Terra Nova Review: Terra Mystica for TODDLERS
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- Опубликовано: 9 фев 2025
- Tom Vasel, Wendy Yi, and Chris Yi take a look at a simplified take on Terra Mystica, full of asymmetric factions, engine building, buildings on hexagons.
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BGG Link: boardgamegeek.... Игры
Fun fact: The author of Terra Nova specifically wanted to make Terra Mystica more accessible for less experiences board game players because he was playing with people for whom TM was too complex and that is how this game came to be.
This is going to be perfect for me. I had TM and have Gaia Project. I couldn't justify having both games and I liked Gaia Project more (love the tech tracks over the cult tracks). However with this, Terra Nova becomes a way to introduce friends to the system and when they are ready, Gaia Project becomes the next step. Definitely can't wait for this to come into my collection.
Actually having the same idea. No point in having both GP and TM, especially since i havent played TM to this date :). When u can have this, i mean (y)
I also sold my TM for GP. I will buy this eventually since it's really a lighter game
14:21 Which is exactly why I like the TM system. It incentivizes me to do something for extra points during a particular round - and I can even plan ahead for the next round - which helps me develop a longer-term strategy.
Oh, they are absolutely one of the most important game elements in terra mystica! I never understood Tom's complaint about them. Without them every single faction could devise a perfect build plan through rounds 1-6. They inject that little bit of tactics into what is a very strategic game. I think the clash comes from those who want hard euros to be a sandbox VS a bumper car experience. TM is not a sandbox even if it might appear on the outside to be. The primary point system in the middle of the game comes from reacting to changing insentives.
I think that this is a great review and I like that Wendy fills the spot of "never played TM/Gaia before" and Tom and Chris are the "TM is okay but don't love", but I do wish they had found someone who does like/love Terra Mystica to provide that other side of the conversation. My husband and I have it individually in our top ten games and we are planning to get Terra Nova very specifically to be able to teach new players at a more introductory level, as I will freely admit that TM is a beast for new players.
I have a slate of six reviewers in the studio. I do my best to have a wide range of opinions, but I'm never going to have the perfect person (to you) for each game.
This is an interesting idea, but I feel like Clans of Caledonia did a great job covering the "similar to Terra Mystica, but simpler and less restrictive" lane, besides being a great game in its own right.
CoC is in my top 10 but I’ve yet to play TM. I preordered this one, hoping mechanically it would be up my alley, but it may end up playing second fiddle to Clans. I’m excited to try it out.
@@Revariance if you love clans, I don't think you should go for terra nova and jump strsight into Terra mystica or Gaia project. Terra nova is too light I think without the depth. It really does just look like a tutorial
I think I land in a similar place. Terra Mystica is my favorite game, but Clans has a place in my collection and is just inside my top 50.
Always appreciate your honest reviews. And negative reviews are so helpful. But seems like having someone who actually likes Terra Mystica would have been a good call for this one. I think a lot of people watching this video wanted that opinion.
Gaia Project (formerly TM) is my favorite game of all time. But I don't think it is a great game for reviewers or people that are always playing more games. It's more fun the deeper you go, but it does have it's roadblocks to new players or casual gamers. My sister is a good example. She likes both games. We used to play TM about 10 times per year at different family get togethers. However, I had to basically reteach the game to her every time. Luckily I don't mind that because my enjoyment of playing the game trumps the time spent reteaching :).
I agree completely. GP is my favorite game of all time as well, but you need to dig deeper to fully appreciate it.
@@HainishMentat Not my experience, I loved them both on first play, and that enjoyment just never subsided.
I am glad you have a sister who enjoys playing games with you - and tolerates you reteaching the game every time. Because I tried teaching Dwellings of Eldervale to her, when she came in this past Labor Day, and 5 minutes into me trying to teach it, after explaining that the teach will probably be wrong, she cut me off and said, ‘Let’s just start playing. You can explain as we go along’, which is one of my pet peeves in gaming. There are just so many things to explain that way - in which I would have to stop the flow of the game.
