Cesky Terrier
Terra Mystica
Pre-Game
Faction Selection
Christopher selects the Halflings.
Martin selects the Fakirs.
Bill selects the Auren.
Kevin selects the Dwarves.
Initial Dwelling Placement
The Halflings place a dwelling in M6.
The Fakirs place a dwelling in H6.
The Auren place a dwelling in H3.
The Dwarves places dwellings in I5 and N6.
The Auren place a dwelling in M5.
The Fakirs place a dwelling in E1.
The Halflings place a dwelling in O6.
Initial Bonus Tile Selection
The Dwarves select the tile that provides an action for a shovel and 2 coins income.
The Auren select the tile that provides 1 priest income.
Round 1
Income
The Halflings gain 3 workers and 4 coins.
The Fakirs gain 4 workers and 3 power.
The Auren gain 3 workers and 1 priest.
The Dwarves gain 3 workers and 2 coins.
Actions
The Halflings burn 3 power to advance 3 power and spend 3 power to gain a priest.
The Fakirs spend 3 workers to transform F1 to desert, gaining 2VP, and 1 worker and 2 coins to place a dwelling there.
The Auren spend 1 priest, 2 workers, and 5 coins to reduce the cost of shovels, gaining 6VP.
The Dwarves spend 2 workers and 3 coins to upgrade the dwelling in N6 to a trading house. The Halflings spend 1VP to gain 2 power and the Auren gain 1 power.
The Halflings spend 1 priest, 2 workers, and 1 coin to reduce the cost of shovels, gaining 6VP.
The Fakirs spend 3 workers for a shovel and use it to convert E2 to desert, gaining 2VP.
The Auren spends 2 workers and 3 coins to upgrade the dwelling in M5 to a trading house. The Halflings gain 1 power and the Dwarves spend 1VP to gain 2 power.
The Dwarves use their bonus tile action for a shovel to convert H4 to mountains, gaining 2VP, then spend 1 worker and 2 coins to place a dwelling there. The Auren gain 1 power.
The Halflings spend 4 workers for 2 shovels, use those shovels to convert O7 to farmland, gaining 6VP, and spend 1 worker and 2 coins to place a dwelling there. The Dwarves spend 1VP to gain 2 power.
The Fakirs pass, selecting the bonus tile that provides 1 worker income and 2VP per trading house on passing, and gaining 1 coin.
The Auren burn 4 power to gain 4 power, then spend 4 power to gain 2 workers.
The Dwarves spend 2 workers and 5 coins to upgrade the trading house in N6 to a temple, taking the favor tile that provides 1 worker and 1 power income and advancing 2 steps in the Earth cult, gaining 1 power. The Auren spend 1VP for 2 power and the Halflings spend 2VP for 3 power.
The Halflings use their bonus tile action to advance 1 step in the Earth cult.
The Auren spend 4 workers and 6 coins to upgrade the trading house in M5 to a stronghold, gaining 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 Halflings gain 1 power and the Dwarves spend 1VP to gain 2 power.
The Dwarves burn 2 power to advance 2 power then spend 4 power to gain 7 coins.
The Halflings pass, taking the bonus tile that provides 3 power and 1 worker income.
The Auren use their stronghold action to advance 2 steps in the Air cult, gaining 1 power.
The Dwarves pass, taking the bonus tile that provides 4 coins income and an action to advance 1 step in any cult.
The Auren use their favor action to advance 1 step in the Air cult.
The Auren pass, taking the bonus tile that provides 6 coins income, and gains 1 coin.
Cult Bonuses
The Halflings gain 2 coins and the Dwarves gain 4 coins.
Round 2
Income
The Halflings gain 5 workers and 3 power.
The Fakirs gain 5 workers.
The Auren gain 2 workers, 6 coins, and 2 power.
The Dwarves gain 4 workers, 4 coins, 1 power, and 1 priest.
Actions
The Fakirs spend 1 worker and 2 coins to place a dwelling in E2.
