Tiny Epic Kingdom Rulebook
Tiny Epic Kingdom Rulebook
Tiny Epic Kingdom Rulebook
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A 4X Game by Scott Almes
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Story
In Tiny Epic Kingdoms, you rule! But whether you reign supreme or crumble
under pressure is entirely in your hands. You will be exploring lands and factions,
expanding kingdoms, exploiting opportunities and exterminating all those who
question your rule but so is everyone else! The results of this tiny conflict are
nothing short of epic!
2
them one additional
that you occupy, .
to the level of theit costs
If a player is tryingtower card
to build
1 .
into the mountains,
When you patrol gain
or quest
.
Building costs you
1. Action Card
one less
trading.
You may build instead
of
tied) gain 1 .
on the tower card
(or are
If you have the highest
level
Dwarves
3
3. Territory Card
4. Faction Card 1 2
5. Resource Track
Morandrea
Gain 1
you occupy that
home territory.
When you quest, another
switch regions with in an
players thats result in war.
alliance. This can
When you move
region, gain a resource
that type.
You may quest instead
patrol, and vice
You may patrol
nonadjacent regions
territory.
Lizardfolk
for every territory
not
is not your
into a
versa.
to
on a
of
of
6. Magic Level
and the
other player does after the
alliance, the
not, they
A player can never is formed.
break your
you have,
of your
alliance,
war is resolved.
of their choice.
For each alliance
If you create an
Fionarria
gain 1 .
choice.
6
3+
Galson
4 Humans
type that
For each resourceof, gain
you have 4 units
5
1 .
resources,
When collecting
collect one additional
least 1
if you have at
adjacent to water.
pay for
-2 war cost if you of only
war with resources
one type.
an extra
If you trade, gain you
resource of the type
traded for.
of
You may trade instead
research.
Setup
Place the tower card and action card in the middle of the table, with the 5 shield
tokens next to the action card. Note: for 2 player games, 5 player games, or to use
the exploration tiles, please refer to the end of the rulebook for modified rules.
3
Gameplay Overview
Players compete for the highest victory points (VP) by expanding their population,
researching magic, and building towers. The game is played in a series of turns.
Each turn the active player selects an action that all players will get a chance to
perform. Then the active player token is passed to the next player and a new turn
begins. Play continues like this until a player completes at least one of the three
scoring routes: population, magic, or tower.
On Your Turn
Your turn has five steps:
1. Clear the action card if no more actions are available (i.e., if all 5 shield
tokens have been placed).
2. Select an action.
3. Take action or collect resources.
4. Check for end-of-game conditions.
5. Pass the active player token clockwise.
2. Select an Action
Place one of the shield tokens on the action card. It must be placed on an action
that hasnt already been taken. Announce which action you are selecting.
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Take the Action
There are 6 actions on the action card:
Patrol - Regional movement/Engage in war
Quest - Territory movement/Engage in war
Build - Construct tower (VP)
Research - Learn abilities (VP)
Expand - Increase population (VP)
Trade - Resource exchange
Patrol
Move one of your meeples into an adjacent region on the same territory card.
You cannot patrol across water, including rivers, or crags.
Quest
Move one of your meeples from one territory card to any other territory
card. A player may only quest to and from a region that borders the edge of
a territory card. You cannot quest across water, including rivers, or crags.
Movement Rules
You cannot move into a region with two meeples. At no point may more
than two meeples, of any color, be in the same region.
You may never enter a region occupied by an opposing players last meeple
(i.e., the only meeple they have in play), nor may you use your last meeple to
enter a region occupied by an opponent.
At no point may more than two This is legal as 2 meeples of the The blue arrow shows legal
meeples, of any color, be in the same, or opposing, color may questing and the green arrow
same region. occupy the same region. shows legal patrolling. The red
shows illegal patrolling because
Example: Brittany starts a war with Mike. Brittany has a total of 1 mana, 2 ore
and has a faction that offers -1 war cost. So, Brittany sets her war die to 5. Mike
wants to conserve his resources, so he sets his war die to peace.
