How to Play

Terra Mystica

2-5 players 60-150 min 8.0 Board Game Geek Rating

Players control unique factions competing to terraform landscapes and expand their territory. Each turn, you build structures using available resources—dwellings generate workers, trading houses produce income, and temples advance religious cults. Buildings can be upgraded strategically. Victory comes from controlling the largest area while developing your faction's special abilities and skills in this luck-free strategy game.

Published 2012

Terra Mystica

Get Ready

Setup the game with these step-by-step instructions before diving into your turn.

1
Place game boards
Put the game board in the center of the table with the cult board beside it
2
Select factions
Each player chooses a faction board, placing it with their chosen faction face up (first game: use recommended factions based on player count)
3
Take faction components
Collect all buildings, priests, markers, and bridges in your faction's color
4
Place buildings on faction board
Position all 8 dwellings, 4 trading houses, 3 temples, 1 sanctuary, and 1 stronghold on their designated spaces
5
Place priests and bridges
Put 7 priests and 3 bridges beside your faction board as your supply
6
Collect starting resources
Take workers, coins, and priests as shown in the upper right of your faction board
7
Distribute power tokens
Place 12 power tokens in bowls I and II according to your faction board's distribution
8
Set shipping marker
Place one marker on the leftmost (0) position of the shipping track (Mermaids start at 1; Fakirs and Dwarves cannot ship)
9
Set terraforming marker
Place one marker on the lowest position of the terraforming track showing 3 workers equals 1 spade
10
Place victory point marker
Position one marker on the 20 space of the scoring track
11
Set cult markers
Place four markers on the 0 position of each cult track, then advance according to cult symbols on your faction board
12
Prepare scoring tiles
Randomly select 6 scoring tiles and place them in order on the designated spaces (top tile cannot have a spade on the left side)
13
Cover final round tile
Place the game end token covering the right half of the topmost scoring tile
14
Select bonus cards
Choose bonus cards based on player count (players + 3 cards) and lay them face up
15
Arrange favor tiles
Group favor tiles in a 3x4 arrangement near the cult board
16
Place town tiles
Put all 10 town tiles near the game board
17
Prepare common supply
Place workers, coins, and power action tokens beside the board
18
Place action tokens on power actions
Put one action token above each of the 6 power action spaces
19
Place initial dwellings
Starting with the first player clockwise, each player places one dwelling on a terrain matching their home terrain; then reverse order for second dwellings
20
Choose starting bonus cards
In reverse player order, each player selects one bonus card
21
Add coins to remaining bonus cards
Place one coin on each unchosen bonus card

On Your Turn

What you can do during your turn.

