Estrela Mountain Dog

Terra Mystica


Pre-Game

Faction Selection

Bill selects the Nomads.

Martin selects the Engineers.

Kevin selects the Swarmlings

Christopher selects the Alchemists

Initial Dwelling Placement

The Nomads place a dwelling in H6.

The Engineers place a dwelling in N8.

The Swarmlings place a dwelling at O7.
The Alchemists place dwellings at N7 and F2.
The Swarmlings place a dwelling at D4.
The Engineers place a dwelling at P8.

The Nomads place dwellings at E4 and I2.

Initial Bonus Tile Selection

The Alchemists select the tile that provides 6 coins income.

The Swarmlings select the tile that provides 2 coins income and an action for a free shovel.

The Engineers select the tile that provides 1 priest income.
The Nomads select the tile that provides 4 coins income and an action to advance 1 space in any cult.

Turn 1

Income

The Nomads gain 4 workers and 4 coins.

The Engineers gain 2 workers and 1 priest.

The Swarmlings gain 4 workers and 2 coins.

The Alchemists gain 3 workers and 6 coins.

Actions

The Nomads spend 3 workers for a shovel to convert E5 to desert, gaining 2VP, then spend 1 worker and 2 coins to place a dwelling there.  The Swarmlings gain 1 power.

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

The Swarmlings use their bonus tile action for a shovel, gaining 2VP, and convert D3 to lake, then spend 2 workers and 3 coins to place a dwelling there.  The Nomads gain 1 power.

The Alchemists spend 2 workers and 3 coins to upgrade the dwelling in N7 to a trading house.  The Engineers and Swarmlings each gain 1 power.

The Nomads spend 2 workers and 3 coins to upgrade the dwelling in E5 to a trading house.  The Swarmlings gain 1 power.

The Engineers spend 3 workers for a shovel to convert P9 to mountain, gaining 2VP, then spend 1 worker and 1 coin to place a dwelling there.

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

The Alchemists spend 4 workers and 6 coins to upgrade the trading house in N7 to a stronghold, gaining 12 power.  The Engineers and Swarmlings each gain 1 power.

The Nomads use their bonus tile action to gain 1 step in the Earth cult.

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

The Swarmlings burn 3 power to gain 3 power, spend 4 power for 1 shovel and use it to convert C4 to lake, gaining 2VP, then spend 2 workers and 3 coins to place a dwelling there.

The Alchemists spend 4 power to gain 7 coins.

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

The Swarmlings spend 5 workers and 8 coins to upgrade the trading hosue in D4 to a stronghold.  The Nomads spend 2VP to gain 3 power.

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

The Swarmlings use their stronghold action to upgrade the dwelling at D3 into a trading house.  The Nomads gain 1 power.

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

Cult Bonuses

The Engineers gain 3 coins.  The Nomads gain 2 coins. The Swarmlings gain 1 coin.

Turn 2

Income

The Engineers gain 3 workers.

The Nomads gain 6 workers, 2 coins, and 1 power.

The Alchemists gain 2 workers and 10 coins.

The Swarmlings gain 4 workers,  2 coins, and 9 power.

Actions

The Engineers spend 1 worker and 2 coins to upgrade the dwelling at P8 to a trading house.  The Swarmlings gain 1 power.

The Nomads spend 4 workers and 8 coins to upgrade the trading house in E5 to a stronghold.  The Swarmlings spend 2VP to gain 3 power.

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

The Swarmlings spend 4 power for 1 shovel, then use it to convert C5 to lake, spend 2 workers and 3 coins to place a dwelling there, then establish a town, gaining 13VP, 3 workers, and one step in each cult.

The Engineers spend 1 worker and 4 coins to upgrade the trading house in P8 to a temple, taking the favor tile that grants 2VP per dwelling built and advancing 1 space in the Earth cult.  The Swarmlings gain 1 power.

The Nomads create a Sandstorm in D5, converting it to desert, then spend 1 worker and 2 coins to place a dwelling there.  The Swarmlings spend 4VP to gain 5 power.

The Alchemists use their bonus tile action to advance 1 step in the Fire cult.

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

The Engineers spend 1 worker and 2 coins to upgrade the dwelling in N8 to a trading house.  The Alchemists spend 2VP to gain 3 power.

The Nomads pass, gaining 4VP and taking the tile that provides 1 priest income and gaining 1 coin.

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

The Swarmlings use their stronghold action to convert the dwelling in D1 to a trading house.

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

The Alchemists spend 3 workers for a shovel to convert M6 to swamp, gaining 2 power, then spend 1 worker and 2 coins to place a dwelling there.

The Swarmlings spend 4 power for 7 coins.

The Alchemists pass, taking the bonus tile that provides 2 coins income and an action for a shovel.