Example: Mike and Brittany reveal their war die. Brittanys 5 beats Mikes 0,
so she wins.
3. Resolve Win or lose, both players must pay their war cost. The
winners meeple will remain in the region. The player who lost must retreat
their meeple, or it is removed from play and returned to their supply.
Retreat: Pay food equal to the number of meeples you have in play.
Immediately move your meeple to an adjacent region that would not result
in another war. If there are no safe regions to move to, you cannot retreat.
Example: Brittany must pay her 5 war cost, though she only has to spend
6
enough resources for 4 because of the -1 war cost from her faction. Mike
chose peace and therefore pays no war cost. He must retreat or remove his
meeple from play.
Alliance: Both players offer peace. Both meeples remain in the region, and
both players will enjoy the benefits of that region. The two players are now
considered to be in an alliance. Later, an allied player may patrol or quest
their meeple out of an allied region without penalty. If those players do not
have any more allied regions together, they are no longer in an alliance.
Breaking Alliances
If a player ever starts a war with an ally, and doesnt offer peace, all allied
regions they share are in jeopardy in this war. The winner will claim control
of all the regions they share with the losing player. The player who lost must
retreat their meeples or remove them from play. The order in which these lost
regions are resolved is chosen by the player who lost.
Build
Pay the number of ore necessary to reach the next level of the tower. (For
example, the 1st level costs 1 ore, the 2nd level costs 2 ore and so forth.)
Advance your tower token up by one level. You may only build one tower
level per action. Tower tokens should be placed in the middle column of the
card as they advance.
Research
Pay the number of mana necessary to reach the next magic level. (For
example, the 1st level costs 1 mana, the 2nd level costs 2 mana, and so forth.)
Your magic level is marked by a research token in your color, placed during
setup underneath your faction card. You may only learn one magic level at a
time. You now have access to the special ability given by that magic level and
any already learned.
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Expand
Add a new meeple to a region, and pay food equal to the number of meeples
you now have in play. (For example, placing your 4th meeple costs 4 food.) The
new meeple must be placed with another meeple of your color. Since you
may never have more than two meeples in any region, if you do not already
have a solitary meeple, you may not expand. Galson
G a l so
Trade
You may discard any number of one resource type and gain an equalAnumber
ughmoore
of another resource type. (For example, you may discard 3 food to gain 3 ore.)
You may only trade once per action.
Collect Resources
Instead of taking the selected action, you can collect Tresources
lGrund from your
occupied regions. For each region occupied by at least one of your meeples, you
collect a resource of that type. (Note: having more than one meeple on a region
does not provide additional resources for that region; you still only collect one.)
Keep track of your resources on the resource track of your faction card, with
the appropriate resource token showing how many of that resource you have.
E la n
E la n
food from the plains. ore from the mountains. mana from the forests.
The maximum number of resources you can have is 9 of each type; your
marker may never go past the end of your resource track.
In the rare event you are reduced to one meeple in play, you gain a bonus
E la n
resource of your choice in addition to the resource you gain from the region
your meeple occupies.
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Other Regions
Capital Cities
Galson A capital city region is worth 2 victory points for the player who
occupies it at the end of the game. If two allied players share the
capital city, each player receives 1 VP.
moore A capital city region does not provide resources.
Ruins
Once a players meeple enters or expands into the ruins, it must be
knocked over to indicate it is searching.
When collecting resources, a meeple searching the ruins collects
one resource of the players choice.
A knocked over meeple cannot move, however it is treated
normally regarding war and the expand action. When taking a
patrol action, instead of moving a meeple, you may stand up a
knocked over meeple. A meeple standing in the ruins is unable
to collect any resources. However, it may now patrol or quest as
normal.
At the end of the game, meeples in the ruins are considered lost and
removed from play before scoring.