And my father is exactly the same way. I would never teach him any game.
Exactly. TM and GP are games that you will be sloppy at on your first play. Repeated plays will help you get better. It turns off new gamers because they will not be immediately good at it which likely sours their desire to play it again. TM and GP are worth playing again over so many other games.
The last bit that Tom added about it being a tutorial is why I was interested. I figured it'd be a lighter way to see if I'd enjoy Terra Mystica. I've always wanted to try it and/or Gaia Project but don't have a group into that heavy of game at the moment. This may be my chance to dip my toes and maybe convince others to jump in with me lol Looking forward to getting my copy
I was glad he added that comment, too. I really like Terra Mystica, and this seems like a lighter game to get others interested. TM can be intimidating to some players. I may pick it up.
There’s a Terra Mystica app too. I picked it up hoping to learn the game but either I’m getting really too old or the tutorial is really poor. It seemed to have tons and tons of stuff and left me still with no idea how to play the game. I got it a bit better on a few playthroughs but honestly still have no idea what I’m doing.
@@svachalek Terra Mystica is definitely tricky to wrap your head around at first. I played Gaia Project first and did not like it one bit. Perhaps it was the person teaching it, perhaps the theme doesn’t resonate with me. But I played Terra Mystica after that and really enjoy it.
@@rodneydunn9611 I played Terra Mystica once, after studying the rules (similar to what I did with Dwellings of Eldervale recently). I enjoyed the concepts - so it was easier for me to get into the game, because I had read the rules. But I had played it at a Game Night at the store - with players who had already played, so I didn't need to teach it.
Good review guys. I'm surprised that no one at the dice tower is a fan of this system. Gaia Project and Terra Mystica are numbers 9 and 23 on the top games list on BGG. Although it's a game system that really reveals itself over repeated play and you guys play a wide variety of games not one game over and over.
You have to get out of the BGG bubble, mate.
There’s tons of games in the bgg top 200 that I dislike
Nothing against this team but it would be nice to *also* hear a review from people who actually liked Terra Mystica in the first place.
I liked TM a lot but even on day 1 I felt that the cult track was pasted on and the game could use some streamlining. The big question for me is if Terra Nova takes away too much.
Of the people on the office, you're looking at the three who have played Terra Mystica. I actually reviewed the solo automa box not too long ago and enjoyed it, so I'm possibly the one who enjoys it most.
Sound like a job for SU&SD then, especially since they recommended TM(before deciding to start only recommending accessible games), and this is a streamlined TM
I would also enjoy a review from someone that has played a ton of TM or GP. I love GP but it also melts the brain and takes a ton of time. If this game can provide a similar strategic experience in less time and mental cycles, it could be a good one to play for when we aren't feeling up to GP or when I want to introduce someone new to the system.
@@JustACuteFox sadly SUSD limited themselves to midweights, gateways, and lighter now to avoid recommending overly complex games to newbies
Yeah, the cult track was always a big miss for me... Especially in a game with so much variety between factions. Gaia project completely fixes it though... AND improves the 2 player experience. So, while I prefer fantasy, I mostly play Gaia Project now.
I'm also surprised at the apathy for the system at the dice tower. They often love complicated Felds and Rosenbergs. GP and TM are so much more enjoyable than most of those for me (I think because of the faction variety and theme, maybe? I don't know. Even I struggle to explain why. They are all very similar games both in style and weight.)
Keeping the magic system but removing the culling seems a really weird choice. The culling was the only thing that made the magic (very) interesting. Without it everything Tom doesn't like about it becomes indeed a problem... It's just a drag
I agree. The culling rules were also quite simple and in my opinion necessary.
Without the culling, everything should just cost twice as much magic and you could remove the bowls completely. Extremely weird
Maybe they chose not to do those simple modifications to help make the transition into Terra Mystica easier? But I agree, on it's own it seems like they could've improved it.
Honestly as someone who has player terra 100 times on bgg and adore the game .. i like all these new changes ...
