Cane Corso
Terra Mystica
Pre-Game
Faction Selection
Kevin selects the Nomads.
Chris selects the Engineers.
Christopher selects the Mermaids.
Bill selects
the Halflings.
Initial Dwelling Placement
The Nomads place a dwelling in H6.
The Engineers place a dwelling in L3.
The Mermaids place a dwelling in F5.
The Halflings place dwellings in E2 and O6.
The Mermaids place a dwelling in I4.
The Engineers place a dwelling at F3.
The Nomads
place dwellings at M7 and E4.
Initial Bonus Tile Selection
The Halflings select the tile that provides 2 coins income and an action that grants 1 shovel.
The Mermaids select the tile that provides 3 power income and extends navigation by 1.
The Engineers select the tile that provides 2 worker income and 4VP per stronghold or sanctuary on passing.
The Nomads
select the tile that provides 6 coins income.
Turn 1
Income
The Nomads gain 4 workers and 6 coins.
The Engineers gain 4 workers.
The Mermaids gain 3 workers and 3 power.
The Halflings gain 3 workers and 2 coins.
Actions
The Nomads spend 2 workers and 3 coins to upgrade the dwelling in E4 to a trading post. The Mermaids gain 1 power.
The Engineers burn 3 power to gain 3 power then spend 3 power for a priest.
The Mermaids burn 3 power to gain 3 power then spend 4 power for 7 coins.
The Halflings use their bonus tile action for a shovel, gaining 1VP, uses the shovel to convert N5 to farmland, then spends 1 worker and 2 coins to build a dwelling there.
The Nomads spend 2 workers and 6 coins to upgrade the dwellingin H6 to a trading post.
The Engineers spend 1 worker and 2 coins to upgrade the dwelling in F3 to a trading post. The Halflings gain 1 power.
The Mermaids spend 2 workers and 3 coins to upgrade the dwelling in F4 to a trading post. The Nomads spend 1VP to gain 2 power.
The Halflings spend 2 workers and 3 coins to upgrade the dwelling in E2 to a trading post. The Engineers spend 1VP to gain 2 power.
The Nomads spend 2 workers and 5 coins to upgrade the trading post in H6 to a temple, taking the favor tile that provides 1VP per dwelling and advancing 1 step in the Earth cult.
The Engineers spend 3 workers and 6 coins to upgrade the trading post in F3 to a stronghold. The Halflings spend 1VP to gain 2 power.
The Mermaids spend 2 workers and 5 coins to upgrade the trading post in F5 to a temple, taking the favor tile that provides an action to advance 1 step in any cult, and advancing 2 steps in the Water cult, gaining 1 power. The Nomads spend 1VP to gain 2 power.
The Halflings spend 2 workers and 5 coins to upgrade the trading post in E2 to a temple, taking the favor tile that provides 3 coins income and advancing 1 step in the Fire cult. The Engineers spend 2VP to gain 3 power.
The Nomads pass, taking the bonus tile that provides 3 power and 1 worker income, and gaining 1 coin.
The Engineers spend 2 workers for a bridge between L3 and K4.
The Mermaids spend 1 worker and 2 coins for a dwelling in F8.
The Halflings pass, taking the bonus tile that provides 1 priest income and gaining 1 coin.
The Engineers commit a priest to the Fire cult, gaining 3 steps and 1 power.
The Mermaids use their favor tile action to advance 1 step in the Water cult, gaining 2 power.
The Engineers pass, gaining 4VP and taking the bonus tile that provides 6 coins income.
The Mermaids pass, taking the bonus tile that provides 2 coins income and an action for a shovel.
Cult Bonuses
No faction has enough in the Earth cult for a cult
bonus.
Turn 2
Income
The Nomads gain 3 workers 2 coins, 1 priest, and 4 power.
The Halflings gain 3 workers, 3 coins, and 2 priests.
The Engineers gain 1 worker, 6 coins, and 2 power.
The Mermaids gain 3 workers, 2 coins, and 1 priest.
