Plott Hound
Terra Mystica
Pre-Game
Faction Selection
Bill selects the Giants.
Kevin selects the Witches.
Martin selects the Swarmlings.
Christopher selects the Alchemists
Initial Dwelling Placement
The Giants place a dwelling in K4.
The Witches place a dwelling in I6.
The Giants place a dwelling in I7.
Initial Bonus Tile Selection
The Alchemists select the tile that provides 3 power and 1 worker income.
The Swarmlings take the bonus tile that provides 4VP per stronghold or sanctuary and 2 workers income.
Turn 1
Income
The Giants gain 3 workers and 4 coins.
The Witches gain 3 workers and 1 priest.
The Swarmlings gain 6 workers.
The Alchemists gain 4 workers and 3 power.
Actions
The Giants spend 2 workers and 3 coins to upgrade the dwelling in I7 to a trading house. The Witches gain 1 power.
The Witches spend 2 workers and 3 coins to upgrade the dwelling in I6 to a trading house. The Giants spend 1VP to gain 2 power.
The Swarmlings spend 3 workers and 4 coins to upgrade the dwelling in O5 to a trading house. The Alchemists gain 1 power.
The Alchemists burn 4 power to advance 4 power, spend 4 power for a shovel, using it to convert O6 into swamp, then spending 1 worker and 2 coins to place a dwelling there. The Swarmlings spend 1VP to gain 2 power.
The Giants spend 4 workers and 6 gold to upgrade the trading house to a stronghold, gaining 5VP. The Witches spend 1VP to gain 2 power.
The Witches commit a priest to the Air cult, gaining 3 steps and 3 power.
The Swarmlings spend 5 workers and 8 coins to upgrade the trading house in O5 to a stronghold, gaining 5VP. The Alchemists spend 1VP to gain 2 power.
The Alchemists spend 2 workers and 3 coins to upgrade the dwelling in O6 to a trading house. The Swarmlings spend 2VP to gain 3 power.
The Giants use their bonus action to gain 1 step in the fire cult.
The Witches spend 4 workers and 6 coins to upgrade the trading house in I6 to a stronghold, gaining 5VP. The Giants spend 2VP to gain 3 power.
The Swarmlings use their stronghold action to upgrade the dwelling in F5 to a trading house.
The Alchemists spend 4 workers and 6 coins to upgrade the trading house in O6 to a stronghold, gaining 5VP and 12 power. The Swarmllings spend 2VP to gain 3 power.
The Giants burn 4 power to gain 4 power then spend 4 power to gain 2 workers.
The Witches use their stronghold actions to place a dwelling in H3.
The Swarmlings spend 4 power to gain 7 coins.
The Alchemists spend 3 power to gain 1 priest.
The Giants use their stronghold action for 2 shovels, converting H6 into wasteland and spending 1 worker and 2 coins to place a dwelling there. The Witches spend 2VP to gain 3 power.
The Witches pass, taking the bonus tile that provides 6 coins income and gaining 1 coin.
The Swarmlings spend 3 workers and 6 coins to upgrade the trading house in F5 to a temple, gaining the favor tile that provides 4 power income and advancing 2 steps in the Air cult, gaining 1 power.
The Alchemists pass, taking the bonus tile that provides 2 coins income and 1VP per dwelling on passing and gaining 1 coin.
The Giants pass, taking the bonus tile that provides 1 priest income.
The Swarmlings pass, gaining 4VP and taking the bonus tile that provides 4 coins income and an action to advance 1 step in any cult.
Cult Bonuses
The Witches gain 2 workers. The Swarmlings gain 1 worker.
Turn 2
Income
The Witches gain 3 workers, 6 coins, and 2 power.
The Alchemists gain 3 workers and 8 coins.
The Giants gain 3 workers, 1 priest, and 4 power.
The Swarmlings gain 2 workers, 4 coins, 1 priest, and 8 power.
Actions
The Witches spend 6 power for 2 shovels, use them to convert I4 and I5 to forest, then spend 1 worker and 2 coins to place a dwelling in I4.
The Alchemists spend 4 power for 1 shovel, gaining 2 power, and use it to convert N4 into swamp, then spend 1 worker and 2 coins to place a dwelling there. The Swarmlings spend 2VP to gain 3 power.
