How to play Maiterra

Maiterra is a hex-tile strategy game for two to four seats. Everyone plans at once, the turn resolves for all at once, and the seat that holds more than half the land wins.

A match

Turns

Turns are simultaneous: everyone queues orders, then the turn resolves for all seats together, in this order:

  1. Orders are checked and paid for. You spend only what you hold.
  2. Armies march: 1 field, or 2 for cavalry (a ride cannot pass another army). Two armies marching opposite ways along one edge fight on the road first.
  3. Fights, on any field holding more than one army.
  4. Claims.
  5. Buildings and training finish.
  6. Production. A building produces from the turn after it is built.
  7. Bank trades pay out.
  8. Food is eaten; starvation.
  9. Growth.
  10. Cards are drawn and victory is checked.

Winning

People, food and coins

WhatRule
People+1 a turn for every house you have, up to a cap of 4 plus 2 per house. Growth costs no food.
WorkersA farm, sawmill or brickworks costs 1 person and needs a matching slot on the field's terrain. It makes 2 a turn, or 4 on a field with a science centre.
Food3 a turn for free, plus farms. Only armies eat: a soldier or cavalry eats 1 at home and 2 away. People and workers eat nothing.
StarvationEach missing food kills a soldier or cavalry at random.
Coins1 a turn per person, idle or working.
BankSwap any resource for any other at 3 to 1, never people. A soldier can be sold for 2 food.
StorageAt most 99 of each.

Buildings

BuildingCostEffect
Farm1 person+2 food a turn
Sawmill1 person+2 wood a turn
Brickworks1 person+2 brick a turn
House (2 a field)3 brick, 1 wood+2 people cap, +1 person a turn
Wall (1 a field)2 brick, 2 wood+3 defence on that field; eats nothing
Barracks (1 a field)3 brick, 1 coinTrains units on that field
Science centre (1 a field, 1 a seat)3 brick, 2 coinsDoubles that field's production

Armies

UnitCost (at a barracks)AttackDefenceMoves
Soldier2 coins221
Cavalry1 wood, 4 coins312

Combat

Houses

Every seat picks one of four houses before the draft and locks it in. Nobody sees another seat's house until all have locked. Houses may repeat. A house gives one perk for the whole match.

HousePerk
StarOn any turn it loses a fight, it draws a card (at most one a turn).
TowerMay build two science centres instead of one (still one a field).
Sun+1 food a turn for every three farms it has standing.
MoonIts cavalry defends at 2 instead of 1.

Cards

You hold up to 3 cards and draw one for each field you conquer. There are five:

Teams

At three and four seats, the lobby of a new solo match, a Wi-Fi room or an online custom room can put seats on numbered teams; the same number means allies. Ranked matches, the Daily and the tutorial are always everyone against everyone. Allies never fight each other, may march across each other's fields, and fight as one side when an enemy attacks them or when they attack together. A team scores its members' points together, against a higher target than a lone seat, and the whole team wins together.

The turn timer

Matches people play in one sitting have a timer. A Wi-Fi or live online table starts at 90 seconds a round; its host may make it 60 or 120 seconds, or turn it off. A ranked match is fixed at 90 seconds. Solo matches and matches played over days have none. Everyone sees the same clock.

At zero nothing you queued is lost: every seat that has not ended its turn hands in the orders it has queued, as they stand, and a seat with none passes.