Game Info
Year
2022
Collection
Mechanic profile
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Vibe profile
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Description
Terra Nova is a simplified version of the strategy game Terra Mystica. In the game, up to four players each control one of ten factions, each with different abilities. Compete against one another to explore new territories in peaceful competition, erect buildings, and achieve certain goals from round to round. Use your faction's special abilities in a clever way to control the largest territory at game's end and finish with the most points.
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All mentions
Browse transcript mentions, sentiments, pros/cons, mechanics, topics, quotes, and references.
Total mentions: 6
This page: 6
Sentiment:
pos 4 ·
mix 0 ·
neu 1 ·
neg 1
Showing 1–6 of 6
Video HOA_USM2u4I
Meeple University Review at 0:23 sentiment: positive
video_pk 64241 · mention_pk 157701
Click to watch at 0:23 · YouTube ↗
Overall sentiment (raw)
positive
Pros
- lighter version of Terra Mystica
- simple currency regime (money instead of priests/three currencies)
- power cycle and turn order passing add interesting pacing
- maps-focused with fewer terrains and buildings for easier play
- decent entry point for fans of Terra Mystica/Gaia Project
- art direction described as detailed yet approachable
Cons
- not as cheap as Terra Mystica
Thematic elements
Comparison games
- Terra Mystica
- Gaia Project
Mechanics (from transcript analysis)
- color-based placement — you can only build on spaces of your own color; can recolor spaces by paying to get spades to convert areas
- Competitive action locking (first to take power action) — the first player to take certain power-costing actions locks them off for others
- Neutral house to assist building — a simple neutral house can be placed to make building cheaper
- Passing tile and turn order — passing grants income tile and determines subsequent round order
- Power cycle (power tokens/discs) — gain power and move a disc along a power track; spend power to take actions
- Replacement/upgrading buildings — houses can be upgraded to trading posts and then to palaces with upgrades providing abilities
- River sailing and bridges — sailing enables building along rivers; bridges allow expansion to adjacent spaces
- Town points and big bonuses — found towns by accumulating seven points worth of adjacent buildings; towns grant points and in-game benefits
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
- I love Terra mystica
- I love project Gaia as well
- I personally recommend Terra Nova
- Terra Nova because that's the type of games I like
- for lighter one it's definitely give it a go
- it's a decent entry point and it's kind of like it uses the engine to focus on a map territory building
References (from this video)
No references stored for this video.
Video RkRryix9faI
Meeple University Discussion at 8:51 sentiment: positive
video_pk 63911 · mention_pk 157430
Click to watch at 8:51 · YouTube ↗
Overall sentiment (raw)
positive
Pros
none
Cons
none
Thematic elements
- Lightweight version of Terra Mystica; intended as a family-friendly, accessible entry point
Comparison games
- Terra Mystica
- Age of Innovation
- Gaia Project
Mechanics (from transcript analysis)
Mechanics unknown.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
- "the original Terra Mystica"
- "it's a lighter version of Terra Mystica basically"
- "Gaia project is set far into the future of the same universe"
- "the tech track has combined elements of the old cult track and the way upgrades work"
- "one of the great things about age of innovation is that every game is going to play out differently"
- "age of innovation is the clear winner here"
- "that's how much I love age of innovation"
- "Teranova as a good entry point"
References (from this video)
No references stored for this video.
Video y7lpr-uGodQ
Board Gaymes James Review at 0:03 sentiment: positive
video_pk 62193 · mention_pk 154707
Click to watch at 0:03 · YouTube ↗
Overall sentiment (raw)
positive
Pros
- Awesome version of Terra Mystica, but lighter
- Quick setup
- Great vibe
- Preserves core terraforming concept
Cons
none
Thematic elements
- Array
- Planetary terraforming
- Competitive, strategic
Comparison games
- Terra Mystica
Mechanics (from transcript analysis)
- Area Control — Building on land creates regions under control.
- Resource management — Shovels and powers on players' boards govern action costs and capabilities.
- Rondel — Players move around a circular action wheel to select actions, with distance influencing costs (represented by shovels).
- Rondel (action selection) — Players move around a circular action wheel to select actions, with distance influencing costs (represented by shovels).
- Terraforming / land transformation — The core concept of terraforming land to make it hospitable.
- Unique player powers — Each player has unique power effects that affect actions and resources.
- Variable Powers — Each player has unique power effects that affect actions and resources.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
- this is an awesome version of teram mystica but much lighter
- you still have the core concept of trying to terraform the land that you are on for making it hospitable for the race that you are to do so
- you are going to move around this Rondell of terraforming ratings and
- shovels you need getting those shovels
- when you build on that land you're trying to get a nice area of control going
- If you are finding Tera a little bit too dony and too big of a setup this is a much quicker setup
- I would definitely give teranova a checkout
References (from this video)
No references stored for this video.