I wonder why Tom loves the cooldown track in funkoverse (which is essentially half steps) but not the bowls in this game? Is there a significant difference¿
Ever since Tom's score for FORT, I've felt like he's getting a bit older and crabbier and a bit more... unpredictable? Something he dislikes with reasonable intensity in one game he doesn't bat an eyelid at in others. His reviews guided me a lot in this hobby space so I still listen to his opinion but I'm aware that my tastes and his no longer align at all (also some of his reactions to games or mechanics within a game don't make sense to me).
Maybe TM's bowls are just too unintuitively labelled? They could've labelled them like fatigue, reserve, and manapool rather than the blatantly abstract I, II, and III
Sounds fantastic!
Not that it's the end all be all standard... but Terra Mystica is 3.97 weight on BGG. That's HEAVY AF! Terra Nova is 2.75... a solid Medium.
It opens up the world to so many more gamers as a medium weight.
And... it's finally out!! Wohoo!
So now we have 4 steps:
Kingdom builder -> Terra nova -> Terra Mystica -> Gaia project
So far I've played #1 & #3
You forgot Catan after Kingdom Builder… therefore, there are 5 steps 😊
@@JJ_TheGreat haven't played that, didn't seem to me to be the same genere. Thanks
@@ziomalZparafii LOL, it is about the board - and they both have network building. Terra Mystica/Nova also has the network building with building cities. That's why lots of people say that Terra Mystica is "Catan on steroids" 😉
15:38 It isn’t “telling [me] what to do each round”, because you don’t HAVE to do it. You have a choice. However, if you CHOOSE not to do it that round, then you will just miss out on those particular points… Again, for me, I like a game which pushes you in a particular direction - and in which you can see everything which is ahead of you, so therefore you can plan out a strategy.
My only concern would be that if you can do everything or very close to it while still following all the round bonuses, then there is never any real benefit to not doing them. If there is never a reason in game to not follow them, then that is basically telling you how to play, which I wouldn't love. Maybe this isn't the case- but if it is it would probably put me off too. I like bonuses to help direct you, but I like when they aren't the only valid strategy to win. Like I said maybe it's an exaggeration to say it is completely that- I'm still hoping to try out this game eventually- but if it is like that then I understand how some wouldn't like it
@@Alittlefruitgoesalongway If that is the case relating to this particular game, then I completely agree with you. It wouldn't be designed correctly. However, most of my above comments were referring to Terra Mystica, as that is a known game, which has been analyzed to death. In Terra Mystica, they have the round bonuses, but they also have enough other bonus tiles, so no game will ever be exactly the same - and it makes for an endless number of strategies. Without those, though, I could see how this may be a problem in Terra Nova.
Terra Mystica was a game I thought I was going to like and bought it, but then we played it and it took forever, yet felt like nothing actually happened, and I didn't even like it the least from our group! I love long complex games; Star Fleet Battles and World in Flames are my top 2 games of all time after all, and can take hours or even longer to play, but Terra Mystica was an exercise in tedium with a pasted on theme.
This sounds a bit better, or at least faster and more engaging than TM is!
Long complicated simulations are very different from long complicated Euros, and those two groups don't tend to mix very often.
Best euro game ever made.
I just got this game. I'm a fan of Terra Mystica already, but I think Terra Nova is also a good fit for me - it's a game that my friends would play with me, while Terra Mystica was a bit too much for them.
I like how the Dice Tower didn't shy away from a bit of a clickbaity title on this one :)
I don't know who's writing the titles these days but they're definitely getting spicy
Just here to say that Terra Mystica is amazing!
15:26 Are they pre-set this time, or do you pick them during setup?
I liked terra mystica but it was flawed and fixed with Gaia project but it takes a long time to play so wondering if this is light but similar, so wondering if I can get into this
It's interesting how many qalms the gang has with TM, which overall I really like. However, it makes me wonder what other games are similar to this in terms of mechanisms and complexity but are more fun/dynamic? Maybe I'd like some of those games more.