The Giants use their stronghold power for 2 shovels, converting H5 to wasteland and spending 1 worker and 2 coins to place a dwelling there. The Witches spend 2VP to gain 3 power.
The Swarmlings spend 3 power to gain 1 priest.
The Witches use their stronghold ability to place a dwelling in I5. The Giants gain 1 power.
The Alchemists spend 2 workers, 1 priest, and 5 coins to reduce the cost of shovels, gaining 6VP.
The Giants spend 1 worker and 2 coins to place a dwelling in H4. The Witches spend 2VP to gain 3 power.
The Swarmlings spend 4 power to gain 7 coins.
The Witches spend 2 workers and 3 coins to upgrade the dwellingin I5 to a trading house then create a town, gaining 11VP and 8 power. The Giants spend 1VP to gain 2 power.
The Alchemists pass, gaining 3VP, and take the bonus tile that provides 2 workers income and 4VP each for the stronghold and sacntuary on passing, and gains a coin.
The Giants spend 2 workers and 3 coins to upgrade the dwelling in H4 to a trading house. The Witches spend 3VP to gain 4 power. The Giants create a town, gaining 8VP and advancing 1 step in each cult, gaining 1 power.
The Swarmlings spend 5 workers and 8 coins to upgrade the temple in F5 to a sanctuary, gaining 5VP and the favor tile that provides 3VP when building a trading house and advancing 1 step in the Water cult.
The Witches spend 4 power for 2 workers.
The Giants pass, taking the bonus tile that provides 1 worker income and 2VP per trading house on passing, and gaining 2 coins.
The Swarmlings spend 1 priest and 4 coins to upgrade their shipping, gaining 2VP.
The Witches spend 2 workers and 3 coins to upgrade the dwellling in M5 to a trading house. The Alchemists gain 1 power.
The Swarmlings spend 1 priest and 4 coins to upgrade their shipping, gaining 3VP.
The Witches spend 2 workers and 5 coins to upgrade the trading house in M5 to a temple, taking the favor tile that provides 4 power income and advancing 2 steps in the Air cult, gaining 2 power. The Alchemists gain 1 power.
The Swarmlings use their bonus action to advance 1 step in the Fire cult.
The Witches pass, taking the bonus tile that provides 1 priest income.
The Swarmlings pass, taking the bonus tile that provides 6 coins income.
Cult Bonuses
The Giants gain 1 worker. The Swarmlings gain 1 worker.
Turn 3
Income
The Alchemists gain 6 workers and 6 coins.
The Giants gain 5 workers, 2 coins, and 4 power.
The Witches gain 3 workers, 2 priests, 2 coins, and 6 power.
The Swarmlings gain 2 workers, 6 coins, 2 priests, and 8 power.
Actions
The Alchemists burn 2 power to gain 2 power then spend 3 power to gain a priest.
The Giants spend 4 power for 7 coins.
The Witches spend 6 power for 2 shovels, spend 1 shovel to convert N6 to forest, spend 1 worker and 2 coins to place a dwelling there, and spend the other shovel to convert O7 to forest. The Alchemists spend 3VP to gain 4 power.
The Swarmlings commit a priest to the Water cult, gaining 3 steps and 3 power.
The Alchemists spends 2 workers and 3 coins to upgrade the dwelling in N4 to a trading house, gainnig 3VP. The Swarmlings spend 2VP to gain 3 power.
The Giants use their stronghold action to gain 2 shovels, use them to transform J3 to wasteland, and spend 1 worker and 2 coins to place a dwelling there. The Alchemists gain 1 power.
The Witches use their stronghold action to place a dwellling in O7. The Alchemists spend 2VP to gain 3 power.
The Swarmlings spend 4 power to gain 2 workers.
The Alchemists spend 2 workers and 5 coins to upgrade the trading house in N4 to a temple, taking the favor tile that provides 4 an action to advance 1 step in any cult and advancing 2 steps in the Water cult, gaining 1 power. The Swarmlings spend 2VP to gain 3 power.
The Giants spend 2 workers and 3 coins to upgrade the dwelling in J3 to a trading house, gaining 3VP. The Alchemists gain 1 power.
The Witches commit a priest to the Fire cult, advancing 3 steps and gaining 1 power.