Actions
The Nomads burn 1 power to gain 1 power, then spend 4 power for 2 workers.
The Halflings spend 2 workers, 1 coin, and 1 priest to reduce the cost of shovels to 2 workers, gaining 6VP.
The Engineers burn 2 power to gain 2 power, spend 4 power for a shovel to transform K4 into mountain, then spend 1 worker and 1 coin to place a dwelling there.
The Mermaids spend 1 priest and 4 coins to increase their shipping range by 1, gaining 2VP.
The Nomads spend 4 workers and 8 coins to upgrade the trading house in E4 to a stronghold, gaining 5VP. The Mermaids spend 1VP to gain 2 power.
The Halflings spend 2 workers, 1 coin, and 1 priest to reduce the cost of shovels to 1 worker, gaining 6VP.
The Engineers pass, gaining 3VP and taking the bonus tile that provides 2 workers income and 4VP per stronghold or sanctuary on passing, and gaining 1 coin.
The Mermaids use their favor tile action to advance 1 step in the Fire cult.
The Nomads use their stronghold action to create a sandstorm in G5, transforming it to desert and placing a dwelling there. The Mermaids spend 1VP to gain 2 power.
The Halflings pass, taking the bonus tile that provies 3 power income and extends shipping range by 1, and gain 1 coin.
The Mermaids spend 3 power to gain 1 priest.
The Nomads commit a priest to the Earth cult, gaining 3 steps and 3 power.
The Mermaids spend 1 priest and 4 coins to increase their shipping range to 3, gaining 3VP.
The Nomads pass, taking the bonus tile that provides 6 coins income.
The Mermaids spend 1 worker and 2 coins to build a dwelling in D1.
The Mermaids spend 1 worker and 2 coins to build a dwelling in D4. The Nomads spend 2VP to gain 3 power.
The Mermaids spend 1 worker and 2 coins to build a dwelling in H9.
The Mermaids
pass, taking the bonus tile that provides 1 priest income.
Cult Bonuses
The Engineers gain 1 worker.
Turn 3
Income
The Engineers gain 4 workers and 2 power.
The Halflings gain 3 workers, 1 priest, 3 coins, and 3 power.
The Nomads gain 3 workers, 1 priest, 6 coins, and 2 power.
The Mermaids gain 6 workers and 2 priests.
Actions
The Engineers spend 3 workers for a shovel, use it to convert M4 to mountains, and spend 1 worker and 1 coin to build a dwelling there, gaining 2VP. The Halflings gain 1 power.
The Halflings spend 4 power for 2 workers.
The Nomads commit a priest to the Earth cult, gaining 2 steps and 2 power.
The Mermaids burn 3 power to gain 3 power, convert 3 power into 3 coins, then spend 2 workers and 3 coins to upgrade the dwelling in D1 to a trading house. The Halflings spend 1VP to gain 2 power.
The Engineers spend 1 worker and 2 coins to upgrade the dwelling in M4 to a trading house. The Halflings gain 1 power.
The Halflings spend 1 worker for a shovel, gaining 1VP, and use it to convert F2 to farmland then spend 1 worker and 2 coins to place a dwelling there, gaining 2VP. The Engineers spend 2VP to gain 3 power.
The Nomads spend 4 power for a shovel and use it to convert H5 to desert, then spend 1 worker and 2 coins to place a dwelling there, gaining 2VP.
The Mermaids commit a priest to the Air cult, gaining 3 steps and 1 power.
The Engineers burn 3 power to gain 3 power, then spend 3 power for a priest.
The Halflings spend 1 worker and 2 coins to place a dwelling in N4. The Engineers spend 1VP to gain 2 power.
The Nomads use their stronghold action to create a sandstorm, converting I5 to desert and placing a dwelling there, gaining 2VP. The Mermaids gain 1 power.
The Mermaids use their favor tile to advance 1 step in the Water cult.
The Engineers commit a priest to the Water cult, gaining 3 steps and 1 power.
The Halflings spend 2 workers and 3 coins to upgrade the dwelling in N5 to a trading house. The Engineers spend 1VP to gain 2 power.