Good review. Big Terra Mystica fan, thanks for helping with my decision to get this. I like the graphics used for your scores and names below them. Great update.
Tom are you gonna review Puzzle Strike 2? It’s amazing and it looks unique.
I can see that, if there was something that you could specifically do with the half-baked magic tokens, it might be more fun. It would provide a strategic choice. Do I cash some out now, or take time advancing them another step for the other action.
It already presents a choice. If you have 4 active ones, and cash them in, you will need to recharge 4 more magic. So lets say if you cash in the 4 magic you have, and then build 4 magic, you have 0 magic. If you dont cash in the 4 magic, then build 4 more, you will have 8 magic and can cash that in.
So spending now can mean you now must wait longer until you can spend the next time.
@@tigriscallidus4477 ,
I didn't mean there wasn't a choice.
@@jameswoodard4304 i know what you mean, I just think for me it worked nicely, especially with the possibility to remove magic tokens to rotate more, but yeah the system might not have clicked with everyone.
I think with some people it was also mainly the flavour (as tom wrote in another comment)
I like the game (played it once) but I do think it was a missed opportunity to launch a real third and simpler game after TM and Gaia. It should have had a different setting (not fantasy, not space) as a true final installment of a trilogy and as the easiest of the three. I do think there is a good market for a TM light but I will say I do miss a couple of tracks on this one.
From this review and what else I read, I'd much rather continue to play Terra Mystica or Gaia Project (or Clans of Caledonia). This one feels too streamlined but does not bring enough differences to make me want to pick it up instead of the others.
Why????????? ............If you can play this game you can also play Terra Mystica. But then I would Choose to play Terra Mystica
How is this for kids? There are so many things to keep track. With my 4 year old, he could play Empyreal, but I doubt this would be easy to explain to him.
I disagree with Tom's point about the game being too simple.
After thinking about it, erring on the side of simplifying more is probably the right choice. It's still plenty thinky but doesn't overwhelm new players. The game will be played by more people that way.
They eliminated some mechanisms:
- Spending points to gain power
- racing to get the "good" town tiles
- worker and priest resources
- cult tracks
- "burning" power to get more magic ready
I think a lot of the rules were re-worded to clarify them and remove edge cases.
Yes, but we can do the same with Terra Mystica. Remove rules and tracks for new player and add them little by little once they get the basics. Don’t need to buy Terra Nova for that
I never played TM, but that half step idea sounds neat.
it is!
I do not agree It's a "tutorial" or for "kids" or "toddlers". That seems like a disrespectful statement in my opinion - to the designer and towards adult players who enjoyed the game. I find It a very elegant medium euro on Its own rights, I don't miss anything else to make It better.
Oh we agree too, we were just being facetious.
This version of the game made it very accessible to my wife and son. Can’t wait to play again.
I have a lot of problems with "Terra Mystica" and "Gaia Project", but "Terra Nova" doesn't solve those.
I really want to love TM, but I always feel like the game plays me. I sit down with my faction and the round and end game goals, and what I have to do that game is set; how I do is about minor adjustments to a necessary strategy. Not to mention that some setups favor one faction or another so much that you really have to auction for it to be fair. I was hoping TN would mitigate these, but my guess is I would feel the same. I cool design that is best for another type of gamer than me.
It certainly isn’t ‘playing you’ (not denying you might feel that way though). It’s one of the most strategically rich games out there; and don’t just take it from me, I mean they have competitive tournaments for a reason
@@TeChNoWC7 Many games have competitive tournaments. That's not a good argument.
Sounds like variable scoring criteria ala Barrage or Isle of Skye would have been better than rewarding specific actions in the round.
Dictate the destination not the journey.
Oh dang, I wish you guys had someone who loved the original game and compared their impressions with this one, because I really can't decide whether I should get this now even when I loved TM and GP and the power system and everything! XD
If you have TM, you don’t need this one
Why did I think this was some meta-commentary or combination of Terraforming Mars and Ark Nova by the game name lol.
