Bedlington

Terra Mystica

Pre-Game

Faction Selection

Kevin selects the Auren.

Bill selects the Engineers.

Martin selects the Chaos Magicians.

Chris selects the Swarmlings.

Initial Dwelling Placement

The Auren place a dwelling in M5.

The Engineers place a dwelling in G7.

The Swarmlings place dwellings at O7 and D4.

The Engineers place a dwelling at F3.

The Auren place a dwelling at I6.

The Chaos Magicians place a dwelling at M4.

Initial Bonus Tile Selection

The Swarmlings select the bonus tile that provides a priest as income.

The Chaos Magicians select the bonus tile that provides 4VP per stronghold or sanctuary on psssing and 2 workers income.

The Engineers select the bonus tiles that provies 3 power and 1 worker income.

The Auren select the bonus tile that provides 1VP per dwelling on passing and 2 coins income.

Turn 1

Income

The Auren collect 3 workers and 2 coins.

The Engineers collect 3 workers and 3 power.

The Chaos Magicians collect 4 workers.

The Swarmlings collect 4 workers and 1 priest.

Actions

The Auren spend 2 workers and 3 coins to upgrade the dwelling in M5 to a trading house.  The Chaos Magicians gain 1 power.

The Engineers spend 1 worker and 4 coins to upgrade the dwelling in G7 to a trading post.

The Chaos Magicians spend 2 workers and 3 coins to upgrade the dwelling in M4 to a trading house.  The Auren spend 1VP to gain 2 power.

The Swarmlings burn 4 power to spend 4 power for 1 shovel, converting N7 to lake and spending 2 workers and 3 coins to build a dwelling there.

The Auren spend 4 workers and 6 coins to upgrade the trading house in M5 to a stronghold, gaining 5VP and taking the favor tile that advances 2 spaces in the water cult, gaining 1 power, and provides an action to advance 1 space in any cult.  The Chaos Magicians spend 1VP to gain 2 power.

The Engineers spend 1 worker and 4 coins to upgrade the dwelling at F3 to a trading post.

The Chaos Magicians spend 4 workers and 4 coins to upgrade the trading post in M4 to a stronghold, gaining 5VP.  The Auren spend 2VP to gain 3 power.

The Swarmlings commit a priest to the Fire cult, gaining 3 spaces and 1 power.

The Auren use their stronghold action to advance 2 spaces in the Water cult, gaining 2 power.

The Engineers pass, taking the bonus tile that provides an action to move one space in any cult and 4 coins income, plus 1 coin.

The Chaos Magicians pass, gaining 4VP, taking the bonus tile that provides an additional ship plus 3 power income, plus 1 coin.

The Swarmlings spend 3 workers for a shovel to convert D3 to a lake, then spends 2 workers and 3 coins to build a dwelling there.

The Auren use their boon tile action to advance 1 space in the Air cult.

The Swarmlings spend 3 workers and 8 coins to upgrade the dwelling in D4 to a trading post.

The Auren burn 1 power to gain 1 power, then spend 4 power for 2 workers.

The Swarmlings pass, taking the bonus tile that provides 4VP per stronghold and sanctuary upon passing and 2 workers income.

The Auren pass, taking the bonus tile that provides 3 power and 1 worker income.

Cult Bonuses and Cleanup Phase

The Chaos Magicians gain 1 worker and the Swarmlings gain 2 workers.

Turn 2

Income

The Engineers collect 8 coins and 2 power.

The Chaos Magicians collect 3 workers and 3 power.

The Swarmlings collect 7 workers, 2 coins, and 2 power.

The Auren collect 3 workers and 5 power.

Actions

The Engineers spend 2 workers to build a bridge between G7 and E6.

The Chaos Magicians use their stronghold action to take a double turn.  First they spend 1 worker and 2 coins to place a dwelling in K4, gaining 2VP.  Then they spend 3 workers for a shovel to convert L3 to wasteland, then spend 1 worker and 2 coins to place a dwelling there, gaining 2VP.

The Swarmlings spend 5 workers and 8 coins to upgrade the trading post in D4 to a stronghold.

The Auren use their stronghold action to advance 2 spaces in the Water cult, gaining 2 power.

The Engineers use their bonus tile action to advance 1 space in the Earth cult.

The Chaos Magicians spend 1 worker and 2 coins to place a dwelling in L1, gaining 2VP.

The Swarmlings use their stronghold action to upgrade the dwelling in N7 to a trading post.

The Auren use their favor tile action to advance 1 space in the Air cult, gaining 1 power.

The Engineers pass, taking the bonus tile that provides 1VP per dwelling on passing and 2 coins income, and gaining 1 coin.

The Chaos Magicians pass, taking the bonus tile that provides 2VP per trading post on passing and 1 worker income, and gaining 2 coins.

The Swarmlings pass, taking the bonus tile that provides an action to advance 1 step in any cult plus 4 coins income.

The Auren spend 4 power for 1 shovel and use it on I5 to convert it to forest, then spend 1 worker and 2 coins for a dwelling there, gaining 2VP.

The Auren pass, taking the bonus tile that provides +1 ship range and 3 power income.

Cult Bonuses and Cleanup Phase

The Swarmlings gain 4 power.

Turn 3

Income

The Engineers collect 6 coins and 2 power.

The Chaos Magicians collect 7 workers.

The Swarmlings collect 4 workers, 6 coins, and 6 power.

The Auren collect 3 workers and 5 power.

Actions

The Engineers spend 4 power for 1 shovel, using it to convert E6 to mountain, then spend 1 worker and 2 coins to place a dwelling there.

The Chaos Magicians use their stronghold action to take a double turn.  First they convert 1 power to 1 coin and spend 2 workers and 6 coins to upgrade the dwelling in L3 to a trading post, gaining 3VP.  Then they pass, gaining 2VP and taking the bonus tile that provides 4VP per stronghold or sanctuary and 2 workers income, and gaining 1 coin.

The Swarmlings spend 3 power for a priest.

The Auren use their favor tile action to advance 1 step in the Air cult.

The Engineers pass, gaining 1VP, and take the bonus tile that provides 3 power and 1 worker income, gaining 1 coin.

The Swarmlings burn 1 power to gain 1 power, then spend 4 power to gain 7 coins.

The Auren spend 3 workers for a shovel and use it to transform N6 to forest, then spend 1 worker and 2 coins to place a dwelling there.  The Swarmlings spend 2VP to gain 3 power.

The Swarmlings use their bonus tile action to advance 1 space in the Fire cult, gaining 2 power.

The Auren use their stronghold action to advance 2 space in the Air cult, gaining 2 power.

The Swarmlings use their stronghold action to upgrade the dwelling in D3 to a trading post, gaining 3VP.

The Auren spend 2 workers and 3 coins to upgrade the dewlling in N6 to a trading house, gaining 3VP.  The Swarmlings spend 2VP to gain 3 power.

The Swarmlings spend 3 workers and 6 coins to upgrade the trading house in D3 to a temple, taking the favor tile that allows cities with 6 points of buildings and advancing 2 spaces in the Fire cult, gaining 2 power.

The Auren pass, taking the bonus tile that provides 1 priest income and gaining 2 coins.

The Swarmlings spend 2 workers, 1 priest, and 5 coins to reduce the cost of shovels to 2 workers, gaining 6VP.

The Swarmlings spend 2 workers for a shovel and use the shovel to convert C4 to lake, convert 1 worker into a coin and spend 2 workers and 3 coins to place a dwelling there.

The Swarmlings pass, taking the bonus tile that provides 1VP per dwelling on passing and 2 coins income.

Cult Bonuses and Cleanup Phase

The Auren gain 1 shovel and use it to convert I4 to forest.

Turn 4

Income

The Chaos Magicians collect 7 workers, 2 coins, and 1 power.

The Engineers collect 2 workers, 4 coins and 5 power.

The Auren collect 3 workers, 2 coins, 1 priest, and 3 power.

The Swarmlings collect 4 workers, 4 coins, 1 priest, and 4 power.

Actions

The Chaos Magicians use their stronghold action to take a double turn.  First they convert 2 workers to coins, spend 2 workers and 5 coins to upgrade the trading post at L3 to a temple taking the favors that allow a city to be formed with 6 points and advancing 2 spaces in the Fire cult and the tile that advances 3 spaces in the Fire cult, gaining 5 power.  Second, they spend 4 power to gain 7 coins.