The Halflings burn 2 power to gain 2 power, spend 6 power for 2 shovels and use them to transform N5 and N7 into farmland, gaining 2VP, then spend 1 worker and 2 coins to place a dwelling in N7. The Dwarves spend 1VP to gain 2 power.
The Dwarves commits a priest to the Earth cult, advancing 3 spaces and gaining 4 power.
The Auren use their stronghold power to advance 2 steps in the Air cult, gaining 2 power.
The Fakirs spend 2 workers and 6 coins to upgrade the dwelling in E2 to a trading house.
The Halflings spend 1 worker and 2 coins to build a Dwelling in N5. The Dwarves spend 1VP to gain 2 power and the Auren spend 2VP to gain 3 power.
The Dwarves spend 4 power for 1 shovel, using it to convert I6 into mountain, then spend 1 worker and 2 coins to place a dwelling there. The Fakirs gain 1 power.
The Auren spend 2 workers for a shovel, use the shovel to convert I4 to forest, then spend 1 worker and 2 coins to place a dwelling there. The Dwarves spend 1VP to gain 2 power.
The Fakirs spend 2 workers and 6 coins to upgrade the dwelling in F1 to a trading house.
The Halflings spend 1 worker and 2 coins to place a dwelling in O8.
The Dwarves spend 2 workers and 3 coins to upgrade the dwelling in I5 to a trading house. The Auren gain 1 power.
The Auren use their bonus tile action to advance 1 space in the Water cult.
The Fakir pass, gaining 4VP and taking the bonus tile that provides 2 workers income and 4VP on passing for each stronghold or sanctuary, and gaining 2 coins.
The Halflings spend 1 worker and 2 coins to place a dwelling in N4 and establish a town, gaing 14VP and a priest.
The Dwarves use their bonus tile action to advance 1 step in the Earth cult.
The Auren spend 3 power to build a bridge between I4 and J3.
The Halflings pass, taking the bonus tile that provides 2 coins income and an action for a shovel, and gaining 1 coin.
The Dwarves pass, taking the bonus tile that provides 3 power and 1 worker income.
The Auren pass, taking the bonus tile that provides 1 worker income and 2VP per trading house on passing.
Cult Bonuses
The Dwarves gain 2 shovels and use them to transform J5 into mountains.
Round 3
Income
The Halflings gain 8 workers and 2 coins.
The Fakirs gain 5 workers, 4 coins, and 2 power.
The Auren gain 4 workers and 2 power.
The Dwarves gain 5 workers, 3 coins, 5 power, and 1 priest.
Actions
The Fakirs burn 4 power to gain 4 power then spend 4 power to gain 7 coins.
The Halflings use their bonus tile for a shovel, use it to convert M7 to farmland, gaining 1VP, and spends 1 worker and 2 coins to place a dwelling there.
The Dwarves spend 1 worker and 2 coins to place a dwelling in J5. The Auren gain 1 power.
The Auren spend 1 worker and 2 coins to place a dwelling in J3.
The Fakirs spend 4 workers and 10 coin to upgrade the trading house in E2 to a stronghold, gaining 5VP.
The Halflings spend 2 workers and 3 coins to upgrade the dwelling in O6 to a trading house. The Dwarves spend 1VP to gain 2 power.
The Dwarves spend 3 power to gain a priest.
The Auren use their stronghold action to advance 2 steps in the Water cult, gaining 2 power.
The Fakirs pass, gaining 4VP, and take the bonus tile that provides 1 priest income and gaining 2 coins.
The Halflings spend 2 workers and 5 coins to upgrade the trading house in O6 to a temple, taking the favor tile that provides 4 power income and advancing 2 steps in the Air cult, gaining 1 power. The Dwarves spend 1VP to gain 2 power.
The Dwarves spend 2 workers and 3 coins to upgrade the dwelling in H4 to a trading house. The Auren spend 1VP to gain 2 power.
The Auren spend 2 workers and 3 coins to upgarde the dwelling in H3 to a trading house. The Dwarves spend 1VP to gain 2 power.