As a big fan of TM (one of my top games!), this is a pass for me. But considering we're a decade on and still talking about TM, its clear there's a lot of gas left in the system :)
Now all we need is a Clans of Caledonia reprint to get that back in circulation. Maybe a Capstone/Karma collab for international distribution?
We're eventually going to get the Age of Innovation expansion for Terra Mystica (designers confirmed it), which lets you draft Strongholds and faction powers, and IIRC it will bring new favors, and some other stuff. And we're getting a Gaia Project expansion as well. So yeah, I'm not touching this one. :)
I like the blurred border at the bottom for the final score :) “frosted”
Tom, I'm surprised you dislike the Magic system so much, since you like Ark Nova so much. I felt Ark Nova engine building felt slow to me because building up also had two halves. First making the building then putting the animals in them. To me that isn't much different than the magic that you do in halves. Nothing wrong with your opinion, but I was just surprised.
I can tell you that it's simply a thematic thing I guess. When I build a building, I built a building! I also likely got rewards for doing it, and possibly more. Visually it's appealing. The magic is limiting because I got to move ALL the magic to the first level, then ALL the magic to the second. Feels like work.
That makes sense. Thanks for the insight. The feeling of a mechanic makes a difference.
@@thedicetower I wish they labelled the bowls/pools fatigue, reserve, and manapool rather than the blatantly abstract 1, 2, and 3, which stick like a sore thumb among the rest of the theming
Terra Mystica and Gaia Project are tight puzzles. Taking the tightness out of it, kinda defeats the point for me. In that way i am not even sure, if "if you like this, we can switch to the big brother next time" even applies. Yes, you get the rules for the most part, but isn't this also achievable by a demonstration round when you play "the real thing" ? I'm normally all for gateway games to make bigger, more intimidating games more accessible, think "7 Wonders: Architects", but i'm just not sure if i can justify shelfspace and budget for this
Let’s update the title. I was hoping for a genuine toddler game
Have fun rotating magic :)
I absolutely despised Terra Mystica! Could be that the person teaching me the game wasn't good at explaining and had played it a bunch of times before. But it was a such a dry drawn out game. I don't mind playing long games, but it does need to be fun while playing.
This does at least sound fun.
love the new scoring graphic
The culling aspect of the magic system is not counter-intuitive. It's brilliant. Whether and when you should cull is a massively interesting part of the game. And it isn't obvious what the decision should be. TM and Gaia Project are all about freedom and decision-making. The game doesn't tell you what to do anymore than other games. It just gives you round-by-round goals and you have to choose what to prioritize. That's a lot more freeing than getting a hand of random cards and letting that dictate what you should play.
The magic system does feel like "I'm preparing to do something" because all great strategy games ask you to develop a plan, make preparations, and execute that plan while taking into account your opponent's actions. I'll take TM/Gaia Project over being at the mercy of a 200-card deck of animals for 3 hours.
I prefer Revive but did not try Gaia Project.
9:18 You move up the cult tracks in Terra Mystica. It is just that in Gaia Project, those tracks are more integrated into the game - and they are tied into the engine-building more. Therefore, it is objectively a better game than Terra Mystica, but people have preferences, therefore that doesn’t mean they will like Gaia Project better. For example, some people prefer one theme more than another, etc.
For me, for example, I think the space theme is so overused - and I like how in Terra Mystica, you feel so close to your opponents - it feels so tight. Keep in mind that I haven’t played Gaia Project yet, though.
I'm one of those that finds the cult tracks was too abstract and I never know how to best use my priests, but Gaia Project's tech track clicks.
you can't say GP is objectively a better game because it does one thing better than TM though, because TM for example does boardspace/getting in each other's way better than GP
Love Gaia Project, hated Terra Mystica (for the reason alluded to, it's too mean and you can get cut off way too easily). I probably won't be picking this up because I have Gaia Project already and that game seems to scratch the itch of what this is trying to do (at least for me anyway)
It is only a perception that GP is more "open" or "friendly" than TM because of the amount of apparent space on the map. However, even a single hex of that space can't be crossed until you take *two* steps up the navigation track. Until then you are stuck with direct adjacency, which there is almost none of. It is tight, tight, tight. Possibly even tighter than TM.
