It would be cool to play with/against you sometime, and then listen to you do a review of that game after. Think I would learn alot by you stating the missteps I take. My personal record is 141 points with Auren. But I'm struggling to beat other players consinently. :) Been playing this game for some weeks now, pretty new !
Setup basically kills green and brown (even if, in my view, Cultists is still playable here, but gives too much advantage to the fourth player). I'd say either Nomads, Fakirs (seat 3 with BON1 and BON8 and without both shipping BONs) or Chaos Magicians. Giants have BON1 problems (they hate it in the board) and there's arguably tooo many spades in the game. Dwarves and Engineers do not have many good ways to score a lot here, it'd be a meh game. For nomads it is an OK setup for an SH opener. Their TPs are good enough so that r4 and r5 could give some value, but this setup is usually not the greatest scoring setup for them - and this setup has a lot of coins (so... It is probably not Nomads). For Chaos Magicians this sounds reasonable and I feel it is possible to do a very good game here with them, but no cult bonuses are back to back, which is what I'd expect for highest scoring. Points would have to come from BONs and upgrades (but upgrading digs for r3 seems unreasonable without a lot of juggling). So... Fakirs? It is seat 3 with BON1,8 without both shipping BONs, there's not a lot of scoring on the rounds (so scoring will have to come from faction or BONs more proeminently). The real problem here is how to open the first 3 rounds... I usually like 3 openers with Fakirs: TE+xD, with x from 1 to 3 (more would be cool, but unlikely), 2TE (my favorite Fakirs opener), and an SA opener. The SA opener can be done... But... Is it great? It makes the following rounds harder to do here (since the next round is a TE one) and as Fakirs you can't just keep going up in structures, you need to not be cutoff of your spots. So maybe the plan is BON8+ACT2+FAV11, TE+2D? That seems reasonable. Maybe a weird TE+TP+D can be doen here. Also the end of the game scoring matters less for Fakirs since they Carpet for points anyway. I'd bet on Fakirs or Chaos Magicians... After the clues... It seems clear it is Fakirs. I'm curious on the plan for the first 3 rounds (getting that third D can be challenging). About the other picks: I don't like first seat Swarmlings, I really don't. It is usually underwhelming and can get you sandwiched (and it happened). All the good BONs are usually gone by then. I'd just prefer something like Darklings, Cultists, Nomads. Alchemists is an OK pick, I just don't like the abscence of a D round, but I can see it working. The Auren pick is... Somewhat reasonable, I guess? If Both Swarmlings AND Alchemists open SH, they have a shot at getting FAV11. Problem is I still think CMs is a better pick as fourth seat, and if they go for SH openers, FAV11 is gonna be there. Uh, BON1, eh? Maybe 2 digs in this r1, then. Oh. FAV9 game? Interesting. I guess the next round will be a rush to build the TE then... And absorb enough power for ACT6? r4 surprised me with all the TPs.
hi there congrats on your videos man. really enjoying the game even more. I just played a couple of games (steam version) but I dont know why but the AI seems to be way easier than in your videos. is there any patch??
Hi Daniel. I'm not sure why, but the AI seems to have become so much worse in recent months. Never heard of any patch, but you can increase the AI thinking time although I my guess is that won't help much. Did you know the snellman website also has an AI? I've not played against it, but it might be better.
Hi, I have a question you might be able to answer. I've been playing Terra Mystica for a couple of years now and I never bought the expansion Fire and Ice... I'm a player that loves strategy and doesn't like games that has to much luck, I couldn't find if the expansion Fire and Ice was a nice addition to the game or not. Can you tell me your toughts about this? Thanks.
I hope this channel never die. I've learned a lot about strategies and faction tips. Thank you for putting so much effort for us to learn.
Almost fell of my chair, when I heard the record scoring. Only 168! It is insane how much better the players became over the last years.
Your videos are fantastic for TM enthusiasts! Please make more! Hope you're well!
Great series.
When's the next video dude? !
It would be cool to play with/against you sometime, and then listen to you do a review of that game after. Think I would learn alot by you stating the missteps I take.
My personal record is 141 points with Auren. But I'm struggling to beat other players consinently. :) Been playing this game for some weeks now, pretty new !
Setup basically kills green and brown (even if, in my view, Cultists is still playable here, but gives too much advantage to the fourth player). I'd say either Nomads, Fakirs (seat 3 with BON1 and BON8 and without both shipping BONs) or Chaos Magicians. Giants have BON1 problems (they hate it in the board) and there's arguably tooo many spades in the game. Dwarves and Engineers do not have many good ways to score a lot here, it'd be a meh game.
For nomads it is an OK setup for an SH opener. Their TPs are good enough so that r4 and r5 could give some value, but this setup is usually not the greatest scoring setup for them - and this setup has a lot of coins (so... It is probably not Nomads). For Chaos Magicians this sounds reasonable and I feel it is possible to do a very good game here with them, but no cult bonuses are back to back, which is what I'd expect for highest scoring. Points would have to come from BONs and upgrades (but upgrading digs for r3 seems unreasonable without a lot of juggling). So... Fakirs? It is seat 3 with BON1,8 without both shipping BONs, there's not a lot of scoring on the rounds (so scoring will have to come from faction or BONs more proeminently). The real problem here is how to open the first 3 rounds... I usually like 3 openers with Fakirs: TE+xD, with x from 1 to 3 (more would be cool, but unlikely), 2TE (my favorite Fakirs opener), and an SA opener. The SA opener can be done... But... Is it great? It makes the following rounds harder to do here (since the next round is a TE one) and as Fakirs you can't just keep going up in structures, you need to not be cutoff of your spots. So maybe the plan is BON8+ACT2+FAV11, TE+2D? That seems reasonable. Maybe a weird TE+TP+D can be doen here. Also the end of the game scoring matters less for Fakirs since they Carpet for points anyway. I'd bet on Fakirs or Chaos Magicians...
After the clues... It seems clear it is Fakirs. I'm curious on the plan for the first 3 rounds (getting that third D can be challenging).
About the other picks: I don't like first seat Swarmlings, I really don't. It is usually underwhelming and can get you sandwiched (and it happened). All the good BONs are usually gone by then. I'd just prefer something like Darklings, Cultists, Nomads. Alchemists is an OK pick, I just don't like the abscence of a D round, but I can see it working. The Auren pick is... Somewhat reasonable, I guess? If Both Swarmlings AND Alchemists open SH, they have a shot at getting FAV11. Problem is I still think CMs is a better pick as fourth seat, and if they go for SH openers, FAV11 is gonna be there.
Uh, BON1, eh? Maybe 2 digs in this r1, then. Oh. FAV9 game? Interesting. I guess the next round will be a rush to build the TE then... And absorb enough power for ACT6?
r4 surprised me with all the TPs.
hi there congrats on your videos man.
really enjoying the game even more. I just played a couple of games (steam version) but I dont know why but the AI seems to be way easier than in your videos.
is there any patch??
Hi Daniel. I'm not sure why, but the AI seems to have become so much worse in recent months. Never heard of any patch, but you can increase the AI thinking time although I my guess is that won't help much. Did you know the snellman website also has an AI? I've not played against it, but it might be better.
Amazing how the 2 factions considered "weaker" are #1 and #2
Hi, I have a question you might be able to answer. I've been playing Terra Mystica for a couple of years now and I never bought the expansion Fire and Ice... I'm a player that loves strategy and doesn't like games that has to much luck, I couldn't find if the expansion Fire and Ice was a nice addition to the game or not. Can you tell me your toughts about this? Thanks.
first