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Tiny Eldritch Setup and Rules v2.1 (Layout)

This document provides setup instructions and rules for a Tiny Eldritch board game that can be played with a small number of cards and tokens. Players take on the roles of investigators working to solve mysteries related to cosmic entities like Cthulhu or Nyarlathotep before the doom track reaches zero. During their turns, investigators can move between locations, face random encounters that spawn monsters and gates, acquire assets to aid their investigations, or attempt to solve mysteries. The compact version aims to retain the core gameplay of the full Eldritch Horror game in a very portable package.

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0% found this document useful (0 votes)
167 views8 pages

Tiny Eldritch Setup and Rules v2.1 (Layout)

This document provides setup instructions and rules for a Tiny Eldritch board game that can be played with a small number of cards and tokens. Players take on the roles of investigators working to solve mysteries related to cosmic entities like Cthulhu or Nyarlathotep before the doom track reaches zero. During their turns, investigators can move between locations, face random encounters that spawn monsters and gates, acquire assets to aid their investigations, or attempt to solve mysteries. The compact version aims to retain the core gameplay of the full Eldritch Horror game in a very portable package.

Uploaded by

DainXB
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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https://boardgamegeek.

com/thread/1955117/wip-challenge-accepted-eldritch-horror-9-cards

GAME OBJECTIVE
Solve all Old One Mysteries before the Doom Track
reaches zero.
If Doom Track reaches zero, the world is devoured. You
lose!
TINY ELDRITCH SETUP
AND RULES V2.1. COMPONENTS
Game Designed and Produced by Bojan Prakljacic (8Oj4N on BGG)
Rules written by Bojan, transcribed by Martin Gonzalvez
(DrHenryArmitage on BGG)
Design, layout by Gabriel del Barrio (Gabodzila en BGG)
Post comments and feedback to the BGG Work in Progress thread for
3x Game Board Cards - Align in a row from left to right
Tiny Eldritch. to form the World Map.
2x Investigator Cards with 8 Investigators (double-
Watch the Videos: sided, two Investigators per side).
1 Card for Assets, Spells, Conditions and Train/Ship
ELDRITCH TINY Game Setup: Tickets (place one Investigator’s color cube one only
https://youtu.be/WSJjztrKqgo space at a time).
ELDRITCH TINY - Playthrough - Part 1:
1 double-sided Encounter Card.
https://youtu.be/fvScaIEWmYs
ELDRITCH TINY – Playthrough – Part 2: 1 double-sided Monsters/Mythos Effects Card.
https://youtu.be/P7yOYVz6QDQ 1 double-sided Old Ones Card.
2d6 Investigator dice (white).
Tiny Eldritch Setup and Rules v2.0 ........................ 1
Game Objective........................................................ 2 3d6 Gate/Monster dice (1 black, 1 green, 1 blue).
Components ............................................................. 2
8x pairs of different color cubes (one pair for each
Game Setup .............................................................. 3 Investigator, to track World Map position and
Game Phases ............................................................ 5 Items/Conditions).
Action Phase ............................................................ 5
Encounter Phase ....................................................... 7 3x black cubes: one to track Omen, one to track Doom,
Mythos Phase ........................................................... 8 one to indicate current Monster.
Mythos Effects ......................................................... 9 2x purple cubes: Eldritch tokens.
Fighting Monsters .................................................. 10
Elite Monsters ........................................................ 10
Skills and Skill Tests .............................................. 10
Investigator Cubes.................................................. 11
Items and Conditions ............................................. 11
Wounds .................................................................. 11 Players and InvestigatorS
Incapacitated Investigators ..................................... 11
Monsters and Gates ................................................ 11 Tiny Eldritch is for 1-4 players. But when you
Investigator Conditions .......................................... 12 play solo, use at least 2 investigators.
Delayed Investigator .............................................. 12
Incapacitated Investigator ...................................... 12
Cursed Investigator ................................................ 12
Blessed Investigator ............................................... 12
Debt Condition ....................................................... 12
Setting Game Difficulty ......................................... 13
For 1-2 players: ...................................................... 13
For 3-4 players: ...................................................... 13

1
4. FOLLOW THE SETUP INSTRUCTIONS FOR
THE CHOSEN OLD ONE

GAME SETUP Place 1 black cube on starting Doom space (indicated in


upper left of Monster portrait).
Place 1 black cube on starting Omen space (green, black
1. CHOOSE INVESTIGATORS or blue) indicated on Old One card.
Resolve Prelude conditions, if any.
If playing solo, choose at least two Investigators.
Spawn Eldritch tokens (clues) for the Old One’s first
Mystery.
2. CHOOSE A LEAD INVESTIGATOR
Play will proceed clockwise from the Lead Investigator. 5. EACH INVESTIGATOR WILL START THE
GAME IN A RANDOM CITY SPACE
3. CHOOSE AN OLD ONE
Unless they have previously been placed in a Location by
Azathoth: Easy an Old One Prelude condition.
Cthulhu: Medium Starting with the Lead Investigator, roll 2d6 to determine
each Investigator’s starting City.
Nyarlathotep: Hard
Place the Investigator’s cube in the City space matching
Shub-Niggurath: Very Hard the die roll result.
It is possible for Investigators to spawn in the same City.

2
6. SPAWN A GATE Note: if a Monster is present on the same Location, the
Investigator cannot move away from that space because
Roll 1d6 of the same color as the current Omen space they must fight the Monster.
(green, black or blue). Locations must be connected by a railway, sea route, or
Without changing the die roll result, spawn the Gate die uncharted path.
on the City, Ocean or Wilderness space on the World Investigators may only move to one adjacent connected
Map that corresponds to the result and color of the Gate Location, unless they use a Train or Ship Ticket (see
die. Prepare to Travel).
.

Example: the Omen cube is currently on a green Omen


space. You roll a green 1d6 and get a result of five. PREPARE FOR TRAVEL
Without changing the result, you move the green d6 to a
green Wilderness space with a number five beside it. This Only in a City space with no Monsters present, as an
indicates that a level five Gate has spawned in that action an Investigator may prepare for travel.
Wilderness space.
An Investigator may only acquire a Train Ticket in a City
connected via railway.
7. SPAWN A MONSTER An Investigator may only acquire a Ship Ticket in a City
connected via sea Route.
Whenever a new Gate spawns, a Monster also appears on
the same space as the Gate. Once a Ticket is acquired, an Investigator places their
cube on the Ticket space of the Items and Conditions
Roll 2d6 to determine what type of Monster will appear. Card.
Example: you roll 2d6 to determine which monster An Investigator may spend their Ticket during a Move
spawns at the site of a new Gate. The die roll result is Action, to move one additional space over a railway or
three: Cultists! You place a black cube on the Cultists sea route.
space on the Monster Card.

You are now ