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Terra Mystica

Pre-Game

Faction Selection

Kevin C. selects the Witches.

Bill selects the Halflings.

Christopher selects the Chaos Magicians.

Chris selects the Fakirs.

Kevin W. selects the Swarmlings.

Initial Dwelling Placement

The Witches place a dwelling in I6.

The Halflings place a dwelling in M6.

The Fakirs place a dwelling in H6.

The Swarmlings place dwellings at D4 and O5.

The Fakirs place a dwelling at E4.

The Halflings place a dwelling in H5.

The Witches place a dwelling in M5.

The Chaos Magicians place a dwelling in M4.

Initial Bonus Tile Selection

The Swarmlings select the bonus tile that provides a 4VP per stronghold or sanctuary on passing and 2 workers income.

The Fakirs select the bonus tile that provides 3 power and 1 worker income.

The Chaos Magicians select the bonus tile that provides 1 priest income.

The Halflings select the bonus tile that provides 2VP per trading house upon passing and 1 worker income.

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

Turn 1

Income

The Witches collect 3 workers and 2 coins.

The Halflings collect 4 workers.

The Chaos Magicians collect 2 workers and 1 priest.

The Fakirs collect 4 workers and 3 power.

The Swarmlings collect 6 workers.

Actions

The Witches spend 3 workers for a shovel to convert I5 to forest, then spend 1 worker and 2 coins to place a dwelling there.  The Halflings gain 1 power.

The Halflings spend 2 workers and 3 gold to upgrade the dwelling in M6 to a trading house.  The Witches gain 1 power.

The Chaos Magicians commit a priest to the Air cult, gaining 3 spaces and 1 power.

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

The Swarmlings burn 4 power to gain 4 power, then spend 4 power for a shovel to transform D3 to a lake, then spend 2 workers and 3 coins to build a dwellling there.  The Fakirs gain 1 power.

The Witches spend 2 workers and 3 coins to upgrade the dwelling in I4 to a trading house.  The Halflings gain 1 power.

The Halflings spend 2 workers and 5 coins to upgrade the trading house in M6 to a temple, taking the favor tile that grants 1 worker and 1 power income and gaining 2 steps in the Earth cult and 1 power.  The Witches gain 1 power.

The Chaos Magicians burn 4 power to gain 4 power, then spend 4 power to gain 2 workers.

The Fakirs spend 2 workers and 3 coins to upgrade the dwelling in E4 to a trading house.  The Swarmlings spend 1VP to gain 2 power.

The Swarmlings spend 3 workers and 4 coins to upgrade the dwelling in D4 to a trading house.  The Fakirs spend 1VP to gain 2 power.

The Witches pass, gaining 2VP and taking the bonus tile that provides an action to advance in any cult and 4 coins income, and gaining 1 coin.

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

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

The Fakirs spend 4 workers and 10 coins to upgarde the trading house in E4 to a stronghold, gaining 5VP.  The Swarmlings spend 2VP to gain 3 power.

The Swarmlings spend 5 workers and 8 coins to upgrade the trading house in D4 to a stronghold, gaining 5VP.  The Fakirs spend 2VP to gain 3 power.

The Chaos Magicians spend 2 workers and 5 coins to upgrade the trading house in M4 to a temple, taking the favors that provide 2 spaces in the Air cult (2 power gained) and 4 power income and 2 spaces in the Earth cult and 1 power and 1 worker income.  The Witches gain 1 power.

The Fakirs burn 3 power to gain 3 power then spend 3 power for a priest.

The Swarmlings use their stronghold action to upgrade the dwelling in D3 to a trading house.  The Fakirs spend 2VP to gain 3 power.

The Chaos Magicians spend 3 workers for a shovel to convert L3 to wasteland, then spend 1 worker and 2 coins to build a dwelling there.

The Fakirs spend a priest for a Carpet Flight to E1, spending 1 worker and 2 coins to place a dwelling there and gaining 4VP.

The Swarmlings convert 1 worker to a coin, then spend 3 workers and 6 coins to upgrade the dwelling in D3 to a temple.  The Fakirs spend 2VP to gain 3 power.  The Swarmlings select the favor tile that provides 3VP for placing a trading house and advance 1 step in the Water cult.

The Chaos Magicians pass, taking the bonus tile that provides +1 shipping range and 3 power income, and gaining 1 coin.

The Fakirs pass, taking the bonus tile that provides 6 coins income and gaining 1 coin.

