Terra Mystica erhält 16 neue Völker, welche von Fans (u.a. Jamey Stegmaier, Isaac Childres, u.v.m.) entwickelt wurden. Diese werden bei BGG zum Download bereitgestellt und später auch bei Feuerland als Erweiterung erscheinen.
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Edit (16.04.22): Alle neuen Völker sind mittlerweile veröffentlicht und es gibt sie hier zum Download Print and Play of the Fan Factions | Terra Mystica: Fan Factions
Die Regeln gibt es hier zum Download Rules for Fan Factions.pdf
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Aktuell sind bereits 11 Fraktionen bei BGG veröffentlicht. Die restlichen 5 Fraktionen werden übernächste Woche folgen. Terra Mystica Fan Factions are coming! | Terra Mystica
Was haltet ihr von den bisher veröffentlichten? Ich finde einige ziemlich interessant und mich hat sofort wieder das Terra Mystica Fieber gepackt. Habe vor knapp zwei Wochen in einer dreier Runde eine Partie mit neuen Völkern gespielt. Wir hatten die Gold Diggers, Dynion Geifr und die Atlanteans am Start. Das Balancing der Völker ist glaub ich auch auch gar nicht so übel, denn die Punktzahlen waren auch geringer als typischerweise mit den alten Völkern. Scheinen zumindest nicht OP Mag aber auch daran liegen, dass die neuen Völker doch etwas andere Spielweisen erfordern. Die Atlanteans habe ich dummerweise aber mit großem Handicap gespielt, da ich die ganze Partie über vergessen hatte das 6er-Machteinkommen (bei der Festung) zu nehmen ... damit hatte ich mich schon zurecht für den letzten Platz und meine bis dato schlechteste Punktzahl qualifiziert
Volk 1 - Goblins: pic6651002.jpg
Die Goblins sammeln X-Marker. Als eine Aktion können sie einen X-Marker abgeben, um einen der Boni zu bekommen.
1) für jedes Wohnhaus 1 Macht
2) Für jedes Handelshaus 2 Münzen
3) für jeden Tempel 1 Arbeiter
4) Für Festung und Heiligtum jeweils 1 Schritt auf einer beliebigen Kultleiste
Der Bau der Festung erlaubt das Erhalten eines X-Markers für jede Stadtgründung.
Volk 2 - Dynion Geifr: pic6653155.jpg
Dynion Geifr is welsh and means "Goat Men".
Their abilities are quickly explained: As a free conversion on their turn, they can exchange 1 priest for 2 workers. When they build their Stronghold, they immediately gain 2 Priests and they can found a town that includes their Stronghold with 3 buildings only, just like with the Sanctuary.
They also have the following specialties:
All their buildings have a power value of 2. Their Dwellings cost 2 Workers instead of 1. In return they get a basic income of 2 Workers instead of 1.
Volk 3 - Gold Diggers: pic6657524.jpg
The Gold Diggers cannot use ordinary spades to transform landspaces. If they ever get an ordinary spade, they get a priest instead.
Instead, they use golden spades to transform. For the cost of 4 coins, they can buy a golden spade (just like you normally buy them with workers) and whenever they use a golden spade, they also receive 1 power and 1 victory point.
Once they built their Stronghold, they only need to pay 3 coins per golden spade instead of 4. Also as a special action, they can get 1 coin for each Trading Post of other players on the board.
Their large building costs and their Dwelling, Trading Post and Temple income are non-standard. If they prove too strong on BGA, we suspect that the 4 coin income for the first Trading Post might be a bit too much, but for now we want to see them tested like this.
Volk 4 - Cash Dallah: pic6664319.jpg
The Chash Dallah have an additional income track, on which they can advance. As an action, just like to upgrade Shipping, they can pay 2 workers and 2 coins to advance on that track and gain some victory in points. In return, they cannot upgrade their transforming capabilities, they will always have to pay 3 workers when paying workers for spades.
Once they built their Stronghold, they can pay coins instead of power (but not mix and pay a little of both) to use power actions.
