Terra Mystica

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Terra Mystica

Overview

Terra Mystica is a strategy game where 2-5 players lead one of 14 unique fantasy factions competing to terraform terrain and build civilizations on a shared map. Players transform terrain hexes to their home type, construct structures, advance on cult tracks, and found towns. The faction with the most victory points after six rounds wins. Each faction has unique abilities, preferred terrain, and asymmetric starting positions.

Components

Setup

  1. Place the game board and cult board centrally.
  2. Each player selects a faction and takes its faction board with all structures placed in their starting positions.
  3. Place 6 scoring tiles (one per round) face-up.
  4. Shuffle and distribute bonus cards (players + 3 extras).
  5. Place favor tiles and town tiles face-up.
  6. Players place initial dwellings on the map per faction setup rules.
  7. Distribute starting resources per faction board.
  8. Place power tokens: 5 in Bowl I, 7 in Bowl II, 0 in Bowl III.

Turn Structure

The game lasts 6 rounds, each with 3 phases:

Phase I: Income

Collect resources based on visible symbols on your faction board:

Phase II: Actions

Starting with the first player, each player takes one action per turn. Continue clockwise until all players pass. Eight actions are available:

Phase III: Cult Bonuses and Cleanup

Award cult bonuses from the current scoring tile. Remove action tokens. Place 1 coin on each unclaimed bonus card. Flip scoring tile face-down.

Actions

1. Transform and Build

Convert terrain to your home type using spades (cost depends on distance on transformation cycle). Then optionally build a dwelling (costs 1 worker + 2 coins, varies by faction). Spades must be used immediately; cannot be saved.

2. Advance Shipping

Expand your range across rivers by 1 level. Costs 1 priest + 4 coins. Awards victory points per scoring tile.

3. Lower Exchange Rate (Spade Cost)

Reduce the number of workers needed per spade by 1. Costs 2 workers + 5 coins + 1 priest. Awards 6 VP.

4. Upgrade Structures

Upgrade in this order: Dwelling -> Trading House -> Stronghold or Temple -> Sanctuary. Each upgrade has specific resource costs and unlocks new income/abilities.

5. Send Priest to Cult Track

Place a priest on a cult track to advance 1-3 spaces (depending on available slots). Advancing past the 3rd, 5th, 7th, or 10th space triggers power gains for all players with structures on the cult board.

6. Power Actions

Spend power from Bowl III to take one of the shared board actions (limited to once per round each). Actions include gaining resources, spades, or other benefits.

7. Special Actions

Use faction-specific or card-granted one-time actions (marked with action tokens).

8. Pass

Stop taking actions for the round. Return your bonus card and choose a new one.

Scoring / Victory Conditions

During the Game

End-Game Scoring

Cult Track Scoring (per cult):

Area Scoring (largest connected group of structures):

Resources: 1 VP per 3 remaining coins.

Highest total VP wins. Ties = shared victory.

Special Rules & Edge Cases

Player Reference

Action Cost Benefit
Transform + Build Spades + 1W + 2C Convert terrain, place dwelling
Advance Shipping 1 Priest + 4C +1 shipping range
Lower Spade Cost 2W + 5C + 1 Priest -1 worker per spade, +6 VP
Upgrade Structure Varies Better income, abilities
Send Priest to Cult 1 Priest Advance 1-3 cult spaces
Power Action Power from Bowl III Various board actions
Special Action Varies Faction/card abilities
Pass None Take new bonus card

Power Cycle: Bowl I -> Bowl II -> Bowl III (spend) -> Bowl I