Game rules

Terra Mystica rules: how to play and how to score

Reviewed on 21 October 2026 against the publisher’s rulebook. How we check

Terra Mystica plays 2 to 5 players over six rounds: each faction transforms terrain to expand, builds and advances in four cults. Here are the essential rules, setup and scoring, based on the official rulebook.

Players
2 to 5
Play time
1 to 2.5 hours
Winner
Most Victory points after six rounds

Terra Mystica quick rules

The goal
Each player leads a faction tied to a home terrain. You transform terrain to expand, build and upgrade your structures, and advance in four cults. You start with 20 points; most points after six rounds wins.
A round
First income, based on your structures, your Bonus card and your Favor tiles. Then each player takes one action per turn until everyone has passed. Finally, the Scoring tile rewards players far enough along the cult shown.
Transform and build
You only build on your home terrain. One Spade per step on the transformation cycle, three at most; a Spade first costs three Workers. A Dwelling costs one Worker and two Coins, on a space connected to your structures.
Shipping and Spades
The Shipping track, for one Priest and four Coins, lets you reach across rivers. The Exchange track, for two Workers, five Coins and one Priest, makes Spades cheaper. Both score points.
Upgrading structures
A Dwelling becomes a Trading house, cheaper next to an opponent. A Trading house becomes your Stronghold, which unlocks your faction’s ability, or a Temple; a Temple becomes your Sanctuary. Temple and Sanctuary give a Favor tile.
Power
Your twelve Power tokens move from Bowl I to Bowl III; only Bowl III is spent, then goes back to Bowl I. When an opponent builds next to you, you may gain Power, for one point less than the Power gained.
Cults and Towns
A Priest sent to the Order of a cult moves you up three or two spaces. Four connected structures worth at least seven Power found a Town: points, a reward and a key, needed for space 10 of a cult.
Other actions
Six Power actions on the board, once per round for the whole table; special actions of factions, cards and tiles; passing, swapping your Bonus card. The first player to pass starts the next round.
Beginner pitfalls
Power from neighbors costs points and can be declined. Staying isolated means no cheap Trading houses. And the round’s Scoring tile can be worth a lot.

How to score Terra Mystica

The scoring track
Your points scored during the game, including the 20 starting points: structures rewarded by the Scoring tile, Shipping, Exchange track, Towns, Bonus cards, Favor tiles…
Cults
For each of the four cults, 8 points to the furthest player, 4 to the second, 2 to the third; nobody scores on space 0.
Largest area
Your connected structures, directly or through Shipping: 18 points for the largest, then 12, then 6.
Ties
The points for the places involved are added up and shared among tied players, rounded down.
Resources
Everything is converted into Coins: 1 point per 3 Coins, 1 per 2 for the Alchemists.
Expansions
Fire & Ice adds a Final Scoring tile, and Merchants of the Seas the Trade markers one: 18, 12 and 6 points.

Worked example

Leo ends at 96 on the track. He is first in Fire, 8 points, and second in Water, tied with Emma: 4 + 2 = 6 shared, 3 each. His largest area is the second largest: 12 points. With 11 Coins, he scores 3 points. Total: 96 + 8 + 3 + 12 + 3 = 122.

Common mistakes

  • Giving cult points to a player still on space 0.
  • Forgetting to share the points of a tie.
  • Counting Coins before converting the other resources.
  • Forgetting the Final Scoring tile with Fire & Ice.

How to set up Terra Mystica

Setup takes 15 minutes. For a first game, the rulebook offers an introductory game with set factions.

The boards

  1. Place the Game board and the Cult board.
  2. Shuffle the Scoring tiles and place one on each round space, starting with space 6.A tile with a Spade on its left cannot go in round 5 or 6.
  3. Cover the right part of the sixth round’s tile with the Game end token.
  4. Arrange the Favor tiles in 3 rows of 4, and place the Town tiles, Workers, Coins and Action tokens within reach.
  5. Fire & Ice: reveal a random Final Scoring tile.It is scored at the end, after area scoring.

The Bonus cards

  1. Reveal 3 more Bonus cards than the number of players.5 with 2 players, 6 with 3, 7 with 4, 8 with 5.

The factions

  1. The Starting player chooses a faction and its side, then the others in clockwise order.
  2. Place your structures on your Faction board, and keep your 7 Priests and 3 Bridges next to it.
  3. Take your starting resources and split 12 Power tokens between Bowls I and II.
  4. Place your Markers: 20 on the scoring track, 0 in each cult, Exchange and Shipping at the start.Then move up the cults as shown on your Faction board.

The start

  1. Each player places a Dwelling on their home terrain, clockwise, then a second one in the other direction.Nomads: a third one; Chaos Magicians: a single one, last.
  2. From the last player, going the other way, each player takes a Bonus card; 1 Coin on each remaining card.

Frequently asked questions

How many points do you start with in Terra Mystica?

20 points for each faction, on the scoring track.

Can you decline Power from a neighbor in Terra Mystica?

Yes; if you take it, you lose one point less than the Power gained.

How are cults scored at the end of Terra Mystica?

8, 4 and 2 points to the three furthest players in each cult, ties shared, nothing on space 0.

Ludingo’s Terra Mystica sheet was last reviewed on 21 October 2026, based on: rulebook 1 (PDF), rulebook 2 (PDF), rulebook 3 (PDF), rulebook 4 (PDF), BoardGameGeek.