The Swarmlings pass, gaining 4VP and taking the bonus tile that provides 3 power and 1 worker income.

Cult Bonuses and Cleanup

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

Turn 2

Income

The Witches collect 3 workers, 6 coins, and 1 power.

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

The Chaos Magicians collect 3 workers, 1 priest, and 8 power.

The Fakirs collect 3 workers, 6 coins, and 1 priest.

The Swarmlings collect 4 workers, 1 priest, and 7 power.

Actions

The Witches spend 4 workers and 6 coins to upgrade the trading house in I5 to a stronghold.  The Halflings gain 1 power.

The Halflings spend 2 workers, 1 priest, and 1 gold to reduce the cost of shovels to 2 workers, gaining 6VP.

The Chaos Magicians burn 1 power to gain 1 power, then spend 3 power to gain a priest.

The Fakirs spend a priest for a Carpet Flight to J5, then spend 1 worker and 2 coins to build a dwelling there.  The Witches spend 2VP to gain 3 power.

The Swarmlings spend 4 power for 7 coins.

The Witches use their stronghold action to take a Witches' Ride and place a dwelling in H3.

The Halflings spend 2 workers for a shovel, gaining 1VP, use the shovel to transform G5 to farmland, and spend 1 worker and 2 coins to build a dwellilng there.  The Fakirs gain 1 power.

The Chaos Magicians spend 1 worker and 2 coins to place a dwelling in K4.

The Fakirs spend 2 workers and 3 coins to upgrade the dwelling in J5 to a trading house, gaining 3VP.  The Witches spend 2VP to gain 3 power.

The Swarmlings use their stronghold action to upgrade the dwelling in O5 to a trading house, gaining 6VP.

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

The Halflings burn 2 power to gain 2 power, spend 4 power for 2 workers, and spend 2 workers and 3 coins to upgrade the dwelling in H5 to a trading house, gaining 3VP.  The Witches spend 3VP to gain 4 power and the Fakirs gain 1 power.

The Chaos Magicians commit a priest to the Fire cult, gaining 3 spaces and 3 power.

The Fakirs pass, taking the bonus tile that provides 4VP per stronghold or sanctuary on passing and 2 workers income, and gains 1 coin.

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

The Witches spend 3 power for a worker, 4 power for a shovel to convert I4 to forest, then spend 1 worker and 2 coins to build a dwelling there.  The Fakirs spend 1VP to gain 2 power.

The Halflings pass, taking the bonus tile that provides 6 coins income.

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

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

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

The Chaos Magicians convert 1 worker to 1 coin, burn 3 power to gain 3 power, spend 3 power for 3 coins, and spend 2 workers and 6 coins to upgrade the dwelling in K4 to a trading house, gaining 3VP.

The Chaos Magicians pass, taking the bonus tile that provides an action to advance in a cult and 4 coins income.

Cult Bonuses and Cleanup

The Chaos Magicians gain 1 shovel which they use to convert M2 to wasteland.

Turn 3

Income

The Fakirs collect 5 workers, 2 coins, and 1 priest.

The Halflings collect 3 workers, 8 coins, 1 priest, and 2 power.

The Swarmlings collect 2 workers, 4 coins, 1 priest, and 6 power.

The Witches collect 6 workers and 5 power.

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

Actions

The Fakirs spend 3 power to gain a priest.

The Halflings spend 2 workers, 1 priest, and 1 coin to reduce the cost of shovels to 1 worker, gaining 6VP.

The Swarmlings spend 2 workers for a shovel to convert C4 to a lake, then spend 2 workers and 3 coins to place a dwellling there.

The Witches spend 3 power for a bridge between I6 and K7.

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

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

The Halflings spend 1 worker for a shovel and use it to convert M7 to farmland, gaining 1VP, then spend 1 worker and 2 coins to place a dwelling there, gaining 2VP.

The Swarmlings use their stronghold action to upgrade the dwelling in C4 to a trading house, gaining 3VP.

The Witches use their stronghold action to place a dwelling in K7, gaining 2VP and establishing a town, taking the tile that provides 9VP and a priest and gaining an additional 5VP.

The Chaos Magicians spend 4 power to gain 7 coins.

The Fakirs spend 1 priest for a carpet flight to B2, gaining 4VP, then spend 1 worker and 2 coins to place a dwelling there, gaining 2VP.

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

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

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

The Chaos Magicians commit a priest to the Water cult, gaining 3 steps and 1 power.

