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- Only use three workers to dig if it's a really important place. It's very rarely that important. You can probably use the workers to build something else that will be better in the long run.
- Only use three workers to dig if it's a really important place. It's very rarely that important. You can probably use the workers to build something else that will be better in the long run.


- Don't take favors with three cult steps on them in the first half of the game. Sure, they can give you something nice right now, but it's usually not worth it compared to the long term gains of all other favors.
- Don't take favors with three cult steps on them in the first half of the game. Sure, they can give you something nice right now, but it's usually not worth it compared to the long term gains of all other favours.
 
- The bonuses on each round are very useful. Try to plan your game so that you can build your buildings at times that give you the most bonuses and points.
 
- The cult trackers are most useful when you can gain power and extra bonuses from the round tracker. Position your cult bonuses so that you can make the most of the limited priests you have.


for more tips, visit the the Basic Guide on BGG: [http://boardgamegeek.com/thread/1276931/basic-guide-terra-mystica]
for more tips, visit the the Basic Guide on BGG: [http://boardgamegeek.com/thread/1276931/basic-guide-terra-mystica]


Earth1 is extremely overrated, do not always rush it. Almost alway, double spade and an economic favour is better round 1 than earth1.
Earth1 is extremely overrated, do not always rush it. Almost alway, double spade and an economic favour is better round 1 than earth1.

Revision as of 14:52, 5 July 2020

- Try to place your starting dwellings next to others, or in places you think they would like to start.

- Only use three workers to dig if it's a really important place. It's very rarely that important. You can probably use the workers to build something else that will be better in the long run.

- Don't take favors with three cult steps on them in the first half of the game. Sure, they can give you something nice right now, but it's usually not worth it compared to the long term gains of all other favours.

- The bonuses on each round are very useful. Try to plan your game so that you can build your buildings at times that give you the most bonuses and points.

- The cult trackers are most useful when you can gain power and extra bonuses from the round tracker. Position your cult bonuses so that you can make the most of the limited priests you have.

for more tips, visit the the Basic Guide on BGG: [1]

Earth1 is extremely overrated, do not always rush it. Almost alway, double spade and an economic favour is better round 1 than earth1.