The Engineers spend 1 worker and 1 coin for a dwelling in D6.

The Auren spend 6 power for 2 shovels and use them to convert N5 to forest, then spend 1 worker and 2 coins to place a dwelling there.  The Chaos Magicians spend 2VP to gain 3 power.

The Swarmlings commit a priest to the Air cult, gaining 3 spaces.

The Chaos Magicians convert 1 power into a coin then spend 4 workers and 8 coins to upgrade the temple in L3 to a sanctuary, gaining 5VP and taking the favor tiles that provide 4 power income and advancing 2 steps in the Air cult, and the tile that advances 3 steps in the Air cult, gaining 3 power.

The Engineers pass, taking the bonus tile that increaes shipping and provides 3 power income, and gaining 1 coin.

The Auren use their stronghold action to advance 2 spaces in the Air cult, gaining 2 power.

The Swarmlings spend 3 power to gain a priest.

The Chaos Magicians pass, gaining 8VP and taking the bonus tile that provides 2VP per trading post and 1 worker income, gaining 1 coin.

The Auren burn 3 power to gain 3 power, spend 3 power for 1 worker, spend 3 workers for a shovel to transform O5 into forest, then spend 1 worker and 2 coins to place a dwelling there, establishing a town and gaining 5VP and 6 coins.

The Swarmlings spend 4 power for a shovel to transform C5 to a lake, then spend 2 workers and 3 coins to place a dwelling there, establishing a town, gaining 5VP, 6 coins, and 3 workers.

The Auren commit a priest to the Air cult, gaining 2 spaces and 3 power.

The Swarmlings commit a priest to the Air cult, gaining 2 spaces and 2 power.

The Auren use their favor tile action to advance 1 space in the Water cult.

The Swarmlings use their stronghold action to upgrade the dwelling in O7 to a trading post.  The Auren spend 1VP to gain 2 power.

The Auren pass, taking the bonus tile that provides an action to advance 1 space in any cult and 4 coins income, gaining 1 coin.

The Swarmlings spend 3 workers and 6 gold to upgrade the trading post in O7 to a temple, taking the favor tile that advances 2 spaces in the Water cult and provides an action to advance 1 space in any cult, gaining 1 power.  The Auren spend 1VP to gain 2 power.

The Swarmlings use their favor tile action to gain 1 space in the Water cult.

The Swarmlings pass, gaining 2VP and taking the bonus tile that provides 4VP per sanctuary or stronghold and 2 workers income.

Cult Bonuses and Cleanup Phase

The Chaos Magicians gain 2 workers, the Auren gain 5 workers, and the Swarmlings gain 3 workers.

Turn 5

Income

The Engineers collect 2 workers, 4 coins and 5 power.

The Chaos Magicians collect 6 workers, 1 priest, and 4 power.

The Auren collect 5 workers, 6 coins, and 3 power.

The Swarmlings collect 6 workers, 2 coins, 2 priests, and 6 power.

Actions

The Engineers spend 3 power to gain a priest.

The Chaos Magicians spend 4 power to gain 7 coins.

The Auren spend 1 worker and 2 coins to build a dwelling in I4.

The Swarmlings commit a priest to the Fire cult, gaining 2 spaces.

The Engineers spend 2 workers, 1 priest, and 5 coins to reduce the cost of shovels to 2 workers, gaining 6VP.

The Chaos Magicians spend 6 workers for 2 shovels to convert N4 to wasteland, then spend 1 worker and 2 coins to place a dwelling there, establishing a town, gaining 6VP and 8 power.  The Auren spend 1VP to gain 2 power.

The Auren spend 3 power for a bridge from I4 to J3.

The Swarmlings use their favor tile action to advance 1 space in the Fire cult, gaining 3 power.

The Engineers pass, taking the bonus tile that provides 1 priest income, and gains 1 coin.

The Chaos Magicians spend 2 workers and 3 coins to upgrade the dwelling in N4 to a trading post, gaining 3VP.

The Auren spend 1 worker and 2 coins to build a dwelling in J3.  The Chaos Magicians gain 1 power.

