Terra Mystica + Vuur en Ijs (NL) Bundle:
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.
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…
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.
Terra Mystica Vuur en Ijs:
Terra Mystica: Fire & Ice has the original factions brace themselves for new competitors: Yetis – the masters of power, Ice Maidens – who adore their Temples, Acolytes – whose entire life is focused on the cults, and Dragonlords – who use their power to create volcanoes.
And as if this wasn’t enough, there are two more factions, Shapeshifters and Riverwalkers, who ignore the most basic of rule of one faction, one terrain type. (Inconceivable to the Halflings!)
Traditional factions brace themselves for new competitors as fire and ice descend upon the world of Terra Mystica. Terrifying Yetis, frosty Ice Maidens, devoted Acolytes, and mighty Dragonlords seek to make their mark in the Fire & Ice expansion. With homes in the new Ice and Volcano terrain types, these factions alter the landscape drastically.
This expansion also introduces Shapeshifters and Riverwalkers, who ignore the most basic of rules: one faction, one terrain type! Build your stronghold and change your home terrain as Shapeshifters, or unlock new terrain to settle as Riverwalkers.
Each of the six new factions adds its own strategic depth and tactical options to immerse you once more in the magical realm of Terra Mystica.
A Shifting Landscape
On top of new factions, Fire & Ice includes a bevy of options that add new twists to your Terra Mystica games. Play with the new board which provides fresh challenges in a revamped starting terrain layout as well as new rivers. Create competition by selecting faction options randomly, then auctioning them off to the highest bidder.
Once the game is underway, mix up the turn order each round for even more strategic options. When playing with variable turn order, the first player to pass becomes the first player the next round.
Finally, use Final Scoring tiles to create new goals to work toward. Great changes are taking place throughout the land. Rally your faction and prepare for Fire & Ice.