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Governing Rules

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The best part in playing this digital counterpart of the Board Game is that the rules are automatically governed by the game itself – meaning, you don’t have to concern yourself with the plausible actions to take, as well as monitoring the player turn sequences, the resource conversion, and summarizing penalties and victory points. This in return makes playing the game a whole lot easier compared to the actual board game.

Plausible Actions

Every action is marked with a “x” whenever it is not available. This includes actions like:

Terraforming – becomes unavailable when your spades and current resources are insufficient to transform any adjacent terrain.

Shipping Upgrade – Upgrade your shipping to expand your terraforming reach. This option becomes unavailable upon use in every round, as well as when your resources are insufficient.

Spade Upgrade – Upgrade your spade so that it requires less workers. This option becomes unavailable when your resources are insufficient.

Upgrade Dwellings – Upgrade one of your structures to the next level. This option becomes unavailable when your resources are insufficient.

Use priest in the Cult track – Place a priest on one of the free cult track spots (and gained its advancement value) and lose it for the rest the game or return it to your bank for one point in a cult track of your choice. This option becomes unavailable when you don’t have any priests.

Spend Available Power – Spend power to use one of the available power actions including: building bridges, converting power to priest, workers, coins, or spade. This option becomes unavailable when your available power is insufficient.

Special Actions – Use one of the special actions currently available to you thanks to Favor Tiles, Scoring Tiles, actions granted by your stronghold , or your faction. Is primarily unavailable unless earned in the game or becomes unavailable once exhausted in the current round.

Round Pass - Pass and end this round for you. Exchange your bonus card. If you are the first to pass, you become the starting player on the next round.

There are instances too where the game governs applicable rules on compounding bonuses or conflicting abilities and mediates whenever they become somewhat confusing. For instance, the Nomads have to place their third Dwelling (their unique ability) after all players have placed their second one when starting the game. On the other hand, the Chaos Magicians place their only Dwelling after “all” other players have placed all of their Dwellings – then, if both factions are playing the game, it will automatically suggest the Nomad to place their third Dwelling prior to the Chaos Magicians’ only Dwelling. A simple game rule that is most of the time overlooked or confused with when live players play the actual Board Game.

Penalties too are automatically computed for. Deducted in your total outstanding victory points for the times (every new round) that you wish to earn the equivalent Power when your dwellings is adjacently placed in any number of other factions’ structures. Conversions and penalties in the live game are, most of the time, the cause of mis-computed final victory points, and are always a chore to be dealt with. Luckily, the game automatically computes and records all of these.

 
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