The Fakirs spend 2 workers and 5 coins to upgrade the trading house at J5 to a temple, gaining the favor tile that advances 3 spaces in the Fire cult, gaining 1 power.  The Witches spend 3VP to gain 4 power.

The Swarmlings pass, taking the bonus tile that provides 3 power income and +1 Shipping range, and gaining 1 coin.

The Witches spend 2 workers and 3 coins to upgrade the dwelling in I4 to a trading house.  The Fakirs spend 1VP to gain 2 power.

The Chaos Magicians spend 1 worker and 2 coins to build a dwelling in M2, gaining 2VP.

The Fakirs pass, gaining 4VP and taking the bonus tile that provides 6 coins income.

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

The Chaos Magicians spend 2 workers and 5 coins to upgrade the trading house in K4 to a temple, taking the bonus tiles that provide an action to advance in any cult and advancing 2 spaces in the Water cult, gaining 2 power, and the bonus tile that provides 3 coins income and advancing 1 space in the Fire cult.

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

Cult Bonuses and Cleanup

The Fakirs gain 3 power and the Chaos Magicians gain 4 power.

Turn 4

Income

The Halflings collect 5 workers, 2 coins, 1 priest, and 2 power.

The Swarmlings collect 2 workers, 4 coins, 1 priest, and 11 power.

The Fakirs collect 4 workers, 6 coins, and 2 priests.

The Witches collect 5 workers, 4 coins, and 3 power.

The Chaos Magicians collect 5 workers, 3 priests, 3 coins, and 1 power.

Actions

The Halflings spend 1 worker for a shovel, gaining 1VP, and use it to transform N7 to farmland, then spend 1 worker and 2 coins to build a dwelling there.

The Swarmlings spend 4 power to gain 7 coins.

The Fakirs spend 4 power to gain 2 workers.

The Witches spend 2 workers for a shovel to convert N6 to Forest, then spend 1 worker and 2 coins to place a dwelling there.  The Halflings spend 2VP to gain 3 power.

The Chaos Magicians spend 3 power for a bridge between M2 and L3.

The Halflings spend 1 worker and 2 coins to place a dwelling in O8.

The Swarmlings spend 2 workers and 3 coins to place a dwelling in D1.

The Fakirs spend 2 workers for a shovel to convert F1 to desert, then spend 1 worker and 2 coins to place a dwelling there.

The Witches use their stronghold action to place a dwelling in P9.  The Halflings gain 1 power.

The Chaos Magicians commit a priest to the Earth cult, gaining 2 steps and 2 power.

The Halflings burn 2 power to gain 2 power, spends 6 power to gain 2 shovels, gaining 2VP, uses the 2 shovels to convert O7 to farmland, then spends 1 worker and 2 coins to place a dwelling there.  The Witches gain 1 power.

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

The Fakirs spend a priest for a carpet flight to I2, gaining 4VP, then spend 1 worker and 2 coins to place a dwelling there.

The Witches spend 3 power to gain a priest.

The Chaos Magicians commit a priest to the Earth cult, gaining 2 steps.

The Halflings spend 1 worker and 2 coins to place a dwelling in O6, establishing a town, gaining 10VP and 6 coins.  The Swarmlings spend 1VP to gain 2 power and the Witches gain 1 power.

The Swarmlings commit a priest to the Water cult, gaining 2 steps and 1 power.

The Fakirs spend a priest for a carpet flight to E5, gaining 4VP and spend 2 workers for a shovel to convert it to desert.

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

The Chaos Magicians spend 2 workers and 6 coins to upgrade the dwelling in L3 to a trading house.

The Halflings commit a priest to the Earth cult, gaining 2 steps and 2 power.

The Swarmlings use their stronghold action to upgrade the dwelling in D1 to a trading house.  The Fakirs gain 1 power.

The Fakirs pass, taking the bonus tile that provides an action to advance in a cult and 4 coins income, and gain 1 coin.

The Witches pass, gaining 5VP and taking the bonus tile that provides 6 coins income.

The Chaos Magicians spend 2 workers and 5 coins to upgrade the trading house in L3 to a temple, taking the favor tile that gives 2 steps in the Fire cult and allows towns with 6 points of dwellings, gaining 2 power, and the favor tile that gives 3 steps in the Water cult, then establishes a town, gaining 14VP.

The Halflings pass, gaining 2VP and taking the bonus tile that provides 4VP per stronghold or sanctuary on passing and 2 workers income, and gains 1 coin.

