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Terra Nova (2006)

Terra Nova Rulebook

Table of Contents

Table of Contents

  • Contents
  • Set-Up
    • Initial Placement of Pioneers
  • Summary of Play
    • On Your Turn
    • 1. Moving your pioneers
    • 2. Placing a border stone
  • Scoring
    • Territories
  • End of the Game
  • Credits

Contents

  • 1 game board showing the map of Terra Nova and a scoring track (different shades divide the game board into 8 landscapes)
  • 44 wood pioneers (in four colors)
  • 80 border "stones" (wood tokens)
  • 4 wood scoring markers in four colors

Set-Up

Place the gameboard in the middle of the table and put the border stones next to it. Each player chooses a color and takes the corresponding pioneers and scoring marker.

In a two-player game: 13 pioneers In a three-player game: 10 pioneers In a four-player game: 8 pioneers

The scoring markers are placed on the "0" of the scoring track that goes around the perimeter of the gameboard. Choose a starting player.

Initial Placement of Pioneers

In turn, each player places one of his pioneers on any empty space of the gameboard (including on any lake spaces); then each player places a second pioneer, and so on, until all pioneers are placed on the board.

Summary of Play

Players take turns, in clockwise rotation. You move your pioneers and place border stones in order to divide the land in such a way as to seal off as large and valuable an area as possible for yourself. The player who has the most pioneers within a territory gets the points.

On Your Turn

On your turn, you must perform three actions. Only if a second or third action is not possible are you allowed to forfeit an action. You do not have to choose a first action that guarantees additional actions are possible.

Your first action must always be to move one of your pioneers. Your remaining two actions can be any combination of moving pioneers and playing a border stone(s).

If you are unable to move any pioneers in your first action, you must pass, and the next player goes.

If one of your pioneers is blocked at the beginning of your turn, you have to choose another pioneer for your first move, if possible.

1. Moving your pioneers

You may move in one of six possible directions, in a straight line, as far as you want (but at least one space). You may not jump over pioneers or border stones; your pioneer has to stop on or prior to the last space before another pioneer or border stone.

You may make several moves with the same pioneer or divide the moves among different pioneers. However, you are not allowed to move a pioneer back to the place from which it started. That means that when each action has been completed, either your pioneer has ended up on another space or a border stone has been added.

Moves: Straight ahead, in one of six directions. As far as you want, but without jumping pioneers or border stones.

Example (Movement): A pioneer that is fully surrounded by pioneers and border stones is blocked and cannot be moved. A pioneer with an open, unobstructed space in one of its six directions may move onto that space, going as far as it wants without jumping another pioneer or border stone.

2. Placing a border stone

You may only place a border stone after moving a pioneer. You must put it on one of the empty spaces adjacent to a pioneer you just moved.

If you move two pioneers, and then, for your third action, place a border stone, the stone may be adjacent to either the first or second pioneer you moved. If you only move 1 pioneer and place two border stones, both must be adjacent to the pioneer you moved.

Border stones: Adjacent to a just-moved pioneer, onto an empty space.

Example (Border Stone): After a pioneer moves to a new space, the border stone must be placed on one of the empty spaces bordering that space — for example, in the gap between that pioneer and a neighboring pioneer.

Scoring

Territories

A territory is formed as soon as a part of the island, consisting of not more than three different landscapes, has been enclosed. When a player forms a territory by placing a border stone, scoring is calculated immediately.

Territory: Maximum 3 different landscapes.

The points are to be allocated as follows:

  • Territory with 3 different landscapes = the number of spaces in the territory
  • Territory with 2 different landscapes = 2x the number of spaces in the territory
  • Territory with only 1 landscape = 3x the number of spaces in the territory

Points:

  • 3 landscapes – # spaces
  • 2 landscapes – # spaces x 2
  • 1 landscape – # spaces x 3

The player with the most pioneers in this territory gets the points. In case of a tie, the points are divided, rounded down if necessary.

Majority: One with most pioneers scores.

Ties: Divide points, round down.

Record the points by moving your scoring marker along the scoring track. After that, remove the pioneers from the territory just scored. They are permanently out of the game. If more than one territory is formed in one turn, all are scored.

Example (Scoring): Territory A consists of 12 spaces with 2 landscapes, worth 24 points, and goes to Blue, since Blue has the most pioneers in this territory. Territory B consists of 7 spaces with 1 landscape, worth 21 points, and is divided between Blue and Red since they are tied for the most pioneers there; rounded down, Blue and Red each get 10 points.

End of the Game

The game ends:

  • when the island is completely divided into territories, or
  • when only one player is able to move.

All territories that have been completed in the last turn are still scored.

The player with the most points wins.

Credits

© 2006 by Winning Moves Germany. Under Licence of Venice Connection. All rights reserved.

Created by: Michael Menzel (Illustration)