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Full rulebook
Browse the manual or download the original PDFFull manual text available to read Open text
• Each Faction may place only one special landscape!
• Unless stated otherwise, the special landscape may be placed during the Action phase instead of a regular Terrain tile when transforming Terrain into your Home Terrain.
• You may not place the special landscape during the Cult Bonus phase.
• The special landscape is considered a Structure with a Power value of 1:
• It counts towards forming a Town.
• You get Power when another player builds next to it.
• The other players get Power when you place it directly adjacent to their Structures (or special landscape).
• It counts towards the Area Scoring and the Final Scoring tiles.
• Unless stated otherwise, the special landscape is not considered any of the existing types of Structures. Especially, it is not considered a Dwelling and, therefore, any tiles providing Victory points for Dwellings (or any other Structure for that matter) do not provide any for the special landscape.
• The special landscape cannot be upgraded into another Structure. Once you have placed it, it will remain there for the rest of the game.
• When taking the “2 Spades” Power action, if you use the first Spade to transform a Terrain space into the special landscape, you may not use the second Spade to transform a Terrain space that is solely adjacent to the special landscape.
GENERAL RULES
SPECIAL LANDSCAPES IN DETAIL
– Special Landscapes
Tree of Serenity
Prerequisite: none
Once the Tree of Serenity is placed, every time the Auren advance to space 10 of a Cult, they get 4 Victory points.
WITCHES
Raven's Blunder
Prerequisite: 2 Temples
When Raven's Blunder is placed, every time the Witches found a new Town, they must choose between gaining 5 Victory points as usual or advancing 3 steps on a Cult track of their choice.
DARKLINGS
Camp
Prerequisite: Stronghold
The Camp counts as a Dwelling (so tiles providing Victory points for Dwellings also provide them for the Camp). The Camp cannot be upgraded.
ALCHEMISTS
Gloomy Workshop
Prerequisite: Stronghold
After placing the Gloomy Workshop, the Alchemists may immediately and only once do both, advance on the Shipping track and/or lower the Exchange rate for Spades, without paying the Priest cost. They must pay the other resources; and they gain Victory points as usual.
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CULTISTS
The Cult Palace does not provide any additional benefit during the
game. During Cult Scoring, the Cultists break ties, i.e. they are
supposed to be half a step ahead of where they actually are in each
Cult.
DWARVES
With the Great Tunnel as the starting point, the Dwarves may Tunnel through 2 Terrain spaces instead of just 1. Every time they
get Spades as a Cult Bonus, they may Tunnel to spend these Spades (and not paying Workers for that Tunneling).
HALFLINGS
Driller
Prerequisite: Stronghold
The Halflings pay a total of 1 fewer Spade (but at least 1)
every time they transform a Terrain space that is directly adjacent to the Driller.
ENGINEERS
When the Bridge Tower is placed, the Engineers gain the ability to build so-called Land Bridges. A Land Bridge must start at one of the six corners
of the Bridge Tower and leads along the shared edge of the two Terrain spaces adjacent to that corner. The Engineers must place an actual Bridge piece on that edge. It does not matter whether or not one of these Terrain spaces is a River space; and it does not matter whether or not one or both
of these Terrain spaces are occupied by Structures (regardless of whose Structures they are). For instance, a Land Bridge may allow the Engineers to ”break through“ an impassible barrier of opponent Structures.
Land Bridges do not interfere with the adjacency of the Structures on the bordering Terrain spaces.
Land Bridges count as normal Bridges with regard to the Bridge scoring once the Stronghold is built
(i.e. they provide 3 Victory points if the condition for that is met).
MERMAIDS
Coral Reef
Prerequisite: none
The Coral Reef must be placed on a River space that is directly
adjacent to a Mermaid Structure. It does not prevent other players from using that River space for expansion or indirect adjacency.
Shipping works with the
Coral Reef as with any other Structure.
SWARMLINGS
Breeding Ground
Prerequisite: Sanctuary
Breeding Ground allows a Town to grow even bigger while gaining additional Town tiles:
• At a total Power value of 14, the Town becomes a City, gaining its second Town tile.