The Swarmlings spend 4 power for a shovel, use it to convert G5 to a lake, then spend 2 workers and 3 coins for a dwelling there. The Giants spend 1VP to gain 2 power.
The Alchemists commit a priest to the Water cult, gaining 2 steps and 2 power.
The Giants spend 1 priest and 4 coins to improve their shipping, gaining 2VP.
The Witches spend 4 power for 4 coins then spend 1 priest and 4 coins to improve their shipping, gaining 2VP.
The Swarmlings spend 2 workers and 3 coins to place a dwelling in F8.
The Alchemists use their favor action to advance 1 step in the Water cult.
The Giants spend 1 worker and 2 coins to place a dwelling in M4. The Witches spend 1VP to gain 2 power.
The Witches pass, taking the bonus tile that provides 3 power and 1 worker income and gainnig 2 coins.
The Swarmlings use their stronghold action to upgrade the dwelling in F8 to a trading house, gaining 6VP.
The Alchemists pass, gainng 4VP and taking the bonus tile that provides 4 coins income and an action to advance in any cult, and gaining 1 coin.
The Giants pass, gaining 4VP and taking the bonus tile that provides 1 priest income.
The Swarmlings convert 1 priest to 1 worker then spend 3 workers and 4 coins to upgrade the dwelling in G4 to a trading house, gaining 6VP.
The Swarmlings pass, taking the bonus tile that provides 2 workers income and 4VP per stronghold or sanctuary on passing.
Cult Bonuses
The Alchemiss gain 1 shovel and use it to convert P7 to farmland. The Swarmlings gain 1 shovel and use it to convert E5 to mountains.
Turn 4
Income
The Witches gain 6 workers, 2 coins, 1 priest, and 10 power.
The Alchemists gain 3 workers, 10 coins, and 1 priest.
The Giants gain 5 workers, 1 priest, 4 coins, and 6 power.
The Swarmlings gain 2 workers, 10 coins, 2 priests, and 12 power.
Actions
The Witches spend 4 power for a shovel, use it to convert P8 to forest, gaining 2VP, then spend 1 worker and 2 coins to place a dwellling there.
The Alchemists spend 2 workers for 1 shovel, use it to convert P7 to swamp, gaining 2VP, spend 1 worker and 2 coins to place a dwelling there, and establish a town, gaining 9VP and a priest. The Witches spend 1VP to gain 2 power.
The Giants spend 4 power for 7 coins.
The Swarmlings spend 6 power for 2 shovels, using them to convert E5 to a lake and gaining 4VP, then spend 2 workers and 3 coins to place a dwelling there.
The Witches uses their stronghold action to place a dwelling in P9.
The Alchemists spend 3 power for a bridge between N4 and M2.
The Giants use their stronghold action to gain 2 shovels, which they use to convert I2 to wasteland, gaining 4VP, and spend 1 worker and 2 coins to place a dwelling there. The Alchemists gain 1 power.
The Swarmlings use their stronghold action to upgrade the dwelling in E5 to a trading house, gaining 3VP and establishing a town, gaining 7VP and 5 workers.
The Witches convert 1 power into 1 coin and spend 2 workers and 3 coins to upgrade the dwelling in P8 to a trading house, establishing a town and gaining 10VP and 6 coins. The Alchemists gain 1 power.
The Alchemists spend 3 power to gain a priest.
The Giants spend 2 workers and 3 coins to upgrade the dwelling in I2 to a trading house. The Alchemists gain 1 power.
The Swarmlings commit a priest to the Earth cult, gaining 3 steps and 1 power.
The Witches spend 1 priest and 4 coins to increase their shipping range, gaining 3VP.
The Alchemists spend 1 priest, 2 workers, and 5 coins to reduce the cost of shovels, gaining 6VP.
The Giants spend 1 worker and 2 coins to place a dwelling in I1. The Alchemists gain 1 power.
The Swarmlings spend 2 workers, 1 priest, and 5 coins to reduce the cost of shovels, gaining 6VP.
The Witches spend 1 worker and 2 coins to place a dwelling in J9.
The Alchemists commit a priest to the Water cult, gaining 2 steps and 2 power.
