
Terra Mystica - Age of Discovery
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FroGames — Moments You'll Remember
Some turn mountains into plains. Some build academies where there was once desert. And in the end, no one has played the same game twice.
WHAT IT'S ABOUT
The standalone evolution of a modern classic
Age of Innovation originates from the Terra Mystica universe, but breaks free from its foundations. Helge Ostertag redesigns the experience: same fantasy world of hexagonal territories, same tension of twelve unique factions, but with a system of technological innovations that revolutionizes every game. Published by Cranio Creations in Italian, this heavyweight eurogame brings the series into a new era.
At the table, you transform territories to suit your faction, build buildings, and evolve them into cities. Proximity to opponents limits your expansion but grants crucial advantages. Each game shuffles factions, starting territories, and special abilities differently: the variable setup ensures you'll never face the same strategic puzzle twice. The technological innovations you unlock define your civilization.
What they say abroad
"Age of Innovation takes everything Terra Mystica did well and adds meaningful strategic depth."
Age of Innovation takes everything Terra Mystica did well and adds significant strategic depth.
— The Opinionated Gamers
A eurogame that does not hide its complexity, but transforms it into freedom of choice. Every decision opens or closes paths. Every game is a different civilization.
— FroGames
Terra Mystica - The Age of Discovery (Age of Innovation)
The game includes a complete automa system that simulates opponents through dedicated cards and rules. The strategic experience remains intact, but you lose direct spatial competition and tactical choices related to other players' turn order. An excellent alternative for those who want to train or explore the factions.
The tools of your civilization
What you build and develop
Buildings and evolutions
Dwellings become laboratories, laboratories become guilds, guilds become academies. Each upgrade unlocks different resources: tools, scholars, money, power. The evolutionary chain is your economic engine.
Cities and palaces
Merging adjacent buildings into cities grants you instant bonuses. Building your unique palace gives you a powerful ability that defines the entire game. A single city can change the strategy.
Technological innovations
The schools you build advance you on six scientific tracks. Each advancement earns you books, which you use to unlock permanent innovations. The technologies you choose shape your civilization.
Territory transformation
Each faction has its native terrain. Transforming hexes costs resources, but it's the only way to expand. The map becomes a geographical puzzle: you must balance proximity to others and control of space.
Recommended sleeves 49 cards in 2 sizes ▼
If you play often, we recommend protecting cards with clear sleeves to make them last longer.
| Size | Quantity |
|---|---|
| 57 × 87 mm | 25 |
| 70 × 110 mm | 24 |
| Total cards | 49 |
In a few hours, you will have built a civilization that doesn't exist in the rulebook. It always happens with Age of Innovation.
A game in five acts
What happens at the table
Not the rules. The experience.
The setup that already decides half the game
Choose your faction and your starting territory. This combination defines everything: those starting in the mountains will build differently from those starting in the plains. You look at the map and immediately understand who your inconvenient neighbor will be. The tension begins even before playing.
The race for territory
The first two rounds are pure expansion. You terraform hexes, place dwellings, try to create clusters without clashing too much with others. But every hex you take is a hex they don't have. Someone is already building too close. Tensions rise.
The technology tree branches out
Mid-game, the first innovations begin to unlock. Someone focuses on construction technologies, someone on power, someone on resources. Strategies diverge. Those who made the right upgrades in previous rounds now take off. Those who timed it wrong struggle.
The palace moment
Someone completes their palace and unlocks an ability that seems unfair. Others must react or pursue their own cities to avoid falling behind. The gap between those who planned and those who improvised becomes evident. Points start to truly matter.
The final round and the ruthless tally
Round six. Everyone has run out of resources, seeking the last upgrade, the last innovation, the last bonus. The board is crowded, every space contested. End of game: tally points from buildings, cities, innovations, secret objectives. The best planner wins, not the one who played the most actions. The margin is often 5-10 points.
How to play
The flow of each round
Each round follows the same pattern: actions until everyone passes, then end-of-round bonuses and preparation for the next.
In turn, each player takes one action: terraforming a territory, building or upgrading a building, advancing on a scientific track, gaining power. Turn order changes based on who passed first in the previous round.
When you can't or don't want to take more actions, you pass. Choose a turn order space for the next round: the earlier you pass, the earlier you'll play next, but you give up immediate bonuses. Crucial timing.
At the end of the round, bonuses are awarded for those who have built the most buildings of certain types or who have advanced on religious cult tracks. These points can turn the game around.
Each player receives income from their buildings: money, power, scholars, tools. New bonus tiles are prepared for the next round. Then it starts again.