The Nomads spend 2 workers and 3 coins to upgrade the dwelling in G5 to a trading house. The Mermaids spend 1VP to gain 2 power.
The Mermaids pass and take the bonus tile that provides 2 coins income and an action for 1 shovel, and gain 1 coin.
The Engineers pass, gaining 4VP and taking the bonus tile that provides 1 worker income and 2VPs per trading house on passing, and gaining 3 coins.
The Halflings spend 1 priest and 4 coins to increase their shipping range to 1, gaining 2VP.
The Nomads burn 2 power to gain 2 power, then spend 4 power for 7 coins.
The Halflings pass, taking the bonus tile that provides 3 power and 1 worker income, and gaining 1 coin.
The Nomads spend 1 worker and 2 coins for a dwelling in J5, gaining 2VP and founding a town and gaining 6VP and 8 power. The Mermaids gain 1 power.
The Nomads
pass, taking the bonus tile that provides 2 workers income and 4VP per
stronghold or sanctuary on passing.
Cult Bonuses
The Mermaids gain 1 priest.
Turn 4
Income
The Mermaids gain 5 workers, 4 coins, 1 priest, and 1 power.
The Engineers gain 3 workers, 2 coins, and 1 power.
The Halflings gain 5 workers, 1 priest, 5 coins, and 4 power.
The Nomads gain 7 workers, 2 coins, 1 priest, and 3 power.
Actions
The Mermaids spend 2 workers and 5 coins to upgrade the trading house at D1 to a temple, taking the favor tile that provides 3 coins income and gaining 1 step in the Fire cult. The Halflings spend 1VP to gain 2 power.
The Engineers spend 4 power for 2 workers.
The Halflings spend 4 power for 7 coins.
The Nomads use their stronghold action to cause a sandstorm in H4, converting it to desert and placing a dwelling there, gaining 2VP. The Mermaids gain 1 power.
The Mermaids use their favor tile action to advance 1 step in the Air cult.
The Engineers spend 3 workers for a shovel, use the shovel to convert M5 to mountains and spend 1 worker and 1 coin to place a dwelling there. The Halfllings spend 1VP to gain 2 power.
The Halflings spend 2 workers and 5 coins to upgrade the trading house in N5 to a temple, taking the favor tile that provides 2VP per dwelling built and advancing 1 step in the Earth cult. The Engineers spend 2VP to gain 3 power.
The Nomads spend 2 workers and 3 coins to upgrade the dwelling in H4 to a trading house. The Mermaids gain 1 power.
The Mermaids use their bonus tile action for 1 shovel to convert C1 into lake.
The Engineers spend 1 worker and 1 coin for a dwelling in N6. The Halflings spend 2VP to gain 3 power.
The Halflings spend 2 workers for 2 shovels, gaining 2VP, and use them to convert F1 into farmland, then spend 1 worker and 2 coins to place a dwelling there.
The Nomads spend 2 workers and 5 coins to upgrade the trading house in H4 to a temple, taking the favor tile that provides 4 power income and gaining 2 steps in the Air cult. The Mermaids gain 1 power.
The Mermaids pass, taking the bonus tile that provides 6 coins income and gaining 1 coin.
The Engineers pass, gaining 5VP and taking the bonus tile that provides 2 coins income and an action for 1 shovel.
The Halflings commit a priest to the Earth cult, gaining 2 steps and 1 power.
The Nomads commit a priest to the Air cult, gaining 2 steps and 1 power.
The Halflings pass, taking the bonus tile that provides 3 power income and extends shipping range by 1, and gaining 1 coin.
The Nomads convert 1 power into 1 coin, then spend 2 workers and 3 coins to upgrade the dwelling in J5 to a trading house. The Mermaids gain 1 power.
The Nomads
pass, gaining 4VP and taking the bonus tile that provides 1 priest
income and gaining 1 coin.
Cult Bonuses
The Mermaids and the Nomads each gain 2 workers.
