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Terravista

Terravista Rulebook

Table of Contents

Table of Contents

  • Components
  • Setup
  • Overview
  • Game Play in Detail
    • 1. Roll Dice
    • 2. Draw One Line
    • 3. Score
  • Connection Rules
    • Market-to-Market Connection
    • Olive-to-Market Connection
    • Strawberry-to-Market Connection
    • Orange-to-Market Connection
  • Bonus Spaces
    • Example of chain reactions
  • Game End
  • Variants
    • Point Mode
      • Scoring Table (Point Mode)
    • Tournament Mode
    • Solo Mode

Components

  • 1 Score Board (double-sided: day side and night side)
  • 6 Player Boards, double-sided (12 unique maps)
  • 2 Special Dice
  • 1 Score Pad
  • 6 Dry Erase Markers
  • 24 Horses (4 of each color)

Setup

  1. Give 1 random player board and 1 dry erase marker to each player. The player boards are double-sided. Each player randomly selects which side to use this game (the game provides 12 unique maps).
  2. Place the score board in the middle of the table. The board is double-sided. For your first game, use the day side.
  3. Each player chooses a color and places the 4 horses of that color in the first space of each track of the game board.
  4. Choose a leader who places the two special dice in front of them.
  5. Return the score pad and any unused components to the box.

Overview

Each round, the leader rolls both dice to determine two terrains. Then, all players simultaneously draw a road (from now on "line") between two adjacent spaces of those terrains on their own player board (from now on "map").

Each player has a unique map, but everyone is trying to draw continuous lines between markets of the same color, and from fruits (olives/strawberries/oranges) to any market.

Each time a player does so, they advance their horse 1 space on the corresponding track of the score board. The players race to be the first to cross the vertical finish line on the score board with all four of their horses.

Game Play in Detail

The game is played over multiple brief rounds. Each round, execute the following steps in the order shown:

  1. Roll Dice
  2. Draw One Line
  3. Score

1. Roll Dice

The leader rolls both dice and announces the two terrains rolled (they may be the same or different). This is called the dice result.

2. Draw One Line

All players simultaneously draw a line on their own map between the centers (dot/fruit/market symbol) of any two adjacent spaces that match the dice result.

Note: New lines may connect to previously drawn lines but do not have to.

Important: If a die shows a wild, each player may choose any result for that die.

Extreme case: If at least one player is unable to draw a line using the dice result, all players may treat one die of their choice as a wild that round.

About probabilities: The faces of each die are shown in the top-right corner of your map. The combined faces of the two dice result in different probabilities for specific combinations. Some examples: green-yellow is the combination with the highest probability, while blue-red, blue-grey, red-red, and grey-grey have the lowest probability to be rolled.

3. Score

A new connection is formed the first time a market symbol is connected by a continuous line to the other market symbol of the same color, OR the first time a specific fruit symbol is connected by a continuous line to any market symbol.

A connection may reuse lines from other connections and pass through other symbols. Players simultaneously score each new connection they make by advancing their horse 1 space on the corresponding score board track.

Note: When a line (drawn in step 2) scores multiple new connections, score them in any order.

Connection Rules

Market-to-Market Connection

When the two market symbols of the same color become connected by a continuous line, advance 1 space on the market track. Since there are only two market symbols of each color, this can only happen once per color (4 times over the course of the game).

Olive-to-Market Connection

The first time a specific olive symbol becomes connected by a continuous line to any market symbol, advance 1 space on the olive track. Multiple olive symbols may be connected to (and score from) the same market symbol. Since there are 5 olive symbols, you can advance a maximum 5 times on the olive track over the course of the game.

Strawberry-to-Market Connection

Follow the same rules as the olive-to-market connection, except that you connect a strawberry to a market and advance on the strawberry track.

Orange-to-Market Connection

Follow the same rules as the olive-to-market connection, except that you connect an orange to a market and advance on the orange track.

Example of a non-scoring connection: Sophie connects an orange to the green market. However, since she scored this orange when she connected it to the yellow market, she does not advance her horse on the orange track this time.

Bonus Spaces

Whenever a player's horse lands on a (yellow) bonus space on the score board, that player immediately draws 1 bonus line between any two adjacent spaces on their own map.

Note: This can cause chain reactions, such as advancing another step on a track, drawing another bonus line, and so on.

Special case: If a player forgets to advance on a track, they do this during step 3 of the next round (or any later round) instead.

Example of chain reactions

  1. Clara (blue player) draws a line to the top-left yellow market. This connects the two yellow market symbols, forming a market-to-market connection. She advances her blue horse 1 space on the market track, landing on a bonus space.
  2. Because she landed on a bonus space on the market track, Clara may immediately draw one bonus line anywhere. She draws a line from the olive symbol, connecting it to the yellow market network. This creates an olive-to-market connection, so she advances 1 space on the olive track, also landing on a bonus space.
  3. Because she landed on a bonus space on the olive track, Clara draws another bonus line. She connects a strawberry symbol to the red market. This creates a strawberry-to-market connection, so she advances 1 space on the strawberry track.

Game End

The game ends at the end of a round if one or more players has all four of their horses across the finish line.

If only one player achieves this, that player wins the game.

If multiple players achieve this in the same round, the tied player who has advanced their horses the most total steps wins. If still tied, the victory is shared.

Variants

Sourced from the separate official "Terravista Variants" rules document published by Chilifox Games.

Point Mode

Flip the score board to its night side. The end of the game is triggered normally (after a round when a player has crossed the finish line on all 4 tracks). Then, play one final round.

After this final round, add up your points on the spaces where each of your horses is positioned (use the score pad if necessary). The player with the highest total wins the game. Tiebreaks are resolved using the standard method.

Important: Even a player who has not crossed the finish line with all 4 horses may still win.

Scoring Table (Point Mode)

ScoreAssessment
60-64You win, at least
65-69Decent
70-74Good
75-79Very good
85-84Impressive
90-94Fantastic
95-99Excellent
100The Best of the Best

Tournament Mode

Play 4 games in a row using Point Mode (with no tiebreaks). After each game, note down all players' scores on the score pad. Then, each player wipes out their map and sends it to the player to their left, who will use this map in the next game. After 4 games, the player with the highest total score wins.

In case of a tie, the tied player with the highest score in a single game wins. If still tied, the tied players share the victory.

3-player game exception: Play 3 games (instead of 4).

2-player game exception: After game 2, discard used maps, and each player draws a random unused map for game 3 (and then they swap maps again for game 4).

Solo Mode

Use the SOLO side of a score sheet. After the dice roll (Step 1) of each round, cross out one space on the sheet, starting with space 1, then space 2, and so on.

Standard Mode: Play the standard mode and check how many rounds you used (the fewer rounds, the better). 24 or fewer rounds is highest level (L7), 25-27 rounds is L6, etc., as indicated on the score sheet itself.

Point Mode: Use the night side of the score board. The game ends after 36 rounds. If you have not crossed the finish line with all 4 horses, deduct 10 points from your score. You win the game if your final score is at least 60 points. Check your assessment in the scoring table.