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Terra Mystica box art
Rich game profile

Terra Mystica

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...

Players

2-5

Time

60-150

Age

12+

Weight

3.97

Rating

8.07

Should this hit the table?

Quick read before the metadata.

Terra Mystica has a moderate level of direct confrontation and strategic depth in confrontation. Players need to be aware of and react to others' strategies and turns fairly frequently. While there is some level of cooperation required, it is not a major emphasis in the game. Overall, Terra Mystica has a good level of player interaction.

Teach 2.3

Teaching signal

Replay 4.0

High replayability

Interaction 3.7

Highly interactive

Scaling 4.0

Scales well

Strategy 4.5

Deep strategy

Control 4.3

More strategic control

Table feel

Terra Mystica has a moderate level of direct confrontation and strategic depth in confrontation. Players need to be aware of and react to others' strategies and turns fairly frequently. While there is some level of cooperation required, it is not a major emphasis in the game. Overall, Terra Mystica has a good level of player interaction.

Replay value

Terra Mystica has a high replayability score due to its variability in gameboard, expansions available, strategic depth, scalability, and moderate easiness to learn.

Luck profile

Terra Mystica has a low influence of luck. Random elements have minimal impact on the game outcome, and players have substantial ability to mitigate randomness through strategic decisions and planning. The game outcome is primarily determined by player strategy and decisions, with luck playing a minor role.

Overview

What ABG knows about this game

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 full information game, without any 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) Wasteland (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 FAQ

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