TlGrund
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4. Check for End-of-Game Conditions
Once every player has taken the action or collected resources, players should
check to see if anybody has hit one of the following end-of-game conditions:
If one of these conditions has been met by a player, the end of the game is
triggered. The trigger cannot be reversed by future actions. Play continues until
the next time the action card is cleared, at that point the game ends. Refer to the
scoring section below to determine the winner.
Scoring
After the game is over, each player gets victory points (VP) as follows:
1 point for each meeple in play, except for those in the ruins.
1 point for each level of magic reached (and any applicable bonuses if the 5th
level was reached)
Points for the tower, as indicated on the tower card
Points for capital cities (2 points for full control or 1 point for allied control)
The most points wins! In the event of a tie, check these tie breaking conditions in
this order: most meeples in play, highest on the tower card, highest level of magic
achieved, most total resources. If the tie remains, the game ends in a tie.
10
Tile Description
Crown- The crown is put into possession of the player who finds it.
This is placed on their faction card. It is worth 2 victory points at the
end of the game. If the player who has the crown ever loses a war,
they must yield the crown to the player who defeated them.
Fort- Stays on the board in the region that it was found. The player
who controls this region is granted -2 war cost when attacking.
Town- Stays on the board in the region that it was found. At the end
of the game, this region is worth one additional VP.
Church- Stays on the board in the region that it was found. If you
lose a meeple in war, you may place it in the region with the church
instead of losing it. If you do this, the church is removed from the
game.
Blank- Nothing
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Playing with 5 Players
The rules for a 5 player game are the same, with the exception that the player
who clears the action card gets skipped. The active player token is passed to the
next player; no action is taken that turn. This ensures that players have an equal
opportunity to make the first selection. If you are playing with the exploration tiles,
remove 1 blank tile before shuffling. Each player places 3 tiles in their home territory.
Playing with 2 Players
To play with 2 players, a third territory card needs to be added to the game. This
is called the Lost Kingdom. Randomly place one of the unused territory cards in
the middle of the table and populate each region with a meeple from an unused
color. These are considered neutral meeples.
During play, the players have the option of invading the Lost Kingdom. To do so,
a player must start a war with a neutral meeple. To win the war, the player must
pay a war cost equal to the current number of neutral meeples in play. By doing
so, the player takes control of the region and removes the neutral meeple. The
player should place the neutral meeple in their area, out of play, as it is worth 1
VP at the end of the game. You cannot start a war with a neutral meeple if you
cannot pay the war cost.
At the end of the game, players gain 1 additional VP for each region they occupy
in the Lost Kingdom.
Credits
Designer: Scott Almes Game Developer: Michael Coe
Illustrator: William Bricker Graphic Designer: Darrell Louder
Editor: Brittany Coe & Andy Harrison
Honorary Producers: Matt Pohl, Andrew Scarlatelli, Michael Black, Mitchell F. Gale,
Victor Luchangco, Albert Espino, Derek Leigh Davis, Chaoran Chang, Lyndon Martin
and Stephen Eckman.
Special Thanks: Scott would like to thank his friends and family for helping make
his tiny epic dreams come true through their support and tolerance for poorly drawn
prototypes. Michael would like to thank his wife Brittany for her support and patience
during the production of this game, and for her creative and constructive feedback
during play testing. Michael would also like to thank Brian Ikegami for his development
suggestions and for being a key play tester. A special thanks goes out to Donald Shults
and Chris Sabat for their involvement with the project. Thank you to Adam McIver, the
BoardGameGeek community, and to Rainer Ahlfors and the other 8,978 Kickstarter
backers that made Tiny Epic Kingdoms possible.
2015 Gamelyn Games, LLC all rights reserved. No part of this product may be reproduced
without specific permission. Tiny Epic Kingdoms, Gamelyn Games, and the TEK logo are
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trademarks of Gamelyn Games, LLC.
www.GamelynGames.com