Giant Schnauzer
Terra Mystica
Pre-Game
Faction Selection
Bill selects
the Alchemists.
Kevin selects
the Fakirs.
Christopher
selects the Halflings.
Initial Dwelling Placement
The Alchemists place a dwelling in G5.
The Fakirs place a dwelling in H6.
The Halflings place dwellings in H5 and O6.
The Fakirs
place a delling in E4.
The Alchemists place a dwelling in N7.
Initial Bonus Tile Selection
The Fakirs select the bonus tile that provides 1 worker income and 2VP on passing for every trading house.
The Alchemists select the bonus tile
that provides 2 coins income and 1VP on passing for every dwelling.
Round 1
Income
The Alchemists
gain 2 coins and 3 workers.
The Fakirs
gain 4 workers.
The Halflings
gain 2 coins and 3 workers.
Actions
The Alchemists spend 3 workers for a shovel, use it to convert F5 to swamp, gaining 2VP, and spend 1 worker and 2 coins to place a dwelling there. The Fakirs gain 1 power.
The Fakirs spend 2 workers and 3 coins to upgrade the dwelling in H6 to a trading house. The Alchemists and Halflings each gain 1 power.
The Halflings use their shovel action, spend 6 workers for 2 more shovels, and use the 3 shovels to convert N6 into farmland, gaining 9VP.
The Alchemists spend 2 workers and 3 coins to upgrade the dwelling in F5 to a trading house. The Fakirs gain 1 power.
The Fakirs spend 2 workers and 5 coins to upgrade the trading house in H6 to a temple, gaining the favor token that provides 4 power income and advances 2 spaces in the Air cult, gaining 1 power. The Alchemists and Halflings each gain 1 power.
The Halflings burn 4 power to gain 4 power, and spend 4 power to gain 2 workers.
The Alchemists pass, gaining 2VP and taking the bonus tile that provides 2 workers income and 4VP on passing for a stronghold or sanctuary, gaining 1 coin.
The Fakirs burn 4 power to gain 4 power, spend 4 power for a shovel, use the shovel to convert I7 to desert, gaining 2VP, and spends 1 worker and 2 coins to place a dwelling there.
The Halflings spend 1 worker and 2 coins to place a dwelling in N6. The Alchemists gain 1 power.
The Fakirs pass, taking the bonus tile that provides 6 coins income and gaining 1 coin.
The Halflings spend 1 worker and 2 coins to place a dwelling in M6. The Alchemists gain 1 power.
The Halflings pass, taking the bonus tile that provides 4 coins income and an action to advance one space in any cult, and gains 1 coin.
Cult Bonuses
The Halflings
gain 1 coin.
Round 2
Income
The Alchemists
gain 2 coins, 1 power, and 5 workers.
The Fakirs
gain 3 workers, 6 coins, 4 power, and 1 priest.
The Halflings
gain 4 coins and 4 workers.
Actions
The Alchemists spend 4 workers and 6 coins to upgrade the trading house in F5 to a stronghold, gaining 12 power. The Fakirs gain 1 power.
The Fakirs spend 3 workers for a shovel, use it to convert E5 to desert, and spend 1 worker and 2 coins to place a dwelling there.
The Halflings spend 3 workers for a shovel, use it to convert N6 to farmland, gaining 1VP, and spend 1 worker and 2 coins to place a dwelling there.
The Alchemists spend 6 power for 2 shovels, use those shovels to convert M7 to swamp, gaining 4 power, and spend 1 worker and 2 coins to place a dwelling there. The Halflings gain 1 power.
The Fakirs use a priest for a Carpet Ride to K9, gaining 4VP, and spend 1 worker and 2 coins to place a dwelling there.
The Halflings spend 1 worker and 2 coins to place a dwelling in N4.
The Alchemists spend 4 power to gain 2 workers.
The Fakirs pass, taking the bonus tile that provides 2 coins income and an action to gain a shovel and gaining 1 coin.
The Halflings use the bonus action to advance 1 step in the earth cult.
The Alchemists spend 2 workers and 3 coins to upgrade the dwelling in M7 to a trading house, gaining 3VP. The Halflings gain 1 power.