The Halflings spend 2 workers and 3 coins to upgrade the dwelling at N7 to a trading house. The Dwarves spend 1VP to gain 2 power.
The Dwarves spend 4 power to gain 2 workers.
The Auren use their favor action to advance 1 step in the Air cult, gaining 2 power.
The Halflings commit a priest to the Air cult, advancing 3 steps and gaining 2 power.
The Dwarves commit a priest to the Fire cult, advancing 3 steps and gaining 1 power.
The Auren pass, gaining 2VP, and take the tile that provides 6 coins income, gaining 1 coin.
The Halflings pass and take the bonus tile that provides 4 coins income and an action to advance 1 step in any cult, and gaining 1 coin.
The Dwarves spend 4 workers and 6 coins to upgrade the trading house at I5, gaining 5VP, and establishing a town, gaining 7VP and 2 workers.
The Dwarves commit a priest to the Earth cult, advancing 2 steps and gaining 3 power.
The Dwarves pass, taking the bonus tile that provides 2 coins income and an action to gain 1 shovel.
Cult Bonuses
The Halfings and Auren each gain 3 workers.
Round 4
Income
The Halflings gain 7 workers, 6 coins, 1 priest, and 5 power.
The Fakirs gain 3 workers, 2 coins, 2 priests, and 1 power.
The Auren gain 3 workers and 8 coins.
The Dwarves gain 4 workers, 5 coins, 4 power, and 1 priest.
Actions
The Fakirs spend 2 workers and 5 coins to upgrade the trading house in F1 to a temple, taking the favor tile that provides 2VP per dwelling placed and advancing 1 step in the Earth cult.
The Auren spend 4 power to gain 7 coins.
The Halflings commit a priest to the Fire cult, advancing 2 steps.
The Dwarves use their bonus tile action for a shovel, use it to convet I7 to mountains, and spend 1 worker and 2 coins to place a dwelling there, gaining 2VP. The Fakirs gain 1 power.
The Fakirs spend a priest for a Carpet Flight to I2, gaining 4VP, and spend 1 worker and 2 coins to place a dwelling there, gaining 4VP. The Auren gain 1 power.
The Auren spend 4 power and 2 workers for 2 shovels, use them to convert K4 to forest, then spend 1 worker and 2 coins to place a dwelling there, gaining 2VP.
The Halflings use their bonus tile action to advance 1 step in the Fire cult, gaining 1 power.
The Dwarves spend 1 worker to tunnel to N8, gaining 4VP, then spend 1 worker and 2 coins to place a dwelling there, gaining 2VP. The Halflings spend 3VP to gain 4 power.
The Fakirs burn 2 power to gain 2 power, convert 2 power to coins, spend a priest for a Carpet Flight to K9, gaining 4VP, and spend 1 worker and 2 coins for a dwelling in K9, gaining 4VP.
The Auren spend 2 workers and 5 coins to upgrade the trading house in H3 to a temple, taking the favor tile that provides 4 power income and advancing 2 steps in the Air cult. The Dwarves spend 1VP to gain 2 power.
The Halflings spend 3 power for a bridge between M7 and K8.
The Dwarves spend 1 worker to tunnel to G7, gaining 4VP, and spend 1 worker and 2 coins to place a dwelling there, gaining 2VP.
The Fakirs pass, taking the bonus tile that provides 2 workers income and 4VP per stronghold or sanctuary on passing, and gaining 1 coin.
The Auren use their favor tile action to advance 1 step in the Water cult, gaining 2 power.
The Halflings spend 2 workers and 3 coins to upgrade the dwelling in O7 to a trading house. The Dwarves spend 1VP to gain 2 power.
The Dwarves spend 6 power for 2 shovels, 2 workers to tunnel to E5 and E6, gaining 8VP, use 1 shovel in each to convert each to mountains, and spend 1 worker and 2 coins to place a dwelling in E6, gaining 2VP.
The Auren use their stronghold action to advance 2 spaces in the Fire cult.
