This week’s session allowed Avri and Sheer to teach me Terra Mystica. Yes, I have played it before. But Avri and Sheer have played it much more often, have truly applied themselves to learning the key techniques required for success, and are both fastidious in their planning and execution. I have a laissez-faire attitude to game play most of the time. OK, I can be lazy. So, in the face of their superior game play, I am never going to be successful if I don’t focus and make the effort. This time around, I was so out of my depth I resolved to watch and try and learn so I would be better equipped for the next play of this intricate game.
Sheer chose the race that gave him double bonuses from his temple builds. I chose the race that gave me one free build per turn. Avri chose another race, but I am damned if I can remember what its special power was…
Avri and I tried to establish cities early on. Sheer waited until the final turn to do that, when extra bonuses were available.
Avri and Sheer made full use of the turn by turn bonuses, whereas I didn’t.
As expected, Avri and Sheer were way ahead of me when we got to the final rounds. At that point, with me certainly no threat to either, they started to give me good advice. (Too late, guys!) Avri was the clear leader from about half way, getting points – or so it seemed – from everything he did. Sheer was concentrating on the long term investment he was making with his cultists. With the very last victory point calculation, Sheer went into first place for the first time and won by a measly two points. (I think both had scored 150+ so to say it was a narrow in would be an understatement.
Entertaining and educational.
Thanks to Avri and Sheer for the lesson. Watch out you two: next time we play this, I might even score half as many points as you…8)