The Swarmlings burn 1 power to gain 1 power, spend 6 power for 2 shovels to convert O8 to a lake, then spend 2 workers and 3 coins to place a dwelling there.

The Chaos Magicians commit a priest to the Air cult, gaining 2 spaces and 2 power.

The Auren spend 2 workers and 3 coins to upgrade the dwelling in J3 to a trading post, gaining 3VP.  The Chaos Magicians gain 1 power.

The Swarmlings commit a priest to the Earth cult, gaining 3 spaces and 1 power.

The Chaos Magicians spend 4 power to gain 2 workers.

The Auren spend 2 workers and 5 coins to upgrade the trading post in J3 to a temple, taking the bonus tile that allows towns with 6 building points and gaining 2 spaces in the Fire cult.  The Chaos Magicians gain 1 power.

The Swarmlings use their stronghold action to upgrade the dwelling in O8 to a trading post, gaining 3VP.

The Chaos Magicians use their stronghold action to take a double turn.  First they spend 2 workers and 3 coins to upgrade the dwelling in K4 to a trading post, gaining 3VP, then they pass, gaining 4VP and taking the bonus tile that provides 1VP per dwelling and 2 coins income, and gaining 1 coin.

The Auren spend 1 worker and 2 coins to place a dwelling in H3, establishing a town, gaining 6VP and 8 power.

The Swarmlings convert 3 workers into coins, spend 2 workers and 3 coins for a dwelling in O9, creating a town, gaining 3 workers and taking the town marker that provides 8VP and advances 1 step in each cult, gaining 6 power.

The Auren spend 5 power for a priest, then use their stronghold action to gain 2 spaces in the Water cult, gaining 3 power.

The Swarmlings convert 4 workers into coins and spend 3 workers and 4 coins to upgrade the dwelling in C5 to a trading post, gaining 3VP.  The Engineers gain 1 power.

The Auren use their bonus tile action to advance 1 space in the Fire cult, gaining 1 power.

The Swarmlings pass, gaining 4VP, and take the bonus tile that provides 2VP per trading post and 1 worker income.

The Auren use their favor tile action to advance 1 space in the Fire cult.

The Auren pass, taking the bonus tile that provides 3 power and 1 worker income, and gaining 1 coin.

Cult Bonuses and Cleanup Phase

The Chaos Magicians use 1 shovel. to convert M2 to wasteland.  The Auren use 2 shovels to convert J2 to forest.  The Swarmlings use 1 shovel to convert P9 to lakes.

Turn 6

Income

The Engineers collect 2 workers, 4 coins 1 priest, and 2 power.

The Chaos Magicians collect 4 workers, 1 priest, 6 coins, and 6 power.

The Swarmlings collect 5 workers, 2 priests, 6 coins, and 5 power.

The Auren collect 7 workers, 2 coins, 1 priest, and 6 power.

Actions

The Engineers spend 1 worker and 4 coins to upgrade the trading post in G7 to a temple, taking the favor tile that provides 1 power and 1 worker income and advancing 2 spaces in the Earth cult, gaining 1 power.

The Chaos Magicians use their stronghold action to take a double turn, spending 3 power to gain a priest and 4 power to gain 7 coins.

The Swarmlings spend 3 power to build a bridge from D3 to C1.

The Auren spend 1 worker and 2 coins to build a dwelling in J2, gaining 2VP.

The Engineers spend 1 worker and 4 coins to upgrade the trading post in J3 to a temple, taking the favor tile that provides 4 power income and advancing 2 steps in the Air cult.

The Chaos Magicians spend 1 priest and 4 coins to improve their shipping range, gaining 2VP.

The Swarmlings spend 2 workers for a shovel to convert C1 to lake, then spend 2 workers and 3 coins to place a dwelling there, gaining 2VP.

The Auren use their favor tile action to advance 1 space in the Fire cult, gaining 1 power.

The Engineers spend 4 power to gain 2 workers.

The Chaos Magicians spend 1 priest and 4 coins to improve their shipping range, gaining 3VP.

The Swarmlings spend 2 workers and 3 coins to place a dwelling at D1, gaining 2VP.