The Halflings spend 2 workers and 3 coins to upgrade the dwelling in M6 to a trading house. The Dwarves spend 1VP to gain 2 power and the Auren spend 2VP to gain 3 power.
The Dwarves spend 4 power for 2 workers.
The Auren pass, taking the tile that provides 1 priest income.
The Halflings spend 3 power to gain a priest.
The Dwarves commit a priest to the Fire cult, advancing 2 steps and gaining 2 power.The Halflings commit a priest to the Fire cult, advancing 2 steps and gaining 2 power.
The Dwarves spend 2 workers and 6 coins to upgrade the dwelling in E6 to a trading house.
The Halflings pass, taking the bonus tile that provides 6 coins income.
The Dwarves pass, taking the bonus tile that provides 4 coins income and an action that allows you to advance 1 step in any cult.
Cult Bonuses
The Halfings and Dwarves each gain 4 power.
Round 5
Income
The Halflings gain 5 workers, 12 coins, 1 priest, and 6 power.
The Fakirs gain 7 workers and 2 priests.
The Auren gain 4 workers, 2 priests, and 6 power.
The Dwarves gain 7 workers, 9 coins, 5 power, and 1 priest.
Actions
The Fakirs commit a priest to the Earth cult, gaining 2 steps and 1 power.
The Auren spend 3 power for a bridge between K4 and M5, creating a town and gaining 5VP and 6 coins.
The Halflings commit a priest to the Water cult, gaining 3 steps.
The Dwarves burn 1 power to gain 1 power then spend 4 power to gain 7 coins.
The Fakirs burn 1 power to gain 1 power, convert 1 power, 3 workers, and 1 priest into coins, spend 4 workers and 6 coins to upgrade the temple in F1 to a sanctuary, gaining 5VP and the favor tile that advances them 3 steps in the Fire cult, gaining 1 power, and forms a town, gaining 5VP and 6 coins.
The Auren spend 2 workers, 1 priest, and 5 coins to reduce the cost of shovels, gaining 6VP.
The Halflings spend 6 power for 2 shovels, use them to convert O5 to farmland, gaining 2VP, and spend 1 worker and 2 coins to place a dwelling there.
The Dwarves spend 2 workers and 5 coins to upgrade the trading house in E6 to a temple, taking the favor tile that allows towns to be built with 6 points of buildings and advancing 2 steps in the Fire cult, gaining 2 power.
The Fakirs pass, gaining 8VP and taking the bonus tile that gives 2 coins income and an action to gain a shovel, and 1 coin.
The Auren use their favor tile action to advance 1 step in the Air cult, gaining 3 power.
The Halflings spend 2 workers for a shovel, use the shovel to convert L8 to farmland, gaining 1VP, and spend 1 worker and 2 coins to place a dwelling there.
The Dwarves spend 1 worker to tunnel to F3, gaining 4VP, and spend 1 worker and 2 coins to place a dwelling there. The Fakirs spend 2VP to gain 3 power.
The Auren spend 4 workers and 8 coins to upgrade the temple at H3 to a sanctuary, gaining 5VP and taking the favor tile that gives 2VP per dwelling built and advancing 1 step in the Earth cult. The Dwarves spend 1VP to gain 2 power.
The Halflings spend 1 worker and 2 coins to place a dwelling in L9. The Fakirs gain 1 power.
The Dwarves use their bonus tile action to advance 1 step in the Fire cult.
The Auren use their stronghold action to advance 2 steps in the Fire cult, gaining 1 power.
The Halflings spend 2 workers and 5 coins to upgrade the trading house in O7 to a temple, gaining the favor tile that provides 3 coins income and advances 1 step in the Fire cult. The Dwarves spend 1VP to gain 2 power.
The Dwarves burn 2 power to gain 2 power, spend 4 power for a shovel, spend 1 worker to tunnel to K7, gaining 4VP, use the shovel to convert K7 to mountains, and spend 1 worker and 2 coins to place a dwelling there. The Halflings gain 1 power.
The Auren burn 2 power to gain 2 power and spend 4 power for 2 workers.