Video UZuspbfuXRQ
JestaThaRogue Rules Teach at 0:01 sentiment: neutral
video_pk 50976 · mention_pk 151333
Click to watch at 0:01 · YouTube ↗
Overall sentiment (raw)
neutral
Pros
- Clear, step-by-step setup demonstrated
- Demonstrates key mechanics via examples during setup and play
- Describes faction boards and initial placements
Cons
- Video is dense and lengthy, which may overwhelm new players
- Some rule details are complex and abbreviated in the narration
Thematic elements
- Races with special abilities attempt to make landscapes habitable and found towns
- Fantasy world where races terraform land and build towns across rivers
- Instructional demonstration with setup and rules explanation
Comparison games
none
Mechanics (from transcript analysis)
- Bridges — Pay money to build bridges over water to connect structures and expand adjacency
- Building and upgrading — Upgrade buildings from houses to trading posts to palaces, via paid costs and adjacency rules
- Habitable terrain conversion — Pay money to change terrain hex to the home terrain, place a home tile, then build a house on that space
- Network/route building — Pay money to build bridges over water to connect structures and expand adjacency
- Power and resource management — Power tokens move between bowls; spending power to perform actions via a round-based system
- Resource management — Power tokens move between bowls; spending power to perform actions via a round-based system
- Sailing and river reach — Sailing track increases reach along rivers; higher sailing allows skipping spaces to access actions
- Town founding — Found a town when four adjacent buildings have a combined value of seven or more
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
- you play a fantasy race use their special abilities to make the landscape habitable for that race and build buildings to form towns and spread across the land
- found a town this happens automatically and does not count as an action
References (from this video)
No references stored for this video.
Video 0m2WjU71Grk
JestaThaRogue Analysis at 0:31 sentiment: negative
video_pk 50975 · mention_pk 139917
Click to watch at 0:31 · YouTube ↗
Overall sentiment (raw)
negative
Pros
- Simplified rules and higher accessibility
- Cleaner components and faster play
- Streamlined setup
Cons
- Fewer complex interactions
- Less thematic depth than Terra Mystica
Thematic elements
- Terraforming-centric space colonization with streamlined mechanics
- Science-fiction terraforming on newly discovered planets
- Lighter, more accessible flavor compared to Terra Mystica
Comparison games
- Terra Mystica
- Gaia Project
Mechanics (from transcript analysis)
- Adjacency bonuses — Power bonuses from adjacency exist but are adjusted relative to Terra Mystica.
- Money-based economy — Money is the primary resource; no workers or priests in Terra Nova.
- No sanctuaries — Sanctuaries and favorite tiles are absent; setup is streamlined.
- Palace-based abilities — Two palaces can be built in any order, each unlocking a different ability.
- Terraforming and building — Terraform and develop on planets with a simplified system.
- Terrain wheel simplification — Five terrain types instead of seven, making the terrain wheel easier to read.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
- Two of the greatest games ever made
- I prefer the fantasy theme to Space theme
- The rule book is better than Terra Mystica but not as good as Terra Nova
- setup and rule book is boring
References (from this video)
No references stored for this video.
Video 9KhWRZlSrZs
Rolling Dice & Taking Names Discussion at 49:02 sentiment: positive
video_pk 1575 · mention_pk 4562
Click to watch at 49:02 · YouTube ↗
Overall sentiment (raw)
positive
Pros
- Strong thematic tie between speed/gear decisions and track design.
- Important decisions feel meaningful due to curve costs and heat management.
- Relatively streamlined take on Terra Mystica vibes without the same weight.
- Engaging engine-building through chained actions and power movement.
Cons
- Complexity can be intimidating for newcomers; requires patience to grok the curve/heat loop.
- Rule nitpicks around setup and edge-case interactions may arise in play groups.
Thematic elements
- Planetary colonization, terraforming, and resource-driven advancement
- Futuristic planetary terraforming and racing-themed development on a composed planetary landscape
- Euro-style, procedural with a racing-tinged flavor
Comparison games
- Terra Mystica
- Gaia Project
- Downforce
Mechanics (from transcript analysis)
- curve/track-drafting and curves — Movement is constrained by track curves; failing to manage curve costs leads to heat penalties and potential spinning out.
- deck-building (heat deck) — Players use a dedicated heat deck and gear cards to determine actions and track movement; discards and cool-downs shape future options.
- gear-shift movement — A simultaneous gear selection (1st through 4th) governs how many cards you play and how far you move on the board, factoring in curve costs and heat in the deck.
- Heat management — Heat cards accumulate as you speed through curves; you must discard or cool down heat to avoid penalties that disrupt your progress.
- resource- and power-tracking — Power tokens flow through bowls and are spent to take actions; power movement is a core pacing mechanic across rounds.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
- Terra Nova is designed by Andreas Fowl and plays two to four players, and the sweet thing about this bad boy is that it only plays 60 to 90 minutes.
- This is a pure racing game; the gear-shift and curve mechanics create real tension as you balance speed and heat.
- Village Rails... these are the type of games that I love; they’ll stay on my shelf.
References (from this video)
No references stored for this video.
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Showing 1–6 of 6