Staffy Bull Mastiff

Terra Mystica


Pre-Game

Faction Selection

Bill selects the Witches.

Kevin selects the Chaos Magicians.

Chris selects the Fakirs.

Christopher selects the Halflings

Initial Dwelling Placement

Witches place a dwelling in I6.

Fakirs place a dwelling in E4.

Halflings place dwellings in H5 and O6.

Fakirs place a dwelling in M7.

Witches place a dwelling in C1.

Chaos Magicians place a dwelling in E5.

Bonus Tile Selection

Halflings take the bonus tile that provides an action to gain a spade and 2 coins income.

Fakirs take the bonus tile that provides 1 priest income.

Chaos Magicians take the bonus tile that provides +1 to shipping range and 3 power income.

Witches take the bonus tile that provides 6 coins income.


Round 1

Income

Witches gain 6 coins and 3 workers.

Chaos Magicians gain 2 workers and 3 power.

Fakirs gain 3 workers and 1 priest.

Halflings gains 3 workers and 2 coins.

Actions

Witches spend 3 workers for a space, use the space to transform I5 into forest, and spend 1 worker and 2 coins for a dwelling there.  The Halflings gain 1 power.

Chaos Magicians burn 4 power to gain 4 power, spend 4 power for a spade, use the spade to transform G7 into wasteland, and spend 1 worker and 2 coins to place a dwelling there.

Fakirs spend 1 priest for a Carpet Ride to E2, gaining 4VP, spend 3 workers for a spade, use the spade to convert E2 to desert, and spend 1 worker and 2 coins to place a dwelling there.

Halflings use their bonus tile action for a spade, use the spade to transform H6 to farmland, gaining 1VP, and spend 1 worker and 2 coins to place a dwelling there.  The Witches gain 1 power.

Witches spends 2 workers and 3 coins to upgrade the dwelling in I5 to a trading post, gaining 3VP.  The Halflings gain 1 power.

Chaos Magicians spend 1 worker and 2 coins for a dwelling in I7.  The Witches and Halflings each gain 1 power.

Fakirs spend 1 worker and 2 coins for a dwelling in E1.

Halflings burn 6 power to gain 6 power, spends 6 power for 2 spaces, use the spades to transform N5 and P7 to farmland, gaining 2VP, and spends 1 worker and 2 coins to place a dwelling in N5.

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

Chaos Magicians spend 2 workers and 3 coins to upgrade the dwelling in I7 to a trading house, gaining 3VP.  The Halflings and Witches each gain 1 power.

Fakirs pass, taking the bonus tile that provides 4 coins income and an action to advance in any cult, and gains 1 coin.

Halflings spend 1 worker and 2 coins to place a dwelling in P7.

Chaos Magicians spend 2 workers and 5 coins to upgrade the trading house in I7 to a temple, gaining the favor tiles that provide 1 worker and 1 power income, advancing 2 steps in the Earth cult, and the one that provides 4 power income, advancing 2 steps in the Air cult.  The Witches and Halflings each gain 1 power.

Halflings spend 2 workers and 3 coins to upgrade the dwelling in H5 to a trading house.  The Witches spend 2VP to gain 3 power.

Chaos Magicians pass, taking the bonus tile that provides 6 coins income.

Halflings pass, taking the bonus tile marker that provides 1 worker income and gives 2VP on passing for each trading post, and gains a coin.

Cult Bonuses

None eligible.


Round 2

Income

Witches gain 2 coins, 5 workers, and 1 power.

Chaos Magicians gain 4 workers, 6 coins, 1 priest, and 5 power.

Fakirs gain 5 workers and 4 coins.

Halflings gains 6 workers, 2 coins, and 1 power.

Actions

Witches spend 4 workers and 6 coins tol upgrade the trading post in I5 to a stronghold.  The Halflings spend 1VP to gain 2 power.

Fakirs spend 2 workers and 3 coins to upgrade the dwelling in E4 to a trading post.  The Chaos Magicians gain 1 power.

Chaos Magicians spend 2 workers and 3 coins to upgrade the dwelling in E5 to a trading post.  The Fakirs spend 1VP to gain 2 power.

Halflings spend 3 workers for a spade, use it to transform G5 to farmland, gaining 1VP, and spend 1 worker and 2 coins to place a dwelling there.

Witches take a Witches Flight to H3 and place a dwelling there.

Fakirs spend 2 workers and 5 coins to upgrade the trading house in E4 to a temple, taking the favor tile that provides 4 power income, advancing 2 steps in the Air cult, and gaining 1 power.  The Chaos Magicians spend 1VP to gain 2 power.

Chaos Magicians commit a priest to the Fire cult, advancing 3 steps and gaining 3 power.

Halflings spend 2 workers and 3 coins to upgrade the dwelling in H6 to a trading post, gaining 3VP.  The Witches gain 1 power and the Chaos Magicians spend 1VP to gain 2 power.

Witches spend 3 power to build a bridge between I6 and K7.

Fakirs burn 3 power to gain 3 power and spend 3 power for a priest.

Chaos Magicians spend 4 power for 7 coins.

Halflings pass, gaining 4VP and taking the bonus tile that provides an action for a spade and 2 coins income, and gain 1 coin.

Witches spend 1 worker and 2 coins for a dwelling in K7.

The Players

Player

Order

Faction

Cash

Workers

Priests

Power: Bowl 1

Power: Bowl II
Power: Bowl III
Bill Scharf 1
Witches
11
0
0
3
8
1
Kevin Wilson 3
Chaos Magicians
13
2
0
4
1
3
Chris Geggus
2
Fakirs
8
2
1
7
2
0
Christopher Hunt
4-1
Halflings
6
1
0
1
5
0
 
Map

Cult BoardFavor Tiles

Witches
Chaos Magicians
Fakirs

Halflings