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 |