The Giants spend 2 workers and 5 coins to upgrade the trading house in I2 to a temple, taking the favor tile that allows building towns with 6 points of buildings and gaining 2 steps in the Fire cult and 2 power, then forms a town, gaining 5VP and 6 coins. The Alchemists gain 1 power.
The Swarmlings spend 2 workers for a shovel and use it to convert F9 into a lake, gaining 2VP.
The Witches pass, taking the bonus tile that provides 2 coins income and 1VP per dwelling on passing, and gaining 2 coins.
The Alchemists commit a priest to the Water cult, gaining 2 steps and 3 power.
The Giants commit a priest to the Fire cult, gaining 2 steps and 2 power.
The Swarmlings pass, taking the bonus tile that provides 2 workers income and 4VP on passing for each stronghold or sanctuary, and gaining 1 coin.
The Alchemists spend 4 power to gain 2 workers.
The Giants pass, taking the bonus tile that provides 6 coins income.
The Alchemists use their favor action to advance 1 step in the Air cult.
The Alchemists use their bonus action to advance 1 step in the Air cult.
The Alchemists pass, taking the bonus tile that provides 1 worker income and 2VP per trading house on passing, and gain 1 coin.
Cult Bonuses
The Swarmlings gain 4 coins. The Giants gain 1 coin.
Turn 5
Income
The Witches gain 7 workers, 6 coins, 1 priest, and 8 power.
The Swarmlings gain 4 workers, 6 coins, 2 priests, and 14 power.
The Giants gain 6 workers, 1 priest, 10 coins, and 4 power.
The Alchemists gain 5 workers, 6 coins, and 1 priest.
Actions
The Witches burn 1 power to gain 1 power, spend 6 power for 2 shovels, use one to convert P8 to forest, and spending 1 worker and 2 coins to place a dwellling there, gaining 2VP, and use the other to convert N8 to forest.
The Swarmlings spend 4 power to gain 2 workers.
The Giants spend 4 power to gain 7 coins.
The Alchemists commit a priest to the Air cult, gaining 2 steps and 1 power.
The Witches commit a priest to the Air cult, gaining 2 steps and 2 power.
The Swarmlings commit a priest to the Air cult, gaining 2 steps and 2 power.
The Giants spend 1 worker and 2 coins to place a dwelling in I9, gaining 2VP. The Witches gain 1 power.
The Alchemists use their favor action to gain 1 step in the Air cult and 2 power.
The Witches spend 2 workers and 5 coins to upgrade the trading house in I5 to a temple, taking the favor tile that advances 3 steps in the Air cult, gaining 3 power. The Giants spend 2VP to gain 3 power.
The Swarmlings spend 3 workers and 6 coins to upgrade the trading house in F8 to a temple, taking the favor tile that provides 2VP per dwelling built and gaining 1 step in the Earth cult, gaining 2 power.
The Giants spend 2 workers and 5 coins to upgrade the trading house to a temple, taking the favor that provides 2VP per dwelling and gaining 1 step in the Earth cult. The Alchemists gain 1 power.
The Alchemists spend 2 workers for 2 shovels, use them to convert M2 to swamp, gaining 4 power, and spend 1 worker and 2 coins to place a dwelling there, gaining 2VP.
The Witches burn 3 power to gain 3 power then spend 3 power for a priest.
The Swarmlings spend 2 workers and 3 coins to place a dwelling in F9, gaining 4VP.
The Giants use their stronghold power to gain 2 shovels, use them to convert L3 to wasteland, and spend 1 worker and 2 coins to place a dwelling there, gaining 4VP.
The Alchemists spend 1 worker and 2 coins to place a dwelling in M1, gaining 2VP.
The Witches convert 4 workers to 4 coins, then spend 2 workers and 5 coins to upgrade the trading house in I8 to a Temple, taking the favor tile that provides an action to advance in any cult and advancing 2 steps in the Water cult. The Alchemists gain 1 power.
The Swarmlings spend 1 priest and 4 coins to upgrade their shipping, gaining 4VP.
The Giants spend 1 worker and 2 coins to place a dwelling in L1, gaining 4VP.
The Alchemists spend 4 power for 1 shovel, use it to convert J1 to swamp, gaining 2 power, and spend 1 worker and 2 coins to place a dwelling there, gaining 2VP. The Giants gain 1 power.
The Witches use their stronghold power to place a dwelling in K7, gaining 2VP.
