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Terra Mystica (T_M) Email GM   Updated July 2, 2023
Class B: Beginning Players Welcome You may play if you have read the rules, played previously, or participated in a scheduled demo. Be on time for the scheduled demonstration. The GM will remain for only 15 minutes if no one is present.
Schedule  GM: Chris Bizzell (1st Year)
Round Day Start Time Duration Location
Demo 1/1FSa101Exhibit Hall Annex #3
Heat 1/3FSa113Seasons
Heat 2/3FSa213Seasons
Heat 3/3FSu153Seasons
2023 Tournament Format Heats Most Wins - Points

Enter the world of Terra Mystica and try to expand your civilization across the land in this asymmetric engine-builder. The game’s beauty comes from encouraging you to build next to each other while also giving you the tension of whether or not your neighbor is going to take the spot you so desperately need.

Terra Mystica has a beautiful community that is incredibly welcoming to new and old players alike. We would love to show you all the new tips and tricks of the game.


  • Three Heats
  • Game Settings
    • Factions Selected in Player Order
    • Adjusted Starting VP (Found in Merchants of the Sea Rulebook)
    • Base Game Map (if unavailable, another map may be randomly substituted)
    • Variable Turn Order
    • Mini-Expansion Town, Bonus, and Round Tiles (provided by GM if needed)
  • Ties will be awarded full points for higher place
    • For example: 3 people tying for 1st will all get 1st


  • Advancement to Semifinal based on Heats Most Wins Points standard tiebreakers
    • GM Specific tiebreaker
      • Best Percentage of Winner's Score
      • Margin of Victory over 2nd place (in games won)
  • Max 16 players advancing
    • If we have 24-31 players play, top 12 advance for three 4p games
      • Highest percentage of 1st place in semis goes to finals
    • If we have 16-23 players play, top 8 advance
      • 1st and 2nd at each table advance to Finals

  • Auction will be added
    • Board Game Arena’s Standard Auction Setting
  • Tiebreakers
    • Excess coins (not scored in coin conversion at the end of game)
      • Each coin (except for Alchemists) counted as 1/3 of a point each
      • Alchemists coins are 1/2 of a point each
    • End game points (cult scoring and network points only)
    • End game points (network points only)
    • Die Roll

    1. Most Wins (e.g., total in all heats entered)
    2. Total Points – Players earn the following pints in each heat they entered:
      • 1st Place - 1,000 points
      • 2nd Place - 100 points
      • 3rd Place - 10 points
      • 4th Place - 1 points
      • All other places - 0 points
      • e.g. player has a 1st, 2nd, and 4th in three heats: total points would be 1,101
    3. GM Specific Tie-breaker
      • Best Percentage of Winner's Score
      • Margin of Victory over 2nd place (in games won)
    4. High dice roll.