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Terra Mystica



Terra Mystica
In Terra Mystica, players control one of fourteen different groups in a competition to expand their territory and develop their skills. Groups have different abilities and must develop their skills in order to be successful. There are four religious cults in the game, each with its own abilities. Players must also develop their skills in order to expand their territory and develop their religion. ... more details
Key Features:
  • 14 different groups with different abilities and skills
  • 4 religious cults with unique abilities
  • Strategic game with little luck


R1 950.00 from Loot.co.za

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Features
Brand Unbranded
Manufacturer Z-Man Games
Model Number 0681706712406
Description
In Terra Mystica, players control one of fourteen different groups in a competition to expand their territory and develop their skills. Groups have different abilities and must develop their skills in order to be successful. There are four religious cults in the game, each with its own abilities. Players must also develop their skills in order to expand their territory and develop their religion. Buildings can be upgraded, and players must also develop their skills in order to expand their territory and develop their religion. Terra Mystica is a strategic game with little luck that rewards planning.

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 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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