The Halflings pass, taking the bonus tile that provides 2 coins income and 1VP per dwelling on passing, and gaining 1 coin.
The Alchemists
pass, taking the bonus tile that provides 4 coins income and an action
to advance 1 step in any cult.
Cult Bonuses
None eligible.
Round 3
Income
The Fakirs
gain 2 coins, 4 power, 1 priest, and 5 workers.
The Halflings
gain 7 workers and 2 coins.
The Alchemists
gain 10 coins, 1 power, and 3 workers.
Actions
The Fakirs use their bonus action for a shovel, use the shovel to convert D5, and spend 1 worker and 2 coins to place a dwelling there, gaining 2VP.
The Halflings spend 6 workers for 2 shovels, use the shovels to convert O7 to farmland, gaining 2VP, and spend 1 worker and 2 coins to place a dwelling there, gaining 2VP. The Alchemists gain 1 power.
The Alchemists use a bonus action to advance one step in the water cult.
The Fakirs spend 2 workers and 3 coins to upgrade the dwelling in E4 to a trading house. The Alchemists spend 2VP to gain 3 power.
The Halflings pass, gaining 7VP, and take the bonus tile that provides 2 workers income and 4VP for a stronghold or sanctuary on passing, and gains 1 coin.
The Alchemists spend 3 workers for a shovel, and use it to convert O8 to swamp, gaining 2 power.
The Fakirs spend 2 workers and 5 coins to upgrade the trading house in E5 to a temple, gaining the favor tile that advances 3 spaces in the air cult, gaining 2 power. The Alchemists spend 2VP to gain 3 power.
The Alchemists pass, taking the bonus tile that provides 1 worker income and 2VP per trading house on passing, and gaining 2 coins.
The Fakirs commit a priest to the Air cult, advancing 3 steps and gaining 2 power.
The Fakirs spend 4 power for 7 coins.
The Fakirs
pass, taking the bonus tile that provides 6 coins income and gaining 1
coin.
Cult Bonuses
None eligible.
Round 4
Income
The Halflings
gain 10 workers.
The Alchemists
gain 4 workers, 8 coins, and 1 power.
The Fakirs
gain 6 coins, 4 power, 2 priests, and 5 workers.
Actions
The Halflings spend 2 workers and 3 coins to upgrade the dwelling in O7 to a trading house, forming a town, gaining 14VP and a priest. The Alchemists gain 1 power.
The Alchemists spend 3 power for a bridge between M7 and K8.
The Fakirs spend 2 workers and 3 coins to upgrade the dwelling in E5 to a trading house. The Alchemists spend 2VP to gain 3 power.
The Halflings commit a priest to the earth cult, gaining 3 power.
The Alchemists spend 1 worker and 2 coins to place a dwelling in L8.
The Fakirs spend 2 workers and 6 coins to upgrade the dwelling in I7 to a trading house.
The Halflings spend 4 workers and 8 coins to upgrade the trading house in O7 to a stronghold, gaining 3 shovels, uses 2 of them in O5 and 1 in O8, gaining 3VP, then spends 1 worker and 2 coins to place a dwelling in O8. The Alchemists gain 2 power.
The Alchemists spend 2 workers and 5 coins to upgrade the trading house in M7 to a temple, taking the favor tile that does provides 4 power income and advances 2 steps in the air cult. The Halflings gain 1 power.
The Fakirs pass, taking the bonus tile that provides 2 coins income and an action for a shovel, and gains 1 coin.
The Halflings spend 1 worker and 2 coins to place a dwelling in O5.
The Alchemists spend 4 power for a shovel, use it to convert L9 to swamp, gaining 2 power, and spend 1 worker and 2 coins to place a dwelling there. The Fakirs gain 1 power.
The Halflings spend 2 workers and 3 coins to upgrade the dwelling in O8 to a trading house. The Alchemists gain 1 power.
The Alchemists pass, taking the bonus tile that provides 4 coins income and an action to advance 1 step in any cult, and gains 1 coin.
The Halflings
pass, gaining 4VP and taking the bonus tile that provides 2 coins
income and 1VP per dwelling while passing, and gains 1 coin.
Cult Bonuses
The Halflings gain a shovel and use it to convert P7
to farmland, gaining 1VP.