1
Take one action
On your turn, perform exactly one action from the eight available options, then play passes clockwise
2
Continue until all pass
Players keep taking turns until everyone has passed; passing ends your round
3
Transform terrain
Change a terrain type to your home terrain by paying workers converted to spades based on your terraforming track
4
Calculate spade cost
Count steps on the terrain cycle between current and target terrain (maximum 3 spades needed)
5
Build dwelling
After terraforming to your home terrain, optionally build a dwelling by paying 1 worker and 2 coins
6
Ensure adjacency
The terrain must be directly or indirectly adjacent to one of your existing structures
7
Gain scoring tile points
Earn 2 VP per dwelling built if the current scoring tile shows a dwelling icon
8
Pay shipping cost
Spend 1 priest and 4 coins to move your shipping marker up one level
9
Gain victory points
Receive VP as shown above the new shipping level on your faction board
10
Extend indirect adjacency
Higher shipping allows building across more river spaces
11
Pay improvement cost
Spend 2 workers, 5 coins, and 1 priest to advance your terraforming marker
12
Gain victory points
Receive 6 VP for this improvement
13
Reduce spade cost
Future terraforming requires fewer workers per spade
14
Dwelling to trading house
Pay 2 workers and 6 coins (3 coins if adjacent to opponent's structure)
15
Trading house to stronghold
Pay cost shown on faction board; unlock special stronghold ability
16
Trading house to temple
Pay 2 workers and 5 coins; immediately choose one favor tile
17
Temple to sanctuary
Pay cost on faction board; choose another favor tile
18
Return upgraded building
Place the removed building back on your faction board (rightmost empty space)
19
Gain scoring tile points
Earn VP if current scoring tile matches the structure type built
20
Place priest on cult space
Put one priest from your supply onto an empty space below any cult track
21
Advance on cult track
Move your marker up by the number shown on that space (1, 2, or 3)
22
Alternative: priest to supply
Instead of cult board, place priest in your supply to advance 1 space on any cult track
23
Gain power from cult advancement
Receive 1/2/2/3 power when reaching the 3/5/7/10 spaces respectively
24
Select available power action
Choose one of the 6 power actions on the game board not already used this round
25
Pay power cost
Move the required power tokens from bowl III to bowl I
26
Cover with action token
Place an action token on the used power action
27
Bridge building action
Pay 3 power to build a bridge connecting two river spaces adjacent to your structure
28
Priest action
Pay 3 power to gain 1 priest from your supply
29
Worker action
Pay 4 power to gain 2 workers
30
Coin action
Pay 4 power to gain 7 coins
31
One spade action
Pay 4 power to gain 1 spade for immediate terraforming
32
Two spades action
Pay 6 power to gain 2 spades for immediate terraforming
33
Use special action once per round
Execute special actions from stronghold abilities, favor tiles, or bonus cards
34
Mark as used
Cover the action with an action token after use
35
Cannot choose unavailable actions
You may not select a special action you cannot execute
36
End your round
Declare you are finished taking actions this round
37
Become starting player
First player to pass takes the starting player token for next round
38
Return bonus card
Give back your current bonus card
39
Select new bonus card
Choose one of the available bonus cards (take any coins on it)
40
Score bonus card points
Some bonus cards give VP based on structures when passed
41
Turn card face down
Indicates you have passed
42
Gain power
Move tokens from bowl I to II first, then from bowl II to III
43
Spend power
Move tokens from bowl III to bowl I
44
Sacrifice power
Optionally remove tokens from bowl II to move equal tokens from II to III
45
Convert power
Exchange 5 power for 1 priest, 3 power for 1 worker, or 1 power for 1 coin
46
Trigger condition
When an opponent builds or upgrades adjacent to your structure
47
Calculate power gain
Sum the power values of your adjacent structures (dwelling=1, trading house/temple=2, stronghold/sanctuary=3)
48
Pay victory points
Lose VP equal to power gained minus one
49
Accept or decline
You must take all or nothing
50
Meet building requirement
Have at least 4 directly adjacent structures (3 if sanctuary is included)
51
Meet power value requirement
Combined power value of structures must be at least 7
52
Choose town tile
Select one available town tile for immediate VP and bonus
53
Mark the town
Place town tile under one structure of the new town
54
Gain town key
Use the key to reach space 10 on a cult track

Winning

How to claim victory.

1
Score during play
Earn victory points from scoring tiles, town founding, shipping/terraforming improvements, and various abilities
2
Apply round scoring
Each round awards VP based on the current scoring tile's left side (buildings, spades, or towns)
3
Complete six rounds
The game ends after the sixth round's action phase
4
Skip final cult bonus
The last round has no cult bonus (covered by game end token)
5
Score cult tracks
Award 8/4/2 VP to first/second/third place on each cult track (no points for staying at 0; ties split points rounded down)
6
Score largest connected area
Count structures in each player's biggest connected network using shipping and special movement abilities
7
Award area points
Give 18/12/6 VP to first/second/third largest areas (ties split points rounded down)
8
Convert remaining resources
Gain 1 VP per 3 coins (other resources can be converted to coins first)
9
Determine winner
Player with the most victory points wins
10
Resolve ties
Players with equal highest scores share the victory

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