Why it's different from others
Six mechanics that make a difference
12 truly asymmetrical factions
These aren't just special abilities printed on a player board. Each faction has different costs, unique buildings, and different optimal strategies. Giants build cheaply but slowly, Nomads expand fast but fragilely, Alchemists convert resources in ways impossible for others. The asymmetry is substantial.
Book-based technology tree
There isn't a linear track. You advance in six scientific disciplines, collect books, then spend them to buy permanent innovations from a common display. Each game has different technologies available. The first to choose has an advantage but must also pay the full price.
Custom cities and palaces
Merging adjacent buildings into cities isn't just a bonus: it unlocks special buildings and big points. The palace, in particular, gives you a unique ability for the entire game. Building it at the right time can be the winning move. Too early, you waste resources. Too late, you don't use it enough.
Fierce spatial interaction
Building near opponents gives you extra power every time they build next to you. But it also limits your future expansion. Geography is a silent negotiation: every dwelling you place sends a message. Too close? War. Too far? You lose bonuses.
Power bowls
The power system is the economic heart of the game. You have three bowls: you move tokens from the first to the third, passing through the second. Only the third bowl is spendable power. Managing this cycle between immediate actions and future investment separates beginners from experts.
Extreme variable setup
You don't just choose your faction. You also choose which territory to start from on the map, which innovations to put into play, which bonus objectives to activate. Practically infinite combinations. The same faction played twice may require opposite strategies based on the setup.
How it ends
How to win
Age of Innovation ends after 6 rounds. No one is eliminated. Victory points are tallied from multiple sources, and the player with the most wins.
Victory conditions
- Points from buildings built and upgraded during the game
- Points from cities founded and city bonuses obtained
- Points from technological innovations acquired and advancement on cult tracks
- Points from personal secret objectives and end-of-round bonuses
How to lose valuable points
- Building too isolated: losing power bonuses from proximity to opponents costs crucial resources
- Passing late in rounds: disadvantageous turn order and poor end-of-round bonuses
- Wrong timing for upgrades: investing in expensive buildings too early stifles expansion
- Ignoring innovations: those who don't unlock technologies fall behind economically in the mid-game
Age of Innovation is for those who want a eurogame that rewards long-term planning and punishes improvisation. It's not a forgiving game, but it's a game that makes you feel smart when you win.
Frequently Asked Questions
FAQ about Terra Mystica - Age of Innovation
Is it necessary to know Terra Mystica to play?
No. Age of Innovation is standalone and can be played without ever having seen Terra Mystica. It shares the same fantasy world and some basic mechanics (territory transformation, buildings, proximity), but the technological innovation system and round structure are new. If you know Terra Mystica, you'll find familiarity, but you'll still need to learn different rules. It is not an expansion; it is a complete game in its own right.
How long does a game really last?
The box says 40-200 minutes, but that's misleading. A game with 3-4 experienced players lasts 120-150 minutes. The first game, with explanation and setup, can take up to 3 hours. The game scales: with 2 players it's about 90 minutes, with 5 it easily exceeds 3 hours. Player thinking time is high. It's not a filler.
How many games does it take to master it?
Three games to understand the mechanics and avoid gross errors. Ten games to start planning coherent strategies. Thirty games to explore all factions and synergies with innovations. The game has a steep learning curve. If you're looking for something you can master in one evening, this isn't the right game.
Is it too brainy to be fun?
It depends on what you mean by fun. If you like complex puzzles, optimization, seeing a long-term plan work, this game is extremely rewarding. If you prefer immediate games, narrative plot twists, or light social interaction, Age of Innovation will be pure effort. It's a heavyweight eurogame that doesn't hide its nature.
Is the Italian edition complete?
Yes. The Cranio Creations edition includes the rulebook, player boards, cards, and components entirely in Italian. No knowledge of English is needed to play. All faction names, buildings, and innovations are translated. The localization is thorough and complete.
Age of Innovation is a strategic board game for 1-5 players, lasting 40-200 minutes, ages 14+. Designed by Helge Ostertag and published in Italian by Cranio Creations, this heavyweight eurogame stands out for its 12 asymmetrical factions, variable technological innovation system, and spatial interaction on the hexagonal map. Each game offers different setup combinations, ensuring extreme replayability. The game supports a solo mode with a dedicated automa. Complexity 4.27/5 on BoardGameGeek. Mechanics: variable player powers, territory transformation, tech tree, city building, resource management. Available on FroGames.it.
Frequently Asked Questions
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