Terramara is the name of the villages founded around 1500 B.C., mid- to late Bronze Age, in Northern Italy. People lived, travelled, and traded between the Alps mountain range and the river Po. The main occupations of the Terramara people were hunting, farming and metallurgy, casting bronze tools like axe heads in stone molds. The houses in the villages were built on piles, meaning each house is built above the ground, supported by wooden stakes.
In Terramara, you play as the chief of a clan living in one of these villages. Your goal is to develop your clan, exploring lands farther away to trade with other villages, and reach sacred places. You improve your battle strength and discover new technologies to create useful artefacts. The player who develops the best clan by gaining more development points becomes leader of all of Terramara and wins the game!
—description from the publisher
- The objective decks are liked.
- Buying extra cards and culling from the deck feels good.
- The components are well-done, including player boards, dice, and card art.
- It doesn't feel like a cash grab; effort was put into the design.
- The potential for interesting elements exists.
- The game is extremely long, far exceeding the box estimate of 45 minutes per player.
- There is no save state, making it very difficult to play.
- The game is very fiddly with numerous components and setup/teardown challenges.
- Movement is very slow.
- Chopping wood feels like a chore.
- Combat is a luck fest and can be unsatisfying.
- The game can slow to a crawl when dealing with bosses and their specific rules.
- The board game doesn't offer enough compelling advantages over the video game.
- The grind of the video game doesn't translate well to a board game format.
- It feels like a failed experiment.
- The long playtime combined with fiddliness is a significant barrier.
- exploration, building, fighting mythical creatures
- Minecraft
- Slay the Spire
Mechanics (from transcript analysis)
- Combat — Players engage in combat with enemies and bosses using dice rolls, influenced by weapons and armor.
- cooperative play — Players work together to achieve common objectives to win the game.
- Deck building — Players play cards from their hand to perform actions, and can acquire new cards to improve their deck over time.
- Dice rolling — Dice are used for combat resolution, determining attack and defense outcomes.
- exploration — Players move around a board composed of tiles, discovering new biomes and encountering enemies.
- Objective Fulfillment — Players win by completing a series of objective cards, which can involve various in-game actions.
- Resource gathering — Players gather resources like wood and stone through actions like chopping trees and digging.
- tile laying — The game board is constructed using terrain tiles that players explore and add to.
Video topics + discussion points
Quotes (from this video)
- This game is not 45 minutes per player and it's not even close.
- My son and I, when we played through this, it took us 9 hours to go through it.
- The number one culprit for sure is the fiddliness of setup and teardown mixed with the length.
- I don't think that translates to a board game.
- I think it's a failed experiment.
- I'd love to see some of this stuff maybe in other games and I like to see it done.
- I just can't recommend it.
References (from this video)
- Unique worker placement mechanics
- Artifacts provide flexible action options
- Artwork/style is appealing
- Replayability through artifact strategies
- Solid euro game feel
- Board space can feel tight; larger board or smaller meeples would help
- Culture River space isn't very clear in this transcription
Mechanics (from transcript analysis)
- block/territorial control via chieftain — A chieftain can block other players from placing on certain spaces.
- caravans and artifacts — Caravans and artifact cards influence actions and offer strategic options.
- culture track — Culture progression unlocks more artifact options.
- end game bonuses — Some spaces and bonuses are resolved at the end of rounds, affecting end-game scoring.
- end-of-round timing and bonuses — Some spaces and bonuses are resolved at the end of rounds, affecting end-game scoring.
- Modular board — Boards are modular, changing layout between games.
- Modular boards — Boards are modular, changing layout between games.
- Resource management — Managing resources is a core element of the gameplay.
- worker placement — Players place workers on action spaces; mechanics center on placing workers and managing when they return.
Video topics + discussion points
Quotes (from this video)
- I like that the artifacts give you options to engine build your actions so you can focus on certain things
- the game is of medium to heavy complexity
- I think the game offers unique worker placement mechanics
- it is a pretty solid euro game
- I can see us playing this game again and again trying different artifact strategies
References (from this video)
- Deep, multi-path strategy with tangible endgame payoff
- Rich interaction through raids, blocking crossroad spaces, and reserve crafting
- Strong thematic flavor with terrain types and artifact synergies
- Varied early-to-late game decisions that keep players engaged
- High complexity and many moving parts can be intimidating for new players
- Early game resource scarcity can slow progression
- Endgame scoring can be highly contingent on artifact draws and opponent moves, sometimes volatile
- Resource collection, exploration, caravan movement, and artifact-driven scoring, with a strong emphasis on crossroad actions and season-like rounds.
- A tribal frontier world featuring forests, plains, rivers, and mountains where players explore, harvest resources, and craft artifacts.
- Euro-style engine-building with narrative flavor via on-board events, terrain effects, and artifact bonuses.
Mechanics (from transcript analysis)
- Artifact crafting and card cycling — Artifacts are crafted from refined resources, granting immediate and ongoing effects. The deck is refreshed between rounds and higher-level artifacts replace lower-level ones.
- Caravan movement and crossroad economy — Caravans shuttle between crossroad spots to unlock culture, resources, and points. Crossroads provide strong upgrade and scoring opportunities and can be blocked by opponents.
- card crafting — Artifacts are crafted from refined resources, granting immediate and ongoing effects. The deck is refreshed between rounds and higher-level artifacts replace lower-level ones.
- Character progression and discounts — Characters flip from young to experienced to gain new bonuses and alter how military, caravan, and crafting interactions work (e.g., not losing military on occupied spots).
- Crossroad upgrades and homeland dynamics — Crossroads provide upgrades, caravan moves, and military benefits. Some spots allow permanent bonuses that affect endgame scoring (e.g., flags and outposts).
- Endgame scoring structure — Scoring is multi-faceted: artifacts, crossroads progress, outposts, caravan track positions, and resource conversion efficiency all contribute. Conditional scoring cards can dramatically shift final tallies.
- Military track and raiding — A central military track determines advantages in conflicts and triggers raid mechanics, where players can steal resources from others with some penalties or bonuses depending on character traits.
- Resource management — Resources exist in raw form and refined form. Players convert raw into refined via actions or workers, with specific crossroad and artifact effects granting discounts or bonuses.
- Resource system: raw vs refined — Resources exist in raw form and refined form. Players convert raw into refined via actions or workers, with specific crossroad and artifact effects granting discounts or bonuses.
- Track advancement — A central military track determines advantages in conflicts and triggers raid mechanics, where players can steal resources from others with some penalties or bonuses depending on character traits.
- worker placement — Players place workers to gain resources, advance caravans, and activate crossroad actions. Workers refresh and cards reset each round.
- Worker placement and action resolution — Players place workers to gain resources, advance caravans, and activate crossroad actions. Workers refresh and cards reset each round.
Video topics + discussion points
Quotes (from this video)
- I really like the look of this card
- this crossroad spot is a very powerful upgrade action
- I think it's time to become experienced with our character