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Whenever at least one of your opponents decides to take Power due to your building activity, advance 1 space on a Cult track of your choice. (You only get to advance 1 space in total regardless of the number of opponents taking Power. If all of your opponents refuse to take Power, do not advance on a Cult track, instead gain exactly one Power.)


After building the Stronghold, immediately and only once get 7 Victory points.

The Cultists' faction board, Terra MysticaThe Cultists' faction board


Cultists love rituals. Their entire life is based on strict rules. Even the simplest things are accompanied by secret symbols and invocations of the elements. For instance, when a Cultist wants to fill a bucket of water from a well, he first needs to appease the elements of earth and water which he is tearing apart, then he also needs to ensure the element of fire that he is not going to extinguish it with that water. This may seem overly elaborate, but the Cultists also greatly benefit from the power of the elements.
By Kay-Viktor Stegemann

Cultists, Terra Mystica

Fakirs, Terra Mystica

Nomads, Terra Mystica

Chaos Magicians, Terra Mystica

Giants, Terra Mystica

Swarmlings, Terra Mystica

Mermaids, Terra Mystica

Dwarves, Terra Mystica

Engineers, Terra Mystica

Halflings, Terra Mystica

Cultists, Terra Mystica

Alchemists, Terra Mystica

Darklings, Terra Mystica

Auren, Terra Mystica

Witches, Terra Mystica