The Swarmlings convert 3 power into 1 worker, then spend 1 worker for a shovel to convert C5 to a lake.

The Chaos Magicians use their favor action to advance 1 step in the Earth cult.

The Swarmlings pass, taking the bonus tile that provides 2VP per trading house on passing and 1 worker income.

The Chaos Magicians convert 4 power to 4 coins, then spend a priest to support the Water cult, gaining 1 step.

The Chaos Magicians pass, taking the bonus tile that provides 3 power and 1 worker income, and gain 1 coin.

Cult Bonuses and Cleanup

The Halflings gain 1 shovel and use it to convert N5 to farmland, gaining 1VP.  The Chaos Magicians gain 2 shovels and use them to convert N4 into wasteland.

Turn 5

Income

The Fakirs collect 6 workers, 4 coins, and 2 priests.

The Witches collect 6 workers, 10 coins, and 4 power.

The Halflings collect 10 workers, 2 coins, 1 priest, and 2 power.

The Swarmlings collect 3 workers, 6 coins, 1 priest, and 10 power.

The Chaos Magicians collect 5 workers, 1 priest, 3 coins, and 8 power.

Actions

The Fakirs spend 1 worker and 2 coins to place a dwelling in E5, gaining 2VP.

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

The Halflings spend 4 workers and 8 coins to upgrade the trading house in H5 to a stronghold.  The Fakirs gain 1 power and the Witches spend 3VP to gain 4 power.  The Halflings use their 3 bonus shovels to convert N8 to farmland and gain 3VP.

The Swarmlings spend 3 power for a priest.

The Chaos Magicians spend 4 power to gain 7 coins.

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

The Witches use their stronghold action for a Witches' Flight to J9, placing a dwelling there and gaining 2VP.

The Halflings spend 2 workers and 3 coins to upgrade the dwelling at O6 to a trading house.  The Witches gain 1 power and the Swarmlings spend 1VP to gain 2 power.

The Swarmlings spend 2 workers and 3 coins to place a dwelling at C5, gaining 2VP and establishing a town, gaining 8VP, 3 workers and advancing 1 step in each cult, gaining 1 power.

The Chaos Magicians spend 1 worker and 2 coins to build a dwelling in N4.  The Swarmlings spend 1VP to gain 2 power.

The Fakirs spend 2 workers for a shovel and use it to convert D5 into desert then spend 1 worker and 2 coins to place a settlement there, gaining 2VP.

The Witches spend 6 power for 2 shovels to convert I9 to forest then spend 1 worker and 2 coins to place a dwelling there, gaining 2VP.

The Halflings burn 1 power to gain 1 power, spend 1 power for 1 coin, then spend 2 workers and 3 coins to upgrade the dwelling in N7 to a trading house.  The Witches gain 1 power.

The Swarmlings use their stronghold action to upgrade the dwelling in C5 to a trading house, gaining 3VP.  The Fakirs gain 1 power.

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

The Fakirs commit a priest to the Air cult, gaining 2 steps and 1 power.

The Witches spend 2 workers and 3 coins to upgrade the dwelling in N6 to a trading house.  The Halflings spend 6VP to gain 7 power.

The Halflings commit a priest to the Water cult, gaining 2 steps.

The Swarmlings commit a priest to the Water cult, gaining 2 steps and 2 power.

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

The Fakirs spend 2 workers and 3 coins to upgrade the dwelling in D5 to a trading house.

The Witches spend 1 worker for 1 shovel to convert H9 to forest, then spend 1 worker and 2 coins to place a dwelling there, gaining 2VP.

The Halflings convert 2 power into 2 coins then spend 1 worker and 2 coins to place a dwelling in O8, gaining 2VP.

The Swarmlings spend 4 power to gain 2 workers.

The Chaos Magicians pass, taking the bonus tile that provides 1 priest income and gaining 1 coin.

The Fakirs commit a priest to the Fire cult, gaining 2 steps and 2 power.

The Witches burn 1 power to gain 1 power, spend 3 power for a worker, then spend 2 workers for 2 shovels to convert G8 to a lake.

The Halflings convert 2 power for 2 coins then spend 1 worker and 2 coins for a dwelling in N5, gaining 2VP.  The Witches spend 3VP for 4 power, the Chaos Magicians spend 2VP for 3 power, and the Swarmlings spend 1VP for 2 power.

The Swarmlings spend 1 worker for a shovel, use the shovel to convert C1 to lake, then spend 2 workers and 3 coins to place a dwelling there, gaining 2VP.