Honestly If they were gonna make a lighter version of terranmystica they could at least make it prettier
Dude, all of you said that it's very streamline but never said how they are streamline and different compared to terra mystica.
Also not liking objective is plain silly. It's how you get points, like objective in gorinto, clans of Caledonia, isle of Skye, etc. Most euro games has something you can do each turn to get points. Not liking it just mean you don't like euro game in general and has nothing to do with this game
The overview will show you how the game works if you're familiar with Terra Mystica so you can see the differences. I thought we also talked a lot about the differences: no priests, no cubes, only coin costs for actions, no tracks, fewer types of buildings, no destroying magic to advance from bowl 2 to 3.
@@DTChrisYi @Chris Yi yes if you know terra mystica you probably can see from the overview but not everyone that are watching it have played terra mystica. And I can't seem to find where, talked about no cubes, no priest, only coin cost, no track, and fewer type of building. Nothing specific anyway. You did talked about how easy it is to get magic and no destroying of magic.
In the overview you did show that to build building bridges expand etc use coins, but you never said that there's no worker now, only gold is necesy. You said there are fewer resources but doesn't mention what are those resources.
How does a different designer get away with this copy & paste?
I am wondering the same thing!
Maybe the designer was hired to simplify the game?
"There are TWO player aids in this box........................... AH- Choice." AHAHAHAHhahah
I love Terra Mystica and Gaia Project. This one has zero interest from me. Looks like it has zero meaty decision making.
Where do you think it looks like that? It still has a map where you compete for space as well as the limited power actions to claim each round.
lmaoooo this title is hilariousssss
Lol, basically, if you're not a fan of forward and strategical thinking, then you can do less of that in Terra Nova than Terra Mystica. These guys, clearly never got their head around TM.
Have fun rotating magic :D
EZ 9 FROM ME
Since when did DT start using clickbate titles? 😆
I agree - it's a great intro to learning Terra Mystica :) And I'm glad that the rulebook didn't cause any trouble for you all 😊
Chris gave a higher score, which means he's a bigger baby!
I can't refute this!
I hate Terra Mystica, but this has my interest.
9:15 Maybe you don’t have enough NOW, but the game enables you to plan ahead, which is why so many people lo❤ it…. The Dice Tower tends not to enjoy heavy, crunchy Euros.
Terra Mystica is too complicated for my game group and wouldn't see a lot of play. This however is clearly playable, and it is cheaper.
Tom dropped the ball on this review... half baked arguments like I dont like being told what to do??? Its called an objective lol.
I mean, there are objectives that enable interesting decisions, and then there are objectives or player powers that only make one path feasible
You came to the wrong place for a good review of a Terra Mystica game. Sadly this seems to be the only review in existence at the moment.
Y’all complain about the same things that are in TM…as if it is new here…this is a confusing review…
I mean this is to introduce new people to the TM world without killing them…hmmm…
12:56 You see, I like game like that. I like games which push me in a certain direction, by incentivizing me based on what my character is good at/more efficient at. I don’t like games which tell me to do whatever I want and figure it out on my own (there are just way toooooooooooooooo many options; I prefer games which help by limiting your options to begin with - e.g., Calico - especially compared to Cascadia - in which you have a lot of options, but which is the best to optimize?)
My favorite game is Terra Mystica, and I just don't see the point of this one, except maybe as a teaching aid to get people to learn Terra Mystica in two steps. I can't imagine why I would want to ever play this instead of Terra Mystica, let alone Gaia Project and Clans of Caledonia as well.
Also, I am concerned that Dice Tower only hires employees that rate Terra Mystica a 7 or less. I may have to contact Dice Tower's HR department.
I played Terra Mystica like 4 times, and dragging my ass through it was a miserable experience all 4 times. This looks far more my speed.