The Swarmlings spend 3 workers and 6 coins to upgrade the trading house in D1 to a temple, taking the favor tile that provides 1 worker and 1 power income and advancing 2 spaces in the Earth cult, gaining 1 power.

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

Cult Bonuses

The Engineers gain 1 shovel and use it to convert Q9 to mountain.  The Swarmlings gain 1 shovel and use it to convert C1 to lake.

Turn 3

Income

The Alchemists gain 5 workers, 1 priest, and 2 power.

The Engineers gain 3 workers, 2 coins, 1 priest, and 1 power.

The Alchemists gain 3 workers and 8 coins.

The Swarmlings gain 6 workers, 6 coins, 1 priest, and 7 power.

Actions

The Nomads spend 2 workers and 3 coins to upgrade the dwelling at E4 to a trading house.

The Engineers spend 1 priest and 4 coins to increase their shipping, gaining 2VP.

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

The Swarmlings spend 4 power for 2 workers.

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

The Engineers spend 1 worker and 1 coin to place a dwelling in M9, gaining 4VP.

The Alchemists pass, taking the bonus tile that provides 6 coins income and gaining 2 coins.

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

The Nomads create a Sandstorm in D6, converting it to desert then spend 1 worker and 2 coins to place a dwelling there, gaining 2VP and establishing a town, gaining 6 coins and 5VP.  The Swarmlings gain 1 power.

The Engineers spend 1 worker and 1 coin to place a dwelling on Q9, gaining 4VP.

The Swarmlings spend 2 workers and 3 coins to place a dwelling on C1, gaining 2VP.

The Nomads pass, taking the bonus tile that provides 2 coins income and an action for a shovel.

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

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

The Swarmlings use their stronghold ability to upgrade the dwelling at C1 to a trading house.

The Swarmlings spend 5 workers and 8 coins to upgrade the temple at D1 to a sanctuary, taking the favor tile that provides an action to adavnce 1 step in any cult and advancing 2 steps in the water cult, gaining 1 power.

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

The Swarmlings use their favor tile action to advance 1 step in the Water cult, gaining 2 power.

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

Cult Bonuses

The Swarmlings gain 4 power.

Turn 4

Income

The Alchemists gain 3 workers and 12 coins.

The Nomads gain 5 workers, 4 coins, and 3 power.

The Engineers gain 3 workers, 1 priest, 1 power, and 2 coins.

The Swarmlings gain 8 workers, 4 coins, 2 priests, and 3 power.

Actions

The Alchemists spend 2 workers and 6 coins to upgrade the dwelling at M6 to a trading house.

The Nomads spend 4 power to gain 7 coins.

The Engineers burn 4 power to gain 4 power, spend 6 power for 2 shovels, converting O9 to mountains, spend 1 worker and 1 coin to place a dwelling there, gaining 2VP, then establish a town, gaining 5VP and 6 coins.

The Swarmlings spend 4 power for 2 workers.

The Alchemists spend 2 workers and 5 coins to upgrade the trading house in M6 to a temple, gaining the favor tile that provides 2 steps in the Water cult and an action to advance 1 step in any cult, and gaining 1 power.

The Nomads create a Sandstorm in I6 to convert it to desert then spend 1 worker and 2 coins to place a dwelling there.

The Engineers commit a priest to the Air cult, gaining 3 steps and 1 power.

The Swarmlings commit a priest to the Water cult, gaining 3 steps and 2 power.

The Alchemists use their favor tile action to advance 1 step in the Water cult.

The Nomads use their bonus tile action for a shovel and convert H5 to desert, then spend 1 worker and 2 coins to place a dwelling there.

The Engineers spend 3 workers and 6 coins to upgrade the temple in P8 to a sanctuary, gaining 5VP and taking the favor tile that provides 1 step in the air cult and VP for trading houses on passing.  The Swarmlings gain 1 power.

The Swarmlings commit a priest to the Water cult, gaining 2 steps and 3 power.

The Alchemists pass, taking the bonus tile that provides 4 coins income and provides an action to gain 1 step in any cult, and gaining 1 coin.

The Nomads spend 2 workers and 5 coins to upgrade the trading house at E4 to a templa, gaining the favor tile that provides 2VP per dwelling built and advancing 1 step in the Earth cult, gaining 1 power.

The Engineers pass, gaining 4VP, and take the bonus tile thta provides 6 coins income.

The Swarmlings spend 3 power for 1 priest.

The Nomads spend 2 workeres and 6 coins to upgrade the dwelling in H5 to a trading house.

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

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

The Swarmlings spend 4 workers for 2 shovels, convert E2 to lake, then spend 2 workers and 3 coins to place a dwelling there.  The Alchemists gain 1 power.

The Swarmlings use their stronghold action to convert the dwelling in E2 to a trading house, establishing a town, gaining 9VP, 1 priest, and 3 workers.  The Alchenists gain 1 power.