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

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

The Halflings pass, gaining 4VP and taking the bonus tile that provides 6 coins income.

The Swarmlings commit a priest to the Water cult, gaining 2 steps and 2 power.

The Swarmlings spend 2 workers and 5 coins to upgrade the trading house at D1 to a temple, taking the favor tile that gives an action to advance 1 step in any cult and advancing 2 steps in the Water cult.

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

The Swarmlings convert 6 power to 2 workers then pass, gaining 6VP and taking the bonus tile that provides 2 workers income and 4VP per stronghold or sanctuary on passing.

Cult Bonuses and Cleanup

The Swarmlings gain 2 priests.

Turn 6

Income

The Chaos Magicians collect 5 workers, 3 coins, and 3 power.

The Fakirs collect 7 workers, 4 coins, and 2 priests.

The Witches collect 8 workers, 10 coins, and 6 power.

The Halflings collect 8 workers, 10 coins, 1 priest, and 5 power.

The Swarmlings collect 5 workers, 6 coins, 2 priests, and 10 power.

Actions

The Chaos Magicians spend 4 power for a shovel, gaining 2VP, and use the shovel to convert J3 to mountains.

The Fakirs spend 4 power for 7 coins.

The Witches spend 2 workers and 5 coins to upgrade the trading house in I4 to a temple, taking the favor tile that grants VP for trading houses on passing and gaining 1 step in the Air cult.  The Fakirs spend 1VP to gain 2 power.

The Halflings spend 3 workers for 3 shovels, gaining 9VP, use those shovels to convert P8 to farmland, and spend 1 worker and 2 coins to build a dwelling there.  The Witches gain 1 power.

The Swarmlings use their stronghold action to convert the dwelling in C1 to a trading house, gaining 3VP.

The Chaos Magicians spend 2 workers and 3 coins to upgrade the dwelling in N4 to a trading house.  The Halflings gain 1 power and the Swarmlings spend 1VP to gain 2 power.

The Fakirs spend 4 workers for 2 shovels, gaining 4VP, and use them to convert D6 to desert, spending 1 worker and 2 coins to place a dwelling there, establishing a town and gaining 2 workers and 7VP.

The Witches spend 3 workers for 3 shovels, gaining 6VP, and use them to convert K9 to forest.

The Halflings spend 2 workers for 2 shovels, gaining 6VP, and use them to convert O9 to farmland.

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

The Chaos Magicians use their favor tile action to advance 1 step in the Fire cult.

The Fakirs spend 2 workers and 5 coins to upgrade the trading house in D5 to a temple, taking the favor tile that provides an action to gain 1 step in any cult and gaining 2 steps in the Water cult.

The Witches spend 2 workers and 3 coins to upgrade the dwelling in I6 to a trading house.  The Fakirs gain 1 power and the Halflings spend 2VP to gain 3 power.

The Halflings spend 6 power for 2 shovels, gaining 6VP, and use them to convert Q9 to farmland.

The Swarmlings spend 3 power for a bridge between C1 and D3.

The Chaos Magicians spend 3 workers for a shovel, gaining 2VP, and use it to convert J3 into wasteland, then spend 1 worker and 2 coins to place a dwelling there.  The Fakirs gain 1 power.

The Fakirs commit a priest to the Fire cult, gaining 2 steps.

The Witches spend 3 power for 1 worker, burn 1 power to gain 1 power, spend 1 power for 1 coin, then spend 2 workers and 3 coins to upgrade the dwelling in P9 to a trading house.  The Halflilngs spend 1VP to gain 2 power.

The Halflings spend 2 workers for 2 shovels, gaining 6VP, and use them to convert F5 into farmland.

The Swarmlings spend 1 worker for 1 shovel, gaining 2VP, use them to convert E2 to a lake, then spend 2 workers and 3 coins to place a dwelling there.  The Fakirs gain 1 power.

The Chaos Magicians spend 4 workers and 8 coins to upgrade the temple in M4 to a sanctuary, taking the favor tiles that provide VP for every trading house when passing and the one that provides 2VP per dwelling when built, and advances 1 step in the air cult.  The Halflings gain 1 power and the Witches spend 1VP to gain 2 power.

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

The Witches use their bonus tile action to advance 1 step in the Air cult, gaining 2 power.

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

The Swarmlings spend 1 worker for 1 shovel, gaining 2VP, use the shovel to convert F2 to lake, then spend 2 workers and 3 coins to place a dwelling there.