Turn 5
Income
The Mermaids gain 5 workers, 9 coins, and 2 priests.
The Engineers gain 3 workers, 4 coins, and 3 power.
The Halflings gain 5 workers, 2 priests, 3 coins, and 3 power.
The Nomads gain 4 workers, 4 coins, 3 priests, and 7 power.
Actions
The Mermaids spend 1 worker and 2 coins to place a dwelling in C1, gaining 2VP.
The Engineers use their bonus action for a shovel to convert J3 into mountains, spend 1 worker and 1 coin to place a dwelling there, gaining 2VP and establishing a town, gaining 7VP and 2 workers.
The Halflings spend 4 power for 2 workers.
The Nomads spend 4 power for 7 coins.
The Mermaids spend 1 worker and 2 coins to place a dwelling in K8, gaining 2VP.
The Engineers spend 2 workers for a bridge between M5 and K4.
The Halflings spend 1 worker and 2 coins to place a dwelling in G1, gaining 2VP.
The Nomads use their stronghold action to create a sandstorm, converting H3 to desert, and build a dwelling there, gaining 4VP. The Mermaids gain 1 power.
The Mermaids spend 3 power for 1 priest.
The Engineers spend 1 worker and 4 coins to upgrade the trading house in M4 to a temple, taking the favor tile that provides 1 power and 1 worker as income and gaining 2 steps in the Earth cult. The Halflings spend 2VP to gain 3 power.
The Halflings spend 1 worker for 1 shovel, gaining 1VP, use it to convert H1 to farmland, and spend 1 worker and 2 coins to place a dwelling there, gaining 4VP.
The Nomads spend 3 power for a bridge from I2 to H3.
The Mermaids commit a priest to the Fire cult, gaining 2 steps and 1 power.
The Engineers spend 1 worker and 2 coins to upgrade the dwelling in N6 to a trading house. The Halflings spend 2VP to gain 3 power.
The Halflings commit a priest to the Earth cult, gaining 2 steps and 2 power.
The Nomads spend 1 worker and 2 coins to place a dwelling in I2, gaining 4VP. The Engineers and Halflings each gain 1 power.
The Mermaids commit a priest to the Fire cult, gaining 2 spaces and 2 power.
The Engineers pass, gaining 6VP and taking the bonus tile that provides 2 workers income and 4VP per stronghold or sanctuary, and gaining 1 coin.
The Halflings spend 6 power for 2 shovels, gaining 2VP, use them to convert I2 to farmland, spend 1 worker and 2 coins to place a dwelling there, gaining 4VP, and creating a town, gaining 8VP and advancing 1 step in each cult, gaining 2 power. The Nomads gain 1 power.
The Nomads spend 3 workers for 1 shovel, use it to convert I7 to desert, then spend 1 worker and 2 coins to place a dwelling there, gaining 4VP.
The Mermaids commit a priest to the Fire cult, gaining 2 spaces and 2 power.
The Halflings commit a priest to the Air cult, gaining 2 spaces and 1 power.
The Nomads spend 2 workers and 5 coins to upgrade the trading post in J5 to a temple, taking the favor tile that advances 3 steps in the Earth cult and gaining 3 power. The Mermaids gain 1 power.
The Mermaids spend 4 power for a shovel, use it to convert D3 to lake, then spend 1 worker and 2 coins to place a dwelling there, gaining 2VP. The Nomads spend 2VP to gain 3 power.
The Halflings spend 2 workers and 3 coins to upgrade the dwelling in N4 to a trading house.
The Nomads commit a priest to the Air cult, gaining 2 steps and 2 power.
The Mermaids spend 3 workers for a shovel, use it to convert C4 to lake, and spend 1 worker and 2 coins to place a dwelling there, gaining 2VP.
The Halflings pass, taking the bonus tile that provides 3 power and 1 worker income, and gaining 1 coin.
The Nomads convert 1 power into 1 coin, then spend 1 priest and 4 coins to upgrade their shipping level by 1, gaining 2VP.
