In Maps of Misterra, players explore and map the mysterious island of Misterra (which could be translated as 'wrong land'), and compete with each other to make their presumptions prevail. It's a game of domino drafting, area control and secret objectives, but you'll also feel an element of storytelling as the 2-4 players explore the island and argue over its topography.
Each player takes two turns in a row, with most turns consisting of moving their explorer on the island and applying one of the available domino-style terrain cards onto their own map adjacent to their explorer. If the corresponding squares of the actual island are currently empty, then the terrain is applied to the island, misty side up: you're a little hazy on what the landscape might be but your best guess is that it's a lagoon, for example. If it was already a misty tile then it becomes confirmed if your assertion matches it, or you might disagree and change it: perhaps from a misty jungle to a misty mountain. If the square was already confirmed, then you can map it however you like but that won't change the real island anymore.
Each of the four terrain types have their own special effect that impacts on your turn depending on where you're standing. It can be a bit discombobulating to be standing on a hypothetical mountain one turn, using its ability to see and therefore map further away, only for someone to tell you on their turn that you are in fact standing in a jungle and therefore can't see far enough to map anything at all. Players are constantly thinking about the real island and its terrain effects, and also their own map which may look nothing like the island itself but that might be fine. Although you score points for each square on your map that matches the actual island, you can score more points if you're honouring the presumptions of your expedition sponsor, which act as endgame bonus cards for meeting certain conditions and creating patterns with the landscape. It can be very confusing, but in a good way!
As if there weren't already enough to think about, you can also score points by claiming areas of confirmed terrain with one of your three flags; a bit like taking a city in Carcassonne (Hans im Gluck).
There is no shortage of options, and you'll always have to decide between agreeing with other people and thwarting their assertions, between building up areas to claim and trying to restrict other people's territory. There can be a bit of luck in whether your secret bonus cards synergise together, and whether other players' plans work in your favour too, but the swings shouldn't normally be enough to ruin a game for anyone. Components for solo mode are also provided and there's an optional advanced rule to further reward players for making their map match the real island.
Maps of Misterra is designed by Mathieu Bossu, Thomas Cariate and Timothée Decroix. Art is by Stantislas Puech, and the game is published by Sit Down!
(Review by Matt Young)