Volk 5 - Atlanteans: pic6666300.jpg
The Atlanteans start the game with their Stronghold and a town marker. They place the Stronghold at the same time as the Chaos Magicians (between them, in player order, if both are in the same game). The town marker goes on the Stronghold, so when they get their structure of buildings with the Stronghold included to 7 or more power, they do not gain another town marker. Instead, they immediately get a free shipping advance. Once their structure of buildings with the Stronghold goes to 10 or more power, they immediately advance 2 steps in each cult. And once they go up to 16 or more power, they immediately gain 20 victory points.
They are allowed to connect their Stronghold town to another town to go up to the higher power levels.
As an action, they can spend 2 workers to build a bridge. Also their transformation upgrades are cheaper but also give less points.
Volk 6 - Treasurers: pic6673036.jpg
Whenever the Treasurers get income, they can put any number of workers, priests and coins from that income into their treasury. Resources in the treasury cannot be used.
At the beginning of each round, right before they get new income, they take all resources out of the treasury into their personal supply and additionally receive the same amount of resources from the general supply (or for the priests, from their own color supply).
Once they built their Stronghold, they can put resources they receive into their treasury at any time. So they can also put in resources they get from Power Actions, Town tiles or Cult Rewards (or Shipping benefits with Merchants expansion). They can only put in resources the moment they receive them! They cannot put in any left over resources at end of a round or whatever they just took out of their Treasury.
The Treasurers have less income on their board and in case they perform sub average, we could give them back a bit of that.
Volk 7 - Archevists: pic6682923.jpg
When the Archivists are picked (or drafted, or added to the Auction), add 1 more random round booster to the supply of round boosters.
They do not get any cult rewards at end of round. Whenever the Archivists pass and pick up a new round booster, they receive 2 power for every 1 coin that is on that round booster.
When the Archivists built their Stronghold, every subsequent time they pass and pick up a new round booster, they pick up 2 round boosters instead.
The Archivists also have 1 additional worker income.
Volk 8 - Changelings: pic6687193.jpg
When the Changelings are picked (or drafted, or added to the Auction), they select a total of 3 colors/terrains and select which one of them is A, B and C. All 3 of these terrains cannot be terrains already picked and all 3 of those terrains are blocked from being picked (drafted, added to the Auction) afterwards. But only one of those terrains counts as their Home terrain, namely color/terrain A.
Then take 3 Dwellings, 1 Trading Post and 1 Temple of each of the 3 colors, plus 1 more Trading Post and the Sanctuary of color A, plus the Stronghold of color B, and place all of these buildings on your faction board. Each building goes onto a space that has their color indication (A,B or C) in its upper right corner. Take all remaining material you need (7 priests, 3 bridges, your markers) of color A.
Whenever you place a new Dwelling on the board, it must be placed on the terrain corresponding to its color. You may transform terrain according to the usual rules to place them. During the placement of the first 2 Dwelling at start of game, you first place the leftmost Dwelling of color A on a terrain of its color and then place the second Dwelling from the left of color B on a terrain of its color.
Whenever you upgrade a building, the color of both the new building and the upgraded building must be the same (and you still need to take the Trading Post/Temple you want to build from the leftmost occupied spot on your faction board of course).
When the Changelings built their Stronghold, they may now build a 9th Dwelling (of color C), which generates 2 workers income. Even when they still have Dwellings in the bottom row of their faction board, they can choose to build this Dwelling next. Also, after building it, whenever they upgrade a Dwelling, they can choose to place the upgraded Dwelling on this 9th spot or on the rightmost free spot in the bottom row.
Volk 9 - Children of the Wyrm: pic6696179.jpg
The Children of the Wyrm have to pay 1 less Victory Point whenever they leech. So they can leech 1 or 2 power for free, 3 power for 1 VP and so on.
All of their buildings have different coin costs in the same way as every factions Trading Posts have. So you pay the lower amount of coins when there is at least 1 other factions building directly adjacent and the higher cost if there is not. Also whenever they sacrifice a power token in bowl II, they can move up to 2 other power tokens from bowl II to bowl III, not just 1.