The Chaos Magicians pass, gaining 2VP.

The Fakirs spend 3 power to gain a priest.

The Witches burn 5 power to gain 5 power, spend 5 power for a priest, then commits a priest to the Fire cult, gaining 2 steps.

The Halflings pass.

The Swarmlings spend a priest to support the Air cult, gaining 1 step and 2 power.

The Fakirs spend 2 workers and 3 coins to upgrade the dwelling in E1 to a trading house.  The Swarmlings spend 3VP to gain 4 power.

The Witches pass, gaining 4VP.

The Swarmlings convert 1 power to 1 coin, spend 2 workers for 2 shovels, gaining 4VP, and uses those shovels to convert B1 to lake and spends 2 workers and 3 coins to place a dwelling there.  The Fakirs gain 1 power.

The Fakirs spend a priest to support the Water cult, gaining 1 step and 1 power.

The Swarmlings spend a priest to support the Earth cult, gaining 1 step.

The Fakirs pass, gaining 6VP.

The Swarmlings spend a priest to support the Earth cult, gaining 1 step and 2 power.

The Swarmlings spend 4 power for 2 workers.

The Swarmlings spend 2 workers for 2 shovels, gaining 4VP, and use them to convert F3 to lake.

The Swarmlings spend a priest to support the Earth cult, gaining 1 step.

The Swarmlings convert 3 power to 3 coins and pass, gaining 4VP.

End of Game and Final Scoring

Cults

In the Fire cult, the Fakirs gain 8VP, the Chaos Magicians gain 4VP, and the Witches and Swarmlings each gain 1VP.

In the Water cult, the Swarmlings gain 8VP and the Chaos Magicians gain 4VP, and the Fakirs gain 2VP.

In the Earth cult, the Chaos Magicians gain 8VP, the Swarmlings gain 4VP, and the Halflings gain 2VP.

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

Areas

The Fakirs have a total of 10 buildings connected, the Swarmlings and Halflings each have 9, and the Witches and Chaos Magicians each have 5, so the Fakirs gain 18VP, the Swarmlings and Halflings each gain 9VP.

Totals


Witches

Halflings

Chaos Magicians

Fakirs

Swarmlings

Victory Points

53

87

44

71

84

City

0

9

0

18

9

Cults

4

2

24

10

18

Resources

0

2

1

1

1

Total

57

100

69

100

112

Congratulations to Kevin Wilson on his victory!

End of Game Statements

Chris Geggus (Fakirs):  Well done Kevin. A resounding victory. I still can't seem to get an engine going in these games that runs smoothly for 6 turns. First time with Fakirs and still not sure what I was supposed to be doing. Maybe I actually miss the luck factor. Thanks to Chris for the usual smooth running.

Christopher Hunt (Chaos Magicians): Well Done Kevin.  Thanks to Chris for running the game so well.  He still needs to explain the rules to me.  No excuse.  I enjoy the game but consistently fail to create an engine .

Kevin Croskery (Witches): Well done Kevin for a huge victory! And thanks to Chris for running the game. First play for a long time, got stymied by the Halflings in trying to build a second town and it was all downhill from there.

Kevin Wilson (Swarmlings): As always, a lot of fun.  Terra Mystica was a new game to me only a few months ago when I played for the first time in the zine.  But, even being new, it’s jumped to the top of my game’s list.  Yes, I wasn’t sure of the expansions but the base game is definitely a keeper.  That free upgrade for the Swarmlings made all the difference, leading the nice coin/power income.  This might also be the first time I recall seeing all the assignment spaces on all the cult tracks filled.  A lot of priests running around.

Thanks to Chris for running as usual and sign me up for the next/all openings.

Bill Scharf (Halflings):  Good game everybody. Thanks to Chris for running it and to Kevin on his win. As for the expansions I haven’t played them, yet. If you were me I’d hold onto them until I had a chance to take them for a spin...see what they can do.....

The Players

Player

Order

Faction

Cash

Workers

Priests

Power: Bowl 1

Power: Bowl II
Power: Bowl III
Kevin Croskery

Witches
0
0
0
5
0
0
Bill Scharf
Halflings
4
0
0
3 3
1
Christopher Hunt

Chaos Magicians
4
1
0
4
0
0
Chris Geggus
Fakirs
2
0
1
1
2
2
Kevin Wilson
Swarmlings
3
0
0
7
0
0
 
Map

Cult BoardFavor Tiles

Witches
Halflings

Chaos Magicians

Fakirs

Swarmlings