The Swarmlings convert 3 power to 3 coins and spend 2 workers and 3 coins for a dwelling in H9, gaining 4VP. The Giants gain 1 power.
The Giants pass, taking the bonus tile that provides 4 coins income and an action to advance in any cult, and gaining 1 coin.
The Alchemists spend 1 worker for a shovel, use it to convert K1 to swamp, gaining 2 power, and spend 1 worker and 2 coins to place a dwelling there, gaining 2VP. The Giants gain 1 power.
The Witches use their favor tile action to advance 1 step in the Water cult, gaining 1 power.
The Swarmlings use their stronghold action to upgrade the dwelling in F9 to a trading house, gaining 3VP.
The Alchemists pass, taking the bonus tile that provides 6 coins income.
The Witches send a priest to support the Water cult, gaining 1 step.
The Swarmlings convert 3 power to 1 worker and pass, gaining 8VP and taking the bonus tile that provides 1 worker income and 2VP per trading house on passing.
The Witches pass, gaining 8VP, and take the bonus tile that provides 1 priest income, gaining 1 coin.
Cult Bonuses
The Alchemits gain 2 priests. The Swarmlings and Witches each gain 1 priest.
Turn 6
Income
The Giants gain 8 workers, 6 coins, 2 priests, and 2 power.
The Alchemists gain 8 workers, 12 coins, and 1 priest.
The Swarmlings gain 5 workers, 3 priests, 6 coins, and 14 power.
The Witches gain 8 workers, 3 priests, and 6 power.
Actions
The Giants spend 4 power for 7 coins.
The Alchemists spend 1 priest and 4 coins to improve their shipping, gaining 2VP.
The Swarmlings spend 6 power for 2 shovels, use them to convert G8 to lake, and spend 2 workers and 3 coins to place a dwelling there, gaining 2VP.
The Witches commit a priest to the Fire cult, gaining 2 steps and 2 power.
The Giants spend 4 power for 2 workers.
The Alchemists commit a priest to the Earth cult, gaining 2 steps and 1 power.
The Swarmlings use their stronghold ability to upgrade the dwelling in G8 to a trading house, gaining 6VP and establishing a town, gaining 6VP, 8 power, and 3 workers.
The Witches commit a priest to the Fire cult, gaining 2 steps and 2 power.
The Giants spend 2 workers and 5 coins to upgrade the trading house at H4 to a temple, taking the favor tile that provides 3VP for each trading house and advances 1 space in the Water cult.
The Alchemists commit a priest to the Earth cult, gaining 2 steps and 2 power.
The Swarmlings commit a priest to the Earth cult, gaining 2 steps and 2 power.
The Witches convert 2 power to 2 coins then spend 2 workers and 3 coins to upgrade the dwelling in O7 to a trading house, gaining 3VP.
The Giants spend 2 workers and 3 coins to upgrade the dwelling in I9 to a trading house, gaining 6VP. The Swarmlings and Witches each gain 1 power.
The Alchemists spend 2 workers and 3 coins to upgrade the dwelling in K1 to a trading house, gaining 3VP. The Giants gain 1 power.
The Swarmlings spend 2 workers and 3 coins to place a dwelling in K8, gaining 2VP.
The Witches use their stronghold power to place a dwelling in N8.
The Giants spend 2 workers and 3 coins to upgrade the dwelling at L1 to a trading house, gaining 6VP.
The Alchemists spend 2 workers and 3 coins to upgrade the dwellilng at J1 to a trading house, gaining 3VP. The Giants gain 1 power.
The Swarmlings convert 3 power to 3 coins and spend 2 workers and 3 coins for a dwelling in D1, gaining 2VP.
The Witches use their favor action to advance 1 step in the Water cult.
The Giants spend 2 workers and 3 coins to upgrade the dwelling at H6 to a trading house, gaining 6VP. The Swarmlings spend 1VP to gain 2 power.
The Alchemists spend 2 workers and 3 coins to upgrade the dwelling in J2 to a trading house, gaining 3VP. The Giants spend 4VP to gain 5 power.
The Swarmlings convert 3 power to coins then spend 2 workers and 3 coins to place a dwelling in D4, gaining 2VP.
