Terra Mystica is a board game where players choose or are randomly given a Faction board. Players place a dwelling on a home terrain space and play against Mermaids. Cultists, a preferred faction, can effectively deny other factions. The game is best played with 4-5 players and a diplomatic player. The best cult bonuses are spades, and the weakest are spades.
Cultists are best played with 4-5 players and a diplomatic player. When at least one opponent decides to take Power due to your building activity, advance 1 space on a Cult track of your choice. Players aim to win 20-32 points from cult scoring and sometimes compete for network. In general, they want a round 1 round.
There is an order in which players need to decide if they want to get the power if they are placed as the cultist. This FAQ contains two types of information: Chapters 1-7 answer common questions about the rules of Terra Mystica, and this guide highlights the different approaches needed to play the game based on your chosen race.
📹 Cultists – Introductory Faction Strategy – Terra Mystica
Feel free to ask questions in the comments. Check out Claybo’s ‘TM Openings’ video: …
📹 Terra Mystica – Cultists Plathrough
Hi, fellow Terra Mystica enthusiasts. Please enjoy my attempt at playing the cultists against the Digidiced iPad app AI. Digidiced …
You could have gotten a 3rd town by turn 6. By the end of turn 5 make sure that you have one dig, 2 shipping range, and at least 7 workers and 11 gold for 3 trading posts and a dwelling available for turn 6. On turn 6 use the digging bonuses from cults on the red hex above the witch sanctuary, and you just need one more dig for the black hex below it. You can then build 3 trading posts for 2/3 each by the witches and a dwelling on the other brown hex. Anyways, I love your articles and hope you start making them again!
At 44:02 it looks like you have completed three cult tracks off of only two cities. According to my understanding of the rules, this should not be possible. Am I misunderstanding the rules? You completed water and earth off of the 2VP city tile (+2 on all cult tracks), maybe the code has a bug around it? Or are town tiles special wrt. occupying the ’10’ spot?