Dunno what group you were playing with, it’s a pretty speedy game (considering its weight) at any player count
@@TeChNoWC7 The original terra mystica? It's not a speedy game at all.
Couldn't you get at least one person in that review round that was a fan or at least liked Terry Mystica?
You're looking at the three people in the office who have played Terra Mystica, so that would have probably involved hiring someone else, haha.
15:47 Maybe that is the case in Terra Nova, but not in Terra Mystica, because there are soooooooo many options, which include which of x-tiles to take, etc.
For toddlers? So it's a roll and match colors game?
Do we have to do clickbaity titles?
Nope, but we choose to have a little bit of goofy fun with them.
I think you need a slightly darker (not necessarily blurred) tranparent banner background behind the scores... they're very thin and you need just a hint more contrast. If there's ANY trace of white in the picture, the text is lost...
Donno...
Honestly unhelpful review. Find a reviewer who enjoys the TM system or just don't review it.
Not everyone in the world is a TM fan, so this review can be for different folks. Isn't one of the target audiences of this particular product people who don't want to pull out Terra Mystica or Gaia Project? This is such a silly comment, I could just respond "Find a review you enjoy or just don't comment on it." See how silly that sounds? Hopefully the rest of the information we showed in the review allowed you to look that it and decide in conjunction with our opinions whether you want to look into the product some more. Hope that helps!
Holy Cow they didn't evn bother to try to hide the fact this is Terra Mystica.
Why would they? I think for a lot of people, that connection is a benefit.
"I dont understand the magic system" Seriously???
Does nothing?
Have you tried not spending it and realizing that it charge faster!
The interesting dichotomy of choosing between spend now and get the powerful main board power actions before anyone else or not to now spend and be able to charge MORE power???
That's nothing.
Yep.
I love terra mystica but like, who asked for this game? Did anyone really want something like this?
Terra Mystica is such a brilliant design
Wendy has a point that the round objectives do kind of screw you or favour you faction wise literally by dumb chance of allocation at the start of the game. The magic pip system was a fiddly aspect as well in the original and I HATED the whole "you get a cheaper building if you build next to me" mechanic, because basically two players benefited from that and the other player was screwed. Gaia Project is a little better than TM, but not by much and it's mainly only because of the tech tracks. It's still a lot of rules to remember, very mean, very fiddly.
This one appeals more overall but then being able to do everything in this game without ANY restriction or choice, seems a negative. I'll try it if someone throws it in front of me, but otherwise pass.
I've played a game where a person bid something like 30 points for one faction and won by a good margin. His faction was worth that much more for that setup. That is a massive problem for those who haven't played enough to auction.
Auction solves that issue, but also, neighbour discount is a win lose. If you have no neighbours, you also benefit from no competition. It's a tradeoff and you're not necessarily in a worse off position if you have no neighbours
Haven’t played TM, but have played GP many times and it sounds like it’s similar in this case. The round objectives make the faction selection at the beginning of the game a crucial aspect of the game. As an experienced player, it’s a whole lot of fun trying to pick out a faction that goes well with the round scoring tiles + end game scoring tiles, but it’s definitely not a new player friendly aspect of the game. If you’re a player who plays games only a couple times, I would never suggest a game like Gaia Project, but if you’re someone who likes to play the same game 20+ times, there’s so many fascinating things to explore in the game.
@@12345678abracadabra Auction does make a ton of difference, but new players don't know the value, and early games one player might get a faction that is worth quite a few points over another. Overall, I think it speaks to the shortfall of what is a very good design, that is, it is a bit formulaic. A certain (large) subset love that play space, but it make me feel scripted.
Maybe in this game - Terra Nova... But the game which it originates from - Terra Mystica - has a lot more variability with all the favor tiles and all the other bonus tiles which you can choose from.
You should definitely improve your game close-up camera and lighting setup.
That's one attractive game....if it was 2013.
That art looks....not great
Dummy player in 2022? ugh