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

The Swarmlings convert 3 power to 3 coin then pass, gaining 8VP and taking the bonus tile with 2 coins income and an action for a shovel.


Cult Bonuses

The Swarmlings gain 1 worker and the Engineers gain 2 workers.

Turn 5

Income

The Alchemists gain 2 workers, 1 priest, and 10 coins.

The Engineers gain 3 workers, 1 priest, 8 coins, and 1 power.

The Nomads gain 6 workers, 2 priests, 3 power, and 2 coins.

The Swarmlings gain 6 workers, 8 coins, 2 priests, and 11 power.

Actions

The Alchemists use their favor tile action to advance 1 step in the Water cult, gaining 2 power.

The Engineers spend 1 worker and 4 coins to upgrade the trading hosue in N8 to a temple, taking the favor tile that provides 3VP per trading house built and advancing 1 step in the Water cult.  The Alchemists spend 2VP to gain 3 power.

The Nomads spend 4 power for 7 coins.

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

The Alchemists burn 1 power to gain 1 power then spend 3 power for a priest.

The Engineers spend 1 worker and 4 coins to upgrade the dwelling in Q9 to a trading house, gaining 6VP.

The Nomads spend 2 workers and 3 coins to upgrade the dwelling in D6 to a trading house.  The Swarmlings gain 1 power.

The Swarmlings spend 6 power for 2 shovels and use them to convert F3 to lake, then spend 2 workers and 3 coins to place a dwelling there.  The Alchemists gain 1 power.

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

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

The Nomads create a Sandstorm in I5, transforming it to desert, 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 steps.

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

The Engineers burn 1 power to gain 1 power, convert 1 power to 1 coin, then spend 1 worker and 4 coins to upgrade the dwelling in M9 to a trading house, gaining 6VP.

The Nomads commit a priest to the Fire cult, gaining 2 steps and 1 power.

The Swarmlings use thier favor tile action to gain 1 step in the Fire cult, gaining 2 power.

The Alchemists use their bonus tile action to gain 1 step in the Water cult.

The Engineers pass, gaining 3VP and taking the bonus tile that provides 1 worker income and 2VP per trading house on passing, and gaining 1 coin.

The Nomads spend 2 workers and 3 coins to upgrade the dwelling in D5 to a trading house, gaining 3VP.

The Swarmlings use their stronghold ability to upgrade the dwelling at F3 to a trading house, gaining 3VP.  The Alchemists gain 1 power.

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

The Nomads spend 1 worker and 2 coins to place a dwelling in J5.

The Swarmlings spend 1 priest and 4 coins to upgrade their shipping, gaining 2VP.

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

The Swarmlings spend 2 workers and 3 coins to place a dwelling in F5.  The Nomads spend 4VP to gain 5 power.

The Swarmlings convert 2 power into 2 coins, use the action on their bonus tile for a shovel to convert G5 into lake and spend 2 workers and 3 coins to place a dwelling there.  The Nomads spend 2VP to gain 3 power.

The Swarmlings pass, taking the bonus tile that provides 4 coins income and an action to gain 1 space on any cult track.

Cult Bonuses

The Alchemists gain 2 shovels which they use to convert M5 to swamp, gaining 4 power.  The Swarmlings gain 2 shovels which they use to convert G7 to lake.

Turn 6

Income

The Engineers gain 3 workers, 2 priests, 4 coins, and 2 power.

The Alchemists gain 4 workers, 1 priest, and 6 coins.

The Nomads gain 6 workers, 1 priest, 5 power, and 13 coins.

The Swarmlings gain 8 workers, 13 coins, 2 priests, and 13 power.

Actions

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

The Alchemists spend 1 worker and 2 coins to place a dwelling in M5, gaining 2VP.

The Nomads spend 2 workers and 3 coins to upgrade the dwelling in H6 to a trading house, forming a town, gaining 1 priest and 9VP.  The Swarmlings gain 1 power.

The Swarmlings spend 4 power to gain 7 coins.

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

The Alchemists spend 4 power to gain 2 workers.

The Nomads commit a priest to the Fire cult, advancing 2 spaces and gaining 2 power.

The Swarmlings spend 3 workers and 6 coins to upgrade the trading house in C1 to a temple, taking the favor tile that provides 2VP per dwelling built and gaining 1 step in the Earth cult and 3 power.

The Engineers spend 1 worker and 4 coins to upgrade the dwelling in P9 to a trading house, gaining 3VP.

The Alchemists commit a priest to the Air cult, gaining 2 steps.

The Nomads spend 6 power for 2 shovels, use them to convert H1 to desert, then spend 1 worker and 2 coins to place a dwelling there, gaining 4VP.

The Swarmlings spend 2 workers and 3 coins to place a dwelling in G7, gaining 4VP.