• At a total Power value of 21, the City becomes a Metropolis, gaining its third Town tile.
• At a total Power value of 28, the Metropolis becomes a Megacity, gaining its fourth Town tile.
With the appropriate Favor tile (”2 Fire“), these values decrease to 12, 18, and 24, respectively.
1 Spade
Special Cost:
Cult Palace
Prerequisite: none
Great Tunnel
Prerequisite: none
Bridge Tower
Prerequisite: none
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NOMADS
Trading Camp
Prerequisite: Trading House
Special Cost: Transforming or Sandstorm
Every time another player builds next to the Trading Camp, the Nomads may either take Power at the normal rate or take exactly 1 Coin from the general supply. If they take the Coin, they do not lose any Victory points.
ICE MAIDENS
Winterfall
Prerequisite: none
When Winterfall is placed, the Ice Maidens get 1 Spade every time they build a Temple. When they do, they must spend the Spade immediately.
CHAOS MAGICIANS
Chaos Portal
Prerequisite: Stronghold
Free placement when building their Stronghold.
When the Chaos Magicians build their Stronghold, they may immediately place the Chaos Portal on a free Wasteland space of their choice, anywhere on the game board.
FAKIRS
Flight School
Prerequisite: none
When the Flight School is placed, the Fakirs get 2 Coins every time they use their Carpet Flight.
YETIS
Frozen Peak
Prerequisite: none
When the Frozen Peak is placed, the Yetis may immediately and only once place 2 Power tokens from the general supply in Bowl III.
GIANTS
Cave of Wisdom
Prerequisite: Temple
When the Cave of Wisdom is placed, the Giants may immediately and only once lower the Exchange rate for Spades at no cost by moving their marker on the Exchange track up one space. If they do, they gain the normal 6 Victory points.
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ACOLYTES
Altar of Sacrifice
Prerequisite: none
Special Cost: Transforming any
Terrain type (except Ice) by moving 3 steps down on a Cult track.
Once the Altar of Sacrifice is placed, the Acolytes also gain
Power when passing Power thresholds while moving down on
the Cult tracks.
RIVER
WALKERS
Floating Palace
Prerequisite: none
Special Cost: 1 Priest
The Floating Palace must be placed on a River space that is directly
adjacent to a Riverwalker Structure. It does not prevent other players from
using that River space for expansion or indirect adjacency. Shipping works
with the Floating Palace as with any other Structure.
DRAGON
LORDS
Lava Pond
Prerequisite:
Sanctuary
When the Lava Pond is placed, at the start of every round,
the Dragonlords may place 1 Power token from the general
supply in Bowl III.
SHAPE
SHIFTERS
Spectral Polestar
Prerequisite: none
When the Spectral Polestar is placed, the Shapeshifters may
immediately and only once shift to any non-opponent Home
Terrain at no cost.
CREDITS:
TERRA MYSTICA is a game by Helge Ostertag and Jens Drögemüller.
These rules were compiled by the community at boardgamegeek.com.
Feel free to use them as you wish. They are still subject to change and
you are welcome to share your experience with them at boardgamegeek.com.
The rules were contributed by:
Bastian Fritsch (Cultists), Davide Malvestuto (Yetis), Eduardo ”Melendor" Andrade (Riverwalkers), Helge
Ostertag (Chaos Magicians, Fakirs, Giants, Engineers, Nomads, Swarmlings), Grovast (Shapeshifters), Luke
Snijders (Acolytes ), Mark Savic (Witches), Michael McGeachie (Ice Maidens), Minjae Kim (Halflings),
Skyswooper (Darklings, Mermaids), SpaceTrucker (Alchemists, Auren, Dwarves), valleyss (Dragonlords )
Art: Stephanie Böhm
Layout: Christof Tisch
Translation: Grzegorz Kobiela
Feuerland Verlagsgesellschaft mbH
Wilhelm-Reuter-Str. 37
65817 Eppstein-Bremthal
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