Jay Bee
gamer level 2
545 xp
545 xp
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Intermediate Grader
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Novice Reviewer
Review 5 games and receive a total of 140 positive review ratings.
Review 5 games and receive a total of 140 positive review ratings.
Rated 5 Games
Rate 5 games you have played.
Rate 5 games you have played.
Player Stats
Critic (lvl 1)
230 xp
230 xp
Explorer (lvl 0)
72 xp
72 xp
Professor (lvl 1)
126 xp
126 xp
Reporter (lvl 0)
30 xp
30 xp
About Me
Well, I'm English and I'm 60 years old, so might not have too much in common with some other gamers reading this . . . .
Strategy first and foremost, but also quite happy to play light hearted pure fun games. Prefer board games to deck of cards games. Not keen on zombie games or RPG, but plenty out there that I really think are great.
Play pretty regularly with my daughters, but also like solitaire games.
Terra Mystica
OK, I realise that not everyone has the same taste, and my 10 out of 10 may be someone else’s 9.99, but here’s my view . . .
The strongest point in Terra Mystica’ s favour is its level of complexity. I like complex games with interacting aspects of the game being used by the other players. TM, as you can read above, has no dice and so all the results are down to player skill, or perhaps more honestly, their correct assessment of what their opponents may do. But please don’t get me wrong! While I like complexity, I don’t like huge rule books with tiny modifiers applied to virtually every action (I heard there’s a WW I I war game where the Italian units get a dice modifier because they had pasta the night before, or something like that). TM is detailed but largely intuitive. The rules give a wide scope of actions, but the options are clearly shown on your own card and game board.
So often I have played games that would be better if they were just a little deeper, and from time to time, I give in with a game or lose interest because it’s not so much a game as an alternative life! TM, for me, is that very rare class of game where the complexity level is just right and necessitates planning, strategy adaptation etc etc but you don’t get a migraine.
I play with friends on a competitive level, but the play is the game and winning isn’t the only goal. Therefore, with TM, there are times where we point out ‘Don’t forget this round you also get victory points for that sanctuary you just built!’ Perhaps in National Championships you should only get the points you remember yourself, but good sportsmanship doesn’t spoil the game, and actually helps everyone get used to the rules.
Right, enough about complexity. Next strong point . . . Replayability. With all of the 14 different classes, their individual bonus strengths and the combinations of their interactions, plus different initial placements, the variety of results is incalculable. This game could be played every week for a long long time and you would still be trying different tactics to improve your game.
I genuinely tried to think of negatives about TM, as I don’t vote a 10 if I can find a fault. I did consider that perhaps the playing pieces (in a perfect world) could have been miniatures instead of wooden cubes etc, but actually, in spite of all the flavour of witches, giants and fantasy, this would not improve the game. TM, at its very heart, is an abstract game which, I would argue, has more in common with chess than Dungeons and Dragons. Well, maybe.
Anyway, I hope this review is not spoiled by my over enthusiasm. My daughter is less keen on the game than I am, and says she just doesn’t quite see why there is just so many aspects to the game ‘Why religious cults, why rivers, why such convoluted power system?’ All the little elements of imagination and originality that I love!
Some few games are destined for immortality. Monopoly, Risk, (long pause of many years) Settlers of Catan, and, I think, Terra Mystica. If you haven’t tried it yet I couldn’t recommend it more.