The Mermaids convert 1 power into 1 coin, then spend 2 workers and 3 coins to upgrade the dwelling in D2 to a trading house, founding a town and gaining 9VP.
The Nomads spend a priest to support the Air cult, gaining 1 step and 2 power.
The Mermaids use their favor tile action to advance 1 step in the Air cult, gaining 2 power.
The Nomads burn 1 power to gain 1 power, convert 3 power into 1 worker, convert 2 power into 2 coins, then spend 1 worker and 2 coins to place a dwelling in K9, gaining 4VP.
The Mermaids pass, taking the bonus tile that provides 2 coins income and an action for a shovel.
The Nomads
pass, taking the bonus tile that provides 6 coins income.
Cult Bonuses
The Mermaids gain 8 power.
Turn 6
Income
The Engineers gain 6 workers, 1 priest, 2 coins, and 1 power.
The Halflings gain 8 workers, 2 priests, 5 coins, and 4 power.
The Mermaids gain 8 workers, 7 coins, and 1 power.
The Nomads gain 8 workers, 8 coins, 3 priests, and 7 power.
Actions
The Engineers spend 4 power for 7 coins.
The Halflings spend 4 workers and 8 coins to upgrade the trading house in N4 to a stronghold. The Engineers spend 1VP to gain 2 power. The Halflings gain 3 shovels and 9VP, using 2 of the shovels to convert O7 to farmland and 1 to convert P7 to farmland, then convert 1 power to 1 coin, spend 1 worker and 2 coins to place a dwelling in O7, gaining 2VP and founding a town gaining 5VP and 6 coins. The Engineers spend 1VP to gain 2 power.
The Mermaids spend 6 power to gain 2 shovels, gaining 4VP, and use them to convert G8 to lake then spends 1 worker and 2 coins to place a dwelling there.
The Nomads use their stronghold action to create a sandstorm, converting J9 to desert and spending 1 worker and 2 coins to place a dwelling there, gaining 2VP.
The Engineeres spend 3 workers and 6 coins to upgrade the temple in M4 to a sanctuary, taking the favor tile that provides an action to advance 1 step in any cult and advancing 2 steps in the Water cult, gaining 2 power. The Halflings spend 4VP to gain 5 power.
The Halflings spend 1 worker for a shovel, gaining 3VP, use it to convert J2 into farmland, then spend 1 worker and 2 coins to place a dwelling there, gaining 2VP. The Engineers and Nomads each gain 1 power.
The Mermaids
commit a priest to the Water cult, gaining 2 steps and 2 power.
The Nomads spend 2 workers, 1 priest, and 5 coins to reduce the cost of shovels to 2 workers, gaining 6VP.
The Engineers spend 3 power for 1 priest.
The Halfllings spend 1 priest and 4 coins to upgrade their shipping range to 2, gaining 3VP.
The Mermaids use their favor tile action to advance 1 step in the Air cult.
The Nomads burn 1 power to gain 1 power, convert 4 power into 4 coins, then spend 2 workers, 1 priest, and 5 coins to reduce the cost of shovels to 1 worker, gaining 6VP.
The Engineers spend 2 workers, 1 priest, and 5 coins to reduce the cost of shovels to 2 workers, gaining 6VP.
The Halflings convert 4 power to coins, then spend 1 priest and 4 coins to improve their shipping range to 3, gaining 4VP.
The Mermaids spend a priest to support the Air cult, gaining 1 step and 2 power.
The Nomads spend 3 workers for 3 shovels, gaining 6VP, and use them to convert I6 to desert.
The Engineers commit a priest to the Water cult, gaining 2 steps and 2 power.
The Halflings pass.
The Mermaids burn 1 power to gain 1 power, convert 1 power to a coin, then spend 2 workers and 6 coins to upgrade the dwelling in G8 to a trading house.
The Nomads commit a priest to the Water cult, gaining 2 steps.
The Engineers spend 1 worker and 4 coins to upgrade the trading house in N6 to a temple and take the favor tile that advances them 3 steps in the Water cult, gaining 3 power.