Round 5
Income
The Fakirs
gain 3 workers, 6 coins, 2 priests, and 6 power.
The Alchemists
gain 5 workers, 10 coins, 1 priest, and 4 power.
The Halflings
gain 4 coins, 3 power, and 8 workers.
Actions
The Fakirs spend 6 power for 2 shovels, use them to convert D3 to desert, and spend 1 worker and 2 coins to place a dwelling there.
The Alchemists spend 1 priest, 2 workers, and 5 coins to reduce the cost of shovels, gaining 6VP.
The Halflings spend 4 power to gain 7 coins.
The Fakirs convert a priest to a worker, spend 4 workers and 10 coins to upgrade the trading house in E5 to a stronghold, and establish a city, gaining 6VP and 8 power. The Alchemists spend 2VP to gain 3 power.
The Alchemists spend 3 power to gain a priest.
The Halflings spend 2 workers and 3 coins to upgrade the dwelling in N6 to a trading house, gaining 3VP. The Alchemists gain 1 power.
The Fakirs commit a priest to the water cult, gaining 3 steps and 1 power.
The Alchemists spend 4 power for 2 workers.
The Halflings spend 1 worker and 2 coins to place a dwelling in P7.
The Fakirs pass, taking the bonus tile that provides 6 coins income.
The Alchemists spend 1 priest, 2 workers, and 5 coins to reduce the cost of shovels, gaining 6VP.
The Halflings pass, gaining 7VP and taking the bonus tile that provides 2 workers income and 4VP on passing for a stronghold or a sanctuary, and gains 1 coin.
The Alchemists use their bonus action to advance 1 step in the water cult, gaining 1 power.
The Alchemists spend 1 worker for a shovel, use it to convert K8 to swamp, gaining 2 power, and spend 1 worker and 2 coins to place a dwelling there. The Fakirs gain 1 power.
The Alchemists
pass, taking the bonus tile that provides 2 coins income and an action
to gain a shovel.
Cult Bonuses
None eligible.
Round 6
Income
The Fakirs
gain 4 workers, 8 coins, 3 priests, and 2 power.
The Halflings
gain 10 workers, 4 coins, and 4 power.
The Alchemists
gain 8 coins, 4 power, 1 priest, and 6 workers.
Actions
The Fakirs spend 4 power for 2 workers.
The Halflings burn 4 power to gain 4 power and spend 4 power for 7 coins.
The Alchemists spend 4 workers and 6 coins to upgrade the temple to a sanctuary, gaining 5VP, a favor tile that does advances 3 steps in the water cult, gaining 2 power, and establishing a town, gaining 9VP and 1 priest. The Halflings gain 1 power.
The Fakirs spend a priest for a Carpet Ride to E1 and spend 1 worker and 2 coins to place a dwelling there, gaining 4VP.
The Halflings spend 2 workers and 5 coins to upgrade the trading house in O8 to a temple, taking the favor tile that advances 3 steps in the earth cult, gaining 2 power. The Alchemists gain 1 power.
The Alchemists commit a priest to the fire cult, gaining 3 steps and 1 power.
The Fakirs spend 3 power to gain 1 priest.
The Halflings spend 2 workers and 5 coins to upgrade the trading house in H6 to a temple, taking the favor tile that advances 3 steps in the fire cult, gaining 1 power. The Alchemists gain 1 power.
The Alchemists commit a priest to the fire cult, gaining 2 steps and 2 power.
The Fakirs spend a priest for a Carpet Ride to J5 and 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 M6 to a trading house.
The Alchemists spend 5 power for a priest and spends 3 power for a bridge from E5 to G7.
The Fakirs spend a priest for a Carpet Ride to B2, then spend 1 worker and 2 coins to place a dwelling there, gainnig 4VP.
The Halflings spend 2 workers and 5 coins to upgrade the trading house in M6 to a temple, taking the favor tile that provides 2 steps in the air cult and 4 power income, gaining 1 power. The Alchemists spend 3VP to gain 4 power.
The Alchemists use their bonus action for a shovel, spend 2 workers for 2 shovels, use 3 shovels to convert G7 to swamp, gaining 6 power, and spend 1 worker and 2 coins to place a dwelling there.
