Terra Mystica: Fire & Ice

2014 · Fantasy

Terra Mystica: Fire & Ice

Adds eight new factions that join the struggle for control of the landscape, each with unique abilities and terrain interactions. Players expand, terraform, build structures, and manage resources and power while using faction-specific strengths such as power manipulation, temple focus, cult advancement, and volcano creation. Two factions break the usual terrain restriction by adapting to multiple terrain types, altering placement and movement options. Includes new faction boards and components that integrate with the core game to change strategic possibilities and player interaction.

Spillere
2–5 bedst 4
Spilletid
100 min
Alder
12+
Kompleksitet
4 / 5
8,6 på Ludoyafra 299,95 kr.Udvidelse til grundspilletØkonomiskNetværks- og ruteopbygningVariable spillerkræfterTurorden: pasrækkefølge

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8,6/10

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Regelspørgsmål

Besvaret ud fra regelbogen af Ludoyas regelassistent.

Can Ice and Volcano terrain be transformed into another terrain later?

No. Ice and Volcano spaces can never be transformed into any other terrain, either with Spades or Special Actions (Rulebook, p. 2).

How do Ice Maidens choose their starting terrain, and how does it affect transforming terrain?

Ice Maidens must immediately choose a starting terrain that is not the Home terrain of a faction already chosen. Their first two Structures each require a free Ice tile, and when transforming terrain into Ice they count Spades from that starting terrain; transforming the starting terrain itself costs exactly 1 Spade (Rulebook, p. 3).

Can Dragonlords and Acolytes use Spades to transform terrain?

No. Dragonlords transform terrain by spending Power tokens, while Acolytes spend Cult points; neither faction can use Spades for transformation. Instead, Dragonlords convert each Spade gained into 1 Power token, and Acolytes convert each Spade into 1 step on a Cult track (Rulebook, p. 4).

Do Riverwalkers transform terrain like the other factions?

No. Riverwalkers unlock additional terrain types by removing Priests from their Terrain cycle and gaining the associated coins; they cannot use Spades. Their first two Structures, and all later ones, must be placed adjacent to the River, after which later Structures must be within reach according to their Shipping value (Rulebook, p. 4).

When do Riverwalkers count Structures as connected if they are not linked by Shipping?

When founding Towns and during final scoring, Riverwalkers’ Structures that are directly adjacent are considered connected even if they are not connected via Shipping (Rulebook, p. 4).

How does the new final scoring work when players tie?

The selected Final Scoring tile is scored after Area scoring, using connected Structures as specified by that tile. The best, second-best, and third-best players receive 18, 12, and 6 Victory points; tied players add the points for the tied ranks and divide them evenly, rounding down if necessary (Rulebook, p. 2).

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