The Mermaids use their bonus tile action for 1 shovel, spend 3 workers for a second shovel, gaining 4VP, use them to convert G7 to lake, burn 1 power to gain 1 power, convert 1 power to 1 coin, convert 1 worker to 1 coin, spend 1 worker and 2 coins to place a dwelling in G7, then form a town, gaining 9VP and 1 priest.
The Nomads pass.
The Engineers use their favor action to advance 1 step in the Fire cult.
The Mermaids convert 4 workers into 4 coins then spend 1 priest and 4 coins to increase their shipping range, gaining 4VP.
The Engineers pass, gaining 14VP.
The Mermaids spend a priest to support the Air cult, gaining 1 step.
The Mermaids
pass.
End of Game and Final Scoring
Cults
In the Fire cult, the Mermaids gain 8VP, the Engineers gain 4VP, and the Halflings gain 2VP.
In the Water cult, the Engineers gain 8VP and the Mermaids gain 4VP, and the Nomads gain 2VP.
In the Earth cult, the Nomads gain 8VP, the Halflings gain 4VP, and the Engineers gain 2VP.
In the Air cult, the Mermaids gain 8VP, the Nomads gain 4VP, and the Halflings gains 2VP.
Areas
The Nomads have a total of 12 buildings connected, the Mermaids and Halflings each have 11, and the Engineers have 6, so the Nomads gain 18VP, the Mermaids and Halflings each gain 9VP.
Totals
|
Nomads |
Engineers |
Mermaids |
Halflings |
Victory Points |
80 |
63 |
61 |
76 |
City |
18 |
0 |
9 |
9 |
Cults |
14 |
16 |
20 |
8 |
Resources |
0 |
1 |
0 |
2 |
Total |
112 |
80 |
90 |
95 |
Congratulations to Kevin Wilson on his victory!
End of Game Statements
Chris Geggus (Engineers): I thought I did well to get 4th. Found out I do not like the Engineers. One lives and learns however. Well done Kev and thanks to Chris.
Kevin Wilson
(Nomads): I was intrigued by the Engineers (and Dwarves
and Fakirs, any who get the travel bonuses) but think you got boxed in
with the rest of us getting early jumps on expansion.
The sandstorm was definitely a boon to the Nomads. It allows that
early, quick growth in area and with a few helping power support can
turn into some needed income. Until the final turn (maybe final
2) I was always feeling I was coming up short on workers or coin and
more than once had a power action or bonus card taken right in front of
me. But, I was able to work around it.
Then, toward the end I could see both the Halflings and Mermaids
closing in on my area bonus. I felt the Mermaids might close it
off. Now, it seems it may not have mattered but for a while there
it seemed closer than it turned out.
Thanks to all for playing and to Chris for running the game. Sign
me up for any and all. This has become one of my favorites given
the choices needed to make and the options available. Now I just
need to get as comfortable with Gaia Project.
Bill Scharf
(Halflings): Second game with the halflings, they are easy to
figure out how to play ....but winning with them seems a bit more
difficult...I suspect working with the cults more will help there, but
after using the halflings two games in a row I’m ready to try something
else. Thanks Chris for running it, and 👍🏼 to Kevin for his win (no
it’s the thumb, I double checked).
Christopher Hunt
(Mermaids): Thanks to Chris for his umpireship. He
still needs to point out the rules to me. Good game.
Congratulations to Kevin on his win. Again all the priest places
on the cults were filled. Did not like the mermaids. No
centre of operations.
The Players
Player |
Order |
Faction |
Cash |
Workers |
Priests |
Power: Bowl 1 |
Power: Bowl
II |
Power: Bowl
III |
Kevin Wilson | Nomads |
0 |
0 |
0 |
4 |
3 |
0 |
|
Chris Geggus | Engineers |
0 |
0 |
0 |
0 |
2 |
2 |
|
Christopher Hunt |
3 |
Mermaids |
0 |
2 |
0 |
4 |
0 |
0 |
Bill Scharf | Halflings |
0 |
2 |
0 |
4 |
7 |
1 |