The Fakirs spend a priest for a Carpet Ride to I2, then spend 1 worker and 2 coins to place a dwelling there, gainng 4VP.
The Halflings convert 1 power to 1 coin, spend 6 workers for 2 shovels, use those shovels to convert O9 to farmland, gaining 2VP, and spend 1 worker and 2 coins to place a dwelling there.
The Alchemists commit a priest to the water cult, gaining 2 power.
The Fakirs spend a priest for a Carpet Ride to E8, then spend 1 worker and 2 coins to place a dwelling there, gaining 4VP.
The Halflings pass, gaining 4VP.
The Alchemists convert 6 power into 2 workers, spend 1 worker for a shovel, use the shovel to convert K8 to swamp, gaining 2 power, and spend 1 worker and 2 coins to place a dwelling there.
The Fakirs commit a priest to the fire cult, gaining 1 power.
The Alchemists burn 4 power to gain 4 power, convert 4 power to coins, spend 14 coins for 7VP, and pass.
The Fakirs
pass.
End of Game and Final Scoring
Cults
In the Fire cult, the Alchemists gain 8VP, and the Fakirs and Halflings gain 3VP each.
In the Water cult, the
Alchemists gain 8VP, the Fakirs gain 4VP, and the Halflings gain 2VP.
In the Earth cult, the Halflings gain 8VP, and the Alchemists and Fakirs gain 3VP each.
In the Air cult, the Fakirs gain 8VP, the Halflings gain 4VP, and the Alchemists gain 2VP.
Areas
The Fakirs have 12
buildings adjacent, gaining 18VP, the Halflings have 10 buildings
adjacent, gaining 12VP, and the Alchemists have 5 buildings adjacent,
gaining 6VP.
Totals
|
Alchemists |
Fakirs |
Halflings |
Victory Points |
53 |
54 |
79 |
City |
6 |
18 |
12 |
Cults |
21 |
18 |
17 |
Resources |
0 |
0 |
0 |
Total |
80 |
90 |
108 |
Congratulations to Christopher Hunt on his victory!
End of Game Statements
Christopher Hunt (Halflings):
Won despite messing up the last round must learn the difference between
during strongholds and temples. Thanks to Chris for keeping count
of my inadvertent VPs. Never got moving on the cults.
Bill Scharf (Alchemists): Thanks for running the game, and congrats to Christopher for winning it. First time running the alchemists. Going first in the game was a very real liability, makes me wonder what I’ll be able to do with them when I run them wide open! I’ve won enough times I’m working my way through playing the various races, worst to date was the giants, winning with those guys would be an impressive feat for anybody….I did…poorly….
Kevin Wilson (Fakirs):
While it probably didn’t make a difference a couple of tactical errors
cost me a few VP. First, my very first bonus card selection I confused
placement VP for VP on passing. Not off to the best start. Then, toward
the end, I probably should have held off on my stronghold until the
last turn. It would have cost me a priest but I would have gained VP
for the placement. But, that was probably a wash.
What really got me was a strategic error and a dumb rule error. The
strategic error was my initial placements. I should have placed my
second on the eastern side when someone else did. By not doing so my
shot at a second town went way down because the trading houses were too
expensive and I wasn’t cycling enough power as all the growth was over
there after the initial rush in the middle.
The dumb rule error was because this was our first play with only 3
players. With 4, position on the cult tracks can block VP but with 3
everyone was going to get something. I tried to both gain and block
when I probably should have just focused on gaining. At least the
area bonus paid a bit.
Still a fun game. One of my favorites and with the strategic error of
being too concentrated in the middle, I’m glad to be as close as I
was. Congrats to Christopher on a nice win and thanks to Chris
for running the game and to Bill for another play. Let’s find a 4th and
go again.
The Players
Player |
Order |
Faction |
Cash |
Workers |
Priests |
Power: Bowl 1 |
Power: Bowl
II |
Power: Bowl
III |
Bill Scharf | Alchemists |
0 |
0 |
0 |
8 |
0 |
0 |
|
Kevin Wilson | Fakirs |
0 |
1 |
0 |
6 |
1 |
1 |
|
Christopher Hunt | Halflings |
0 |
0 |
0 |
1 |
3 |
0 |