The Auren convert 3 power to 3 coins, then spend 1 priest and 4 coins to upgrade their shipping, gaining 2VP.

The Engineers spends 2 workers for a shovel to convert E5 to mountains, then spend 1 worker and 1 coin to build a dwelling there.  The Swarmlings spend 2 VP to gain 3 power.

The Chaos Magicians spend 3 workers for a shovel to convert I2 to wasteland, then spend 1 worker and 2 coins to place a dwelling there, gaining 2VP.

The Swarmlings commit a priest to the Earth cult, gaining 2 spaces and 2 power.

The Auren convert 4 workers into 4 coins then spend 1 priest and 4 coins to upgrade their shipping range, gaining 3VP.

The Engineers pass.

The Chaos Magicians spend 1 worker and 2 coins to build a dwelling in I1, gaining 2VP.  The Auren gain 1 power.

The Swarmlings commit their priest to the Earth cult, gaining 2 spaces.

The Auren convert 2 workers to coins and spend 1 worker and 2 coins to place a dwelling in J1, gaining 2VP.  The Chaos Magicians gain 1 power.

The Chaos Magicians spend 1 worker and 2 coins to place a dwelling in F1, gaining 2VP.

The Swarmlings use their favor tile action to advance 1 step in the Earth cult, gaining 1 power.

The Auren use their stronghold action to advance 2 spaces in the Fire cult, gaining 2 power.

The Chaos Magicians convert 2 power into 2 coins, then spend 1 worker and 2 coins to place a dwelling in M2, gaining 2VP.

The Swarmlings use their stronghold action to upgrade the dwelling in C4 to a trading post.

The Auren burn 1 power to gain 1 power, convert 6 power to coins, and spend 2 workers and 6 coins to upgrade the dwelling in H3 to a trading post.

The Chaos Magicians pass, gaining 5VP.

The Swarmlings pass, gaining 8VP.

The Auren pass.

End of Game and Final Scoring

Cults

In the Fire cult, the Swarmlings gain 8VP, the Aren and Chaos Magicians each gain 3VP.

In the Water cult, the Auren gain 8VP and the Swarmlings gain 4VP, and the Engineers and Chaos Magicians each gain 1VP.

In the Earth cult, the Swarmlings gain 8VP, the Engineers gain 4VP, and the Auren and Chaos Magicians gain 1VP.

In the Air cult, the Auren gain 8VP, the Swarmlings and Chaos Magicians each gain 3VP.

Areas

The Auren have a total of 16 points of buildings adjacent, the Chaos Magicians have 15, the Swarmlings have 11, and the Engineers have 5, so the Auren gain 18VP, the Chaos Magicians 12VP, and the Swarmlings 6VP.

Totals


Auren

Engineers

Chaos Magicians

Swarmlings

Victory Points

47

29

84

60

City

18

0

12

6

Cults

20

5

8

23

Resources

0

5

0

2

Total

85

39

104

91

Congratulations to Martin Burgdorf on his victory!

End of Game Statements

Chris Geggus (Swarmlings):  A fair spread of points, but well done to Martin as the clear winner. I never seem able to get a plan up and running in these games, so usually end up scraping the odd point wherever I can get it. One day maybe? Thanks to Chris once again.

Kevin Wilson (Auren): Congrats to Martin on a runaway win.  He was off to a strong start getting that stronghold on turn 1 and never looked back.  The rest of us chased him the remainder of the game, without much hope or chance.  It became a race for 2nd and I came up just short.  My focus on the town/city and cult tracks just couldn’t close the gap to him but almost closed it to Geggs.  Maybe next time.

Thanks to Chris for running the game, as always well done and loads of fun.

The Players

Player

Order

Faction

Cash

Workers

Priests

Power: Bowl 1

Power: Bowl II
Power: Bowl III
Kevin Wilson
Auren
0
0
0
6
1
0
Bill Scharf
Engineers
16
0
1
4
8
0
Martin Burgdorf

Chaos Magicians
0
0
0
8
4
0
Chris Geggus
Swarmlings
0
0
0
0
0
6
 
Map

Cult BoardFavor Tiles

Auren
Engineers

Chaos Magicians

Swarmlings