Rolling Realms: Terra Mystica Promo Pack
Rolling Realms: Terra Mystica Promo Pack Rulebook
Table of Contents
Table of Contents
Terra Mystica
USAGE: When assigning a #, choose either: mark a hex or bridge on the map, OR outline a building below the map.
When marking something on the map, choose a hex or a bridge (bridges are always value 2) matching the assigned #, adjacent to either an already marked hex or bridge, or a red dwelling at the edge of the map. You may always mark a hex adjacent to a red dwelling, even if you already marked one adjacent to the other red dwelling.
To outline a building, assign the matching # (2 or 6). You don't gain anything yet.
At the start of every turn (i.e., immediately after rolling the dice for the turn), gain resources based on the outlined buildings on your card (a pumpkin in the even turns, a heart in the odd turns).
SCORING: Score 1/2/4 ★s for 1/2/3 marked deserts (5). Score 1 ★ if you outlined both buildings below the map. Score 1 ★ if you marked a contiguous path between the 2 red dwellings.
SOLO COMPATIBILITY: When playing RRR Ball, refer to the printed turn number on your league card for determining building bonuses—i.e., "turn 2" counts as such, even if you had a "turn 0." Don't gain a heart on "turn 1," even if you already outlined the 6 building on "turn 0." In League I, you start on "turn 2."
Notes
Dice faces are printed as icons in the source; here they are written as their pip values (2, 5, 6). The desert scoring icon is the die showing 5, and the bridge value is the die showing 2. The printed realm card words the scoring more briefly ("Score 1/2/4 ★s for 1/2/3 marked deserts. Score 1 ★ if you outlined both buildings. Score 1 ★ if you connected both dwellings."). The compendium wording above is transcribed as printed, since it is the full rules text.