The Engineers convert 3 power to 3 coins then spend 1 worker and 4 coins to upgrade the dwelling in O9 to a trading house, gaining 3VP.

The Alchemists spend 4 workers and 6 coins to upgrade the temple in M6 to a sanctuary, taking the favor tile that advances 3 steps in the air cult, gaining 3 power, and forms a town, gaining 7VP and 2 workers.

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

The Swarmlings spend 2 workers and 3 coins to place a dwelling in F8, gaining 4VP.

The Engineers burn 2 power to gain 2 power, convert 2 power and 3 workers to coins, convert 3 coins to 1VP and pass, gaining 12VP.

The Alchemists spend 1 worker and 2 coins to place a dwelling in N5, gaining 2VP.

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

The Swarmlings spend 2 workers and 3 coins to place a dwelling in H9, gaining 4VP.

The Alchemists spend 1 worker for a shovel and use it to convert N4 to swamp, gaining 2 power, then spend 1 worker and 2 coins to place a dwelling there, gaining 2VP.

The Nomads create a Sandstorm in J3, converting it to desert and spend 1 worker and 2 coins to build a dwelling there, gaining 4VP.

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

The Alchemists use their favor tile action to gain 1 step in the Air cult.

The Nomads spend 3 power for a priest.

The Swarmlings use their stronghold power to upgrade the dwelling at G7 to a trading house.

The Alchemists burn 2 power to gain 2 power, convert 4 power to 4 coins, then spend 38 coins to gain 19VP, then pass, gaining 8VP.

The Nomads convert 1 power to 1 coin then spend 1 priest and 4 coins to improve their shipping, gaining 2VP.

The Swarmlings use 1 worker to gain a shovel, using it to convert F9 to lake, then convert 1 worker and 1 power to coins and spend 2 workers and 3 coins to place a dwelling there, gaining 4VP.

The Nomads burn 1 power to gain 1 power, convert 3 power to 3 coins, 3 coins into 1VP and pass.

The Swarmlings burn 1 power to gain 1 power, convert 4 power to coins, and spend 1 priest and 4 coins to improve their shipping, gaining 3VP.

The Swarmlings use their favor tile action to gain 1 step in the Fire cult.

The Swarmlings use their bonus tile action to gain 1 step in the Fire cult.

The Swarmlings pass.

End of Game and Final Scoring

Cults

In the Fire cult, the Swarmlings gain 8VP, the Nomads gain 4VP, and the Alchemists gain 2VP.

In the Water cult, the Swarmlings gain 8VP and the Alchemits gain 4VP, and the Engineers gain 2VP.

In the Earth cult, the Swarmlings gain 8VP, the Engineers gain 4VP, and the Nomads gain 2VP.

In the Air cult, the Engineers gain 8VP, the Alchemists gain 4VP, and the Swarmlings gains 2VP.

Areas

The Swarmlings have a total of 14 buildings connected, the Nomads have 8, the Engineers have 6, and the Alchemists have 5, so the Swarmlings gain 18VP, the Nomads gain 12VP, and the Engineers gain 6VP.

Totals


Nomads

Engineers

Swarmlings

Alchemists

Victory Points

66

84

85

68

City

12

6

18

0

Cults

6

14

26

10

Resources

0

0

0

0

Total

84

104

129

78

Congratulations to Kevin Wilson on his victory!

End of Game Statements

Bill Scharf (Nomads): Congratulations to Kevin on his win, and to Martin for doing so well with the engineers. Thanks Chris for running it….and um, to Christopher and myself for surviving…if you don’t get anything else from doing something, you get experience. My First game playing the nomads…I see why they aren’t in the top tier of factions…

Kevin Wilson (Swarmlings):  I don’t know, I won Cane Corso with the Nomads.  It kind of depends on your neighbors.  In this case, when I was able to get the Swarmlings between your two towns, forcing you to get to 2 range shipping if you wanted to join them I think it gave me the advantage.  Otherwise, you could have joined them and won the largest area.  That sandstorm can be killer.

Thank you to Chris for running the game.  It’s quickly becoming one of my top 3.  The hard choices at times amongst the plethora of desirable choices is fun.  I just wish I could get the same feel for Gaia Project as I think I want to like it even more.  I’ll just have to keep playing.

Let’s go again soon.

The Players

Player

Order

Faction

Cash

Workers

Priests

Power: Bowl 1

Power: Bowl II
Power: Bowl III
Bill Scharf
Nomads
0
0
0
8
2
2
Martin Burgdorf

Engineers
2
0
0
5
0
0
Kevin Wilson
Swarmlings
0
0
0
6
1
0
Brad Martin

Alchemists
1
0
0
4
1
0
 
Map

Cult BoardFavor Tiles

Nomads
Engineers
Swarmlings

Alchemists