I finally got to play Terra Mystica last night and was super anticipating the experience. We got to play two games (one with the basic first-game setup and a subsequent full game following the normal setup rules). I wanted to come back here and reassess Dave Perkins complaints afterwards, and I’m really surprised to find that I agree with him. I found it remarkably boring. I’ll quote his complaints…
This feels like a game that was so heavily balanced, they rounded off every interesting corner that could have possibly existed in it. The upgrades are especially boring. The bonus tiles provide a good chunk of your income which makes the upgrades feel unimportant in comparison to Through the Ages (which seems like a good comparison point for many reasons). Plus, the upgrade system that actually downgrades production in previous fields feels like it’s only there to keep the game in check so it doesn’t actually get dynamic and interesting. Also, why do I need a trade house to build a temple? How does that upgrade path make any sense? I didn’t think I cared about theme in board games much, but Terra Mystica cares about it so little it makes me realize how much that stuff does matter to me.
The level of interaction in this game is so small, I feel it’s competing with Dominion in this regard. Usually that doesn’t bother me, but there’s nothing else to keep the game interesting. At least Dominion has a shuffled deck I have to contend with. In Terra Mystica, most of the game feels decided by the time you choose your faction and starting locations (and maybe a turn or two of opening gambits). The rest of the game is just playing out series of obvious choices and rolling with momentum until someone wins. I think this is all due to how little dynamism there is in the game. There’s no interesting way to change to board or interact with players other than just placing permanent pieces on it that give minor economic bonuses. I want to play cities down like in Steam, completely changing the focal point of the maps and links. Or drop cards on locations, like in Chaos in the Old world, changing the rules on how that location plays out. I certainly don’t need open conflict or war. Just something, anything, to keep the game from just being this slow obvious trudge to its conclusion.
I thought I’d at least be a big fan of the asymmetric nature of the game, but that also disappointed me. While I can ultimately tell that playing different factions does lead to dramatically different boards, playing them doesn’t feel very different at all. The abilities feel like minor changes overall and if they could lead to big differences, the game isn’t long enough to express them. Nothing as crazy as Starcraft or Puzzle Strike or Cosmic Encounter or Small World or any other asymmetric game I own. In those games, playing as a different species / person / faction completely changes the experience of the game. I think a big part of why this doesn’t work for me is the low level of interaction. Different factions become interesting in how they relate to each other rather than just how they relate to the bonus tiles and scoring tiles.
On a completely unrelated note, I bought Macao alongside Terra Mystica. I’ve been digging Stefan Feld games lately (Trajan and The Castles of Burgundy were big hits with my friends and family), so I thought I’d check out his earlier stuff. It’s a pretty interesting game, though of the three of his I own, it probably has the weakest themeing. All the same, it has those features I love in other Feld games mixed up in a new way. His games always reward a good planner, but similarly require the player to be on their feet. I love that Macao has a big group of face-up cards plus a face down deck that ultimately comprise the cards that are drafted every turn. There’s enough open information for the planner part of my brain to go to town while never being able to rely on it completely due to the randomized card deck and VP purchase track. Trajan is still my favorite Feld game, but I can see Macao getting a bunch more tableplay as well, especially with more players (I’ve only played 2-player 3 times so far).