When the Children of the Wyrm build their Stronghold, they immediately get back all power tokens they sacrificed so far (take as many power tokens as needed so that you have 12 total again and place those all in bowl I). As a special action, they can now sacrifice up to 2 power tokens (from any bowl, preferably from bowl I) and place them on the Map. Place them, one after the other, onto a river hex which must be either directly adjacent to one of their buildings or one of their other tokens .
Any hex and any building, that is directly adjacent to one of those power tokens, counts as directly adjacent to all of their buildings that are directly adjacent to that same power token or any power token that is connected to it FOR THE CHILDREN OF THE WYRM ONLY.
(That means that the Children of the Wyrm can build over the river without needing shipping, can leech over the river, can upgrade their buildings for cheaper over the river and can found towns over the river.)
Volk 10 - Conspirators: pic6701092.jpg
Whenever the Conspirators get a Favor tile, they also get 2 coins.
When the Conspirators build their Stronghold, they immediately get 1 Favor tile. Also from now on, as a special action, they can put one of their Favor tiles back into the supply to get a different Favor tile from the supply. For the Favor tile they return, move back the corresponding cult steps, but do not gain or lose power for that. They also do not lose anything else they gained from the Favor, like a town they founded with 6 power worth of buildings. For the new Favor tile gain cult steps (and power if applicable) normally.
Volk 11 - Time Travellers: pic6705195.jpg
Note: Both graphics of the special ability show the same ability. Its just 2 different graphics to make it as clear as possible (left: general rule, right: example for all rounds). They are not 2 different abilities.
The Time Travellers do not use the round scoring of the current round scoring tile. Instead, they gain points for BOTH the round scoring time from the previous round AND the next round. For that purpose, treat the round scoring tiles from rounds 1 and 6 as adjacent (time as a circle). If both round scoring tiles show the same reward, they gain both of them (so for example 4 VP for building a Dwelling in round 2 when both the scoring tiles from 1 and 3 give 2 VP each for building a Dwelling). They gain cult rewards at end of round normally (using the current round tile as everyone else).
In games with the Time Travellers, do not flip over the round scoring tile from the current round when it is over. Instead leave it open and use a marker to indicate which round the game is in.
When the Time Travellers built their Stronghold, they have a special ability to move up to 4 power tokens from bowl I into bowl III.
The Time Travellers may not improve their Transforming ability, they will always have to pay 3 workers per spade.
Volk 12 - The Enlightened pic6729340.jpg
The Enlightened are all about power. As a conversion on their turn, they may exchange 1 coin for 1 additional power token in bowl I. Whenever they gain power for advancing on the cult board, they get double the amount of power they would usually get. Also they pay power instead of workers to terraform.
Once The Enlightened built their Stronghold, they can convert power to priests, workers and coins at an improved rate. They pay the same amount of power you usually pay, but get 2 priests/workers/coins instead of 1. Also as an action, they can gain 4 power.
All their Dwellings (and their base income) give 2 power instead of 1 worker. To build their Stronghold or a Temple, they need 1 priest instead of workers. To build their Sanctuary, they need 2 priests instead of workers.
Volk 13 - Wisps pic6737983.jpg
Volk 14 - Architects pic6753092.jpg
Vok 15 - Djinni pic6769102.jpg
Volk 16 - Geologists pic6786482.jpg
Ich hoffe die Links zu den Originaldateien der BGG-Files funktionieren. Um die Bilder in Originalgröße auszudrucken müssen die Bilder leider auf 27,8 cm x 17,86 cm skaliert werden, wobei die Pixeldichte von 72ppi nicht beibehalten werden sollte. Habe deshalb die Pixeldichte vor dem Skalieren in der Größe auf 200ppi gesetzt. Die einlaminierten Tableaus waren zum Spielen überraschend gut geeignet. Mal sehen, ob ich mir die Erweiterungsbox dann überhaupt noch kaufe. Wahrscheinlich aber dennoch
Nachdem ich bisher keinen passenden Thread zu den neuen TM-Völkern gefunden haben, habe ich jetzt mal einfach ein neues Thema gestartet. Falls bereits eines existieren sollte, dann bitte verschieben