4.0
rating
Ludopedia
8.1
rating
BGG
Our Verdict
Perfect for those who already love the base game and want more variety in city rewards.
Highlights
- Increases bonus variety
- Interesting bonus for Fakirs
- Doesn't increase basic complexity
Keep in mind
- Very limited content
- Requires the base game
FOR GENRE FANS
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If you've already mastered the lands of Terra Mystica, you know that every single detail in the race for points and influence matters. This mini-expansion, which originally surfaced as a giveaway for fans at Spiel 2013, is a small 'seasoning' that adds four new Town tiles to the game, increasing the total number of possible Towns to 14. It might seem minor, but these new options introduce interesting dynamics to the table.
Here is the breakdown of what each tile does: the first one is great for those looking to jump ahead in the cults, granting 2 victory points and moving your marker two spaces forward on each of the four cult tracks, while also providing two Town Keys (allowing you to reach level 10 in two different tracks). Tiles 2 and 3 are versatile: they grant 4 victory points and allow you to advance one space on the shipping track, earning the points corresponding to that new level. A crucial detail: if the Fakirs take these tiles, they get a special bonus, allowing them to skip an extra space when using the Carpet Flight ability, which significantly boosts the faction's mobility. Finally, tile 4 is the 'cherry on top' for those hunting for raw points, delivering 11 victory points in one go.
Essentially, this content expands the scoring possibilities and the technological/religious progression of the base game without overcomplicating the rules. It's the kind of addition that doesn't change the game's core but offers new paths to victory and more competitiveness in the race for Town Keys. If you love optimizing every move and want more variety in city rewards, these tiles are the way to go.
Here is the breakdown of what each tile does: the first one is great for those looking to jump ahead in the cults, granting 2 victory points and moving your marker two spaces forward on each of the four cult tracks, while also providing two Town Keys (allowing you to reach level 10 in two different tracks). Tiles 2 and 3 are versatile: they grant 4 victory points and allow you to advance one space on the shipping track, earning the points corresponding to that new level. A crucial detail: if the Fakirs take these tiles, they get a special bonus, allowing them to skip an extra space when using the Carpet Flight ability, which significantly boosts the faction's mobility. Finally, tile 4 is the 'cherry on top' for those hunting for raw points, delivering 11 victory points in one go.
Essentially, this content expands the scoring possibilities and the technological/religious progression of the base game without overcomplicating the rules. It's the kind of addition that doesn't change the game's core but offers new paths to victory and more competitiveness in the race for Town Keys. If you love optimizing every move and want more variety in city rewards, these tiles are the way to go.
GALLERY
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Mechanics
Categories
Families
Publisher
Feuerland Spiele
Designer
Helge Ostertag, Jens Drögemüller
Artist
Dennis Lohausen
Do I need the base game to use this?
Yes, this is a mini-expansion. Without the Terra Mystica base game, the tiles serve no purpose.
Does this make the game more complex?
No. It simply adds new bonus options when claiming towns without changing the core mechanics.
What's in the box?
Just the four town tiles mentioned. It's very lean content.
What is the main advantage for the Fakirs?
They gain more mobility, allowing them to skip an extra space when using Carpet Flight.
Is it worth it for beginners?
I'd suggest focusing on the base game first. Once you master the rules, these tiles are a great upgrade.