The Halflings convert a worker to a coin and spend 2 workers and 3 coins to upgrade the dwelling in L9 to a trading house. The Fakirs gain 1 power.
The Dwarves send a priest to support the Fire cult, advancing 1 step.
The Auren spend 2 workers and 3 coins to upgrade the dwelling in J3 to a trading house. The Fakirs gain 1 power.
The Halflings pass, taking the bonus tile that provides 3 power and 1 worker income, and gaining 2 coins.
The Dwarves pass, taking the bonus tile that provides 6 coins income.
The Auren pass, taking the bonus tile that provides 4 coins income and an action to advance 1 step in any cult.
Cult Bonuses
The Fakirs and Auren each gain 2 workers, the Halflings gain 3 workers, and the Dwarves gain 4 workers.
Round 6
Income
The Halflings gain 8 workers, 9 coins, 2 priests, and 11 power.
The Fakirs gain 5 workers, 2 coins, and 2 priests.
The Auren gain 3 workers, 1 priest, 6 coins, and 7 power.
The Dwarves gain 9 workers, 11 coins, 4 power, and 2 priests.
Actions
The Fakirs use a priest for a Carpet Ride to E4, gaining 4VP, then spend 1 worker and 2 coins to place a dwelling there, gaining 4VP.
The Halflings spend 6 power for 2 shovels, use them to convert K8 to farmland, gaining 2VP, and spend 1 worker and 2 coins to place a dwelling there, gaining 2VP. The Fakirs and Dwarves each gain 1 power.
The Dwarves spend 1 worker to tunnel to M9, gaining 4VP, and spend 1 worker and 2 coins to place a dwelling there, gaining 2VP. The Halflings spend 2VP for 3 power.
The Auren burn 1 power to gain 1 power and spend 4 power for 7 coins.
The Fakirs spend 3 power for a priest.
The Halflings commit a priest to the Earth cult, gaining 2 power.
The Dwarves spend 2 workers and 3 coins to upgrade the dwelling in J5 to a trading house. The Auren gain 1 power.
The Auren spend 2 workers for 2 shovels, use them to convert J2 to forest, then spend 1 worker and 2 coins to place a dwelling there. The Fakirs gain 1 power.
The Fakirs spend 1 priest for a Carpet Ride to D5, gaining 4VP, use their bonus tile action for a shovel to convert it to desert, then spend 1 worker and 2 coins to place a dwelling there, gaining 4VP.
The Halflings spend 2 workers and 3 coins to upgrade the dwelling in L8 to a trading house.
The Dwarves commit a priest to the Water cult, gaining 2 steps.
The Auren spend 1 worker and 2 coins to place a dwelling in J1, gaining 4VP.
The Fakirs use a priest for a Carpet Ride to E8, gaining 4VP, then spend 1 worker and 2 coins to place a dwelling there, gaining 4VP.
The Halflings commit a priest to the Water cult, advancing 2 steps and gaining 2 power.
The Dwarves commit a priest to the Air cult, advancing 2 steps.
The Auren commit a priest to the Water cult, advancing 2 steps.
The Fakirs spend 3 workers for a shovel, use it to convert E9 to desert, then spend 1 worker and 2 coins to place a dwelling there, gaining 4VP.
The Halflings burn 3 power to gain 3 power, convert 4 power to 4 coins, spend 4 workers and 8 coins to upgrade the trading house in N7 to a stronghold, and use the 3 shovels gained to convert P8 to farmland, gaining 3VP.
The Dwarves spend 1 worker to tunnel to G9, gaining 4VP, then spend 1 worker and 2 coins to place a dwelling there, gaining 2VP.
The Auren use their bonus token action to advance 1 step in the Fire cult, gaining 2 power.
The Fakirs burn 1 power to gain 1 power, convert 1 power to 1 coin, and pass.
The Halflings convert 1 worker to a coin and spend 2 workers and 3 coins to upgrade the dwelling in O8 to a trading house. The Dwarves gain 1 power.
