focus on getting quantity of buildings out early on – uncovered buildings are income, this is the engine
  • stronghold upgrade early can be worthwhile depending on the faction
  • target the priest track in the second half of the game – many points live there
  • some favour tiles have added value early on:
    • give points for building or points at end of round for buildings
    • action space to advance priest track
    • reduce town power requirement to 6 (lot’s of points in towns, can be a strategy to try to build many)
    • extra income (power, worker, coin)

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