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Z-Man Games  |  SKU: ZMG71240

Terra Mystica

$59.95 CAD $79.95 CAD

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Description

Designers Jens Drögemüller
Helge Ostertag
Publisher Z-Man Games
Players 2-5
Playtime 60-150 mins
Suggested Age 12 and up
Honors
Expansions Terra Mystica: Fire & Ice/Feu & Glace
Terra Mystica: Mini Expansion 1 (English Edition)
Terra Mystica: 4 Town Tiles 
Terra Mystica: Die Händler (aka Terra Mystica: Merchants of the Seas) (German Import) 
Terra Mystica: Merchants of the Seas
Terra Mystica: Automa Solo Box
Accessories

Meeple Realty - Mystic Taverns ( compatible with TERRA MYSTICA™ )
Insert Here - Terra Mystica Organizer
The Broken Token - Mystical Terrain Organizer
E-Raptor - Organizer compatible with Terra Mystica
Broken Token - Mystical Terrain Player Overlays (5) 
Folded Space - Terra Mystica & Fire and Ice Expansion
Laserox - TerrArranger (Compatible with Terra Mystica)
Laserox - Terra Mystica Crate
The Dicetroyers - Terra Mystica (Italy Import)
The Dicetroyers - Terra Mystica All in (Italy Import)

Reimplemented By Gaia Project 
Terra Nova


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...