The Witches convert 5 power to coins and spend 1 priest, 2 workers, and 5 coins to reduce the cost of shovels, gaining 6VP.
The Giants spend 1 priest and 4 coins to upgrade their shipping, gaining 3VP.
The Alchemists spend 2 workers and 5 coins to upgrade the trading house in J1 to a temple, taking the favor tile that allows the construction of towns with 6 building points and advancing 2 steps in the Fire cult and gaining 1 power. The Giants gain 1 power. The Alchemists form a town, gaining 9VP and 1 priest.
The Swarmlings burn 3 power to gain 3 power, convert 5 power to coins, convert 2 priests to workers, and spend 1 priest, 2 workers, and 5 coins to reduce the cost of shovels, gaining 6VP.
The Witches convert 1 power to 1 coin, 4 workers to 4 coins, and spend 2 workers, 1 priest, and 5 coins to reduce the cost of shovels, gaining 6VP.
The Giants spend 1 priest and 4 coins to upgrade their shipping, gaining 4VP.
The Alchemists use a priest to support the Earth cult, gaining 1 step.
The Swarmlings pass, gaining 8VP.
The Witches pass.
The Giants spend 1 worker and 2 coins to place a dwelling in F1, gaining 2VP.
The Alchemists spend 3 power to gain 1 priest.
The Giants spend 2 workers and 3 coins to upgrade the dwelling at H6 to a trading house, gaining 6VP.
The Alchemists spend 1 priest to support the Earth cult, gaining 1 step and 2 power.
The Giants use their bonus tile action to advance 1 step in the Fire cult.
The Alchemists use their favor tile action to advance 1 step in the Earth cult.
The Giants pass.
The Alchemists burn 1 power to gain 1 power, convert 3 power to coins, buys 2VP with 4 coins, and pass.
End of Game and Final Scoring
Cults
In the Fire cult, the Giants and Witches each gain 6VP, and the Alchemists gain 2VP.
In the Water cult, the Alchemists gain 8VP and the Swarmlings gain 4VP, and the Witches gain 2VP.
In the Earth cult, the Alchemists gain 8VP, the Swarmlings gain 4VP, and the Giants gain 2VP.
In the Air cult, the Witches gain 8VP, the Swarmlings gain 4VP, and the Alchemists gain 2VP.
Areas
The Giants and Witches each have a total of 13 buildings adjacent, the Swarmlings and Alchemists each have 9, so the Giants and Witches each gain 15VP and the Swarmlings and Alchemists each gain 3VP.
Totals
|
Giants |
Witches |
Swarmlings |
Alchemists |
Victory Points |
83 |
68 |
118 |
82 |
City |
15 |
15 |
3 |
3 |
Cults |
8 |
16 |
12 |
20 |
Resources |
0 |
0 |
0 |
0 |
Total |
106 |
99 |
133 |
105 |
Congratulations to Martin Burgdorf on his victory!
End of Game Statements
Bill Scharf (Giants): Thanks for running the game, and congratulations to Martin on his win. Lots of fun. First time playing the giants. The two shovel requirement really slows down giant growth….still, it was a bit of a relief to not have to worry about the timing needed to expand into good/less expensive areas, because there are no good/less expensive areas…lol… they’re all the same to the giants. If nothing else, I now have a point target to beat in my next giant game.
Kevin Wilson (Witches):
Too many missed chances for VP in the turn bonuses. I guess I focused
too much on the cult tracks and getting the largest connected
settlement. I admit I didn’t see the Giants catching me. Much
better than my first play with the Giants. But then, my first play with
the Giants was my first play and I didn’t expect to do too well.
Congrats to Martin for a convincing win. Thanks the the rest for
playing what has become one of my favorites. And big thanks to Chris
for again running the game.
The Players
Player |
Order |
Faction |
Cash |
Workers |
Priests |
Power: Bowl 1 |
Power: Bowl
II |
Power: Bowl
III |
Bill Scharf | Giants |
0 |
1 |
1 |
0 |
8 |
0 |
|
Kevin Wilson | Witches |
0 |
0 |
0 |
7 |
1 |
0 |
|
Martin Burgdorf |
Swarmlings |
0 |
0 |
0 |
9 |
0 |
0 |
|
Christopher Hunt |
Alchemists |
1 |
0 |
0 |
4 |
1 |
0 |