The Dwarves spend 2 workers and 3 coins to upgrade the dwelling in I7 to a trading house. The Fakirs gain 1 power.
The Auren use their stronghold action to advance 2 steps in the Fire cult, gaining 2 power.
The Halflings convert 2 workers to coins and spend 1 worker and 2 coins to place a dwelling in P8, gaining 2VP.
The Dwarves
burn 2 power to gain 2 power, spend 4 power for a shovel, spend 1
worker to tunnel to I9, gaining 4VP, use the shovel to convert I9 to
mountains, and spend 1 worker and 2 coins to place a dwelling there,
gaining 2VP.
The Auren burn 2 power to gain 2 power, convert 3 power into 1 worker, spends 1 worker for a shovel, uses the shovel to convert K1 to forest, then spends 1 worker and 2 coins for a dwelling there, gaining 4VP.
The Halflings pass.
The Dwarves spend 2 workers and 3 coins to upgrade the dwelling in I6 to a trading house. The Fakirs gain 1 power.
The Auren spend 1 priest and 2 coins to upgrade their shipping, gaining 2VP.
The Dwarves convert 1 worker into 1 coin and spend 1 worker and 2 coins to place a dwelling in E5, gaining 2VP.
The Auren use their favor tile action to advance 1 step in the Fire cult.
The Dwarves pass.
The Auren pass.
End of Game and Final Scoring
Cults
In the Fire cult, the Dwarves gain 8VP, the Auren gain 4VP, and the Halflings gain 2VP.
In the Water cult, the Auren gain 8VP, the Halflings gain 4VP, and the Dwarves gain 2VP.
In the Earth cult, the Dwarves gain 8VP, the Halflings gain 4VP, and the Fakirs gain 2VP.
In the Air cult, the Aurn gain 8VP, the Halflings gain 4VP, and the Dwarves gain 2VP.
Areas
The Dwarves have 15
buildings adjacent, gaining 18VP, the Halflings have 13 buildings
adjacent, gaining 12VP, and the Fakirs have 9 buildings adjacent,
gaining 6VP.
Totals
|
Halflings |
Fakirs |
Auren |
Dwarves |
Victory Points |
53 |
98 |
54 |
70 |
City |
12 |
6 |
0 |
18 |
Cults |
14 |
2 |
20 |
20 |
Resources |
0 |
0 |
1 |
0 |
Total |
79 |
106 |
75 |
108 |
Congratulations to Kevin Wilson on his victory!
End of Game Statements
Bill Scharf (Auren):
Congratulations to Kevin on his win, and to Martin on doing so well
with the fakirs. Thanks Chris for running the game, and lastly, thanks
to Christopher for trying to make me feel less lonely in last place.
👍🏼
Kevin Wilson (Dwarves):
Wow, a close one. I was afraid I’d come up the other way, just
short, by trying for a second town when I should have focused on
getting more TH so I would have more DW to tunnel/build. That
cost me 1 tunnel/build that the Halflings blocked and if it came down
to that, ugh (It almost did!). But, the tunneling was just enough to
pay off from the wide-ranging network of Dwarvish mines since no one
challenged me in the second cult.
As always a favorite. Thanks to Chris for running the game and to the rest for playing. Let's go again soon.
Christopher Hunt (Halflings):
Congratulations to Kevin on his excellent win. Thanks to Chris
for running the game. Martin's early lead was impressive and
disheartening. Still learning.
The Players
Player |
Order |
Faction |
Cash |
Workers |
Priests |
Power: Bowl 1 |
Power: Bowl
II |
Power: Bowl
III |
Christopher Hunt | Halflings |
0 |
1 |
0 |
4 |
0 |
0 |
|
Martin Burgdorf | Fakirs |
2 |
0 |
0 |
1 |
3 |
0 |
|
Bill Scharf | Auren |
5 |
0 |
0 |
3 |
0 |
0 |
|
Kevin Wilson | Dwarves |
0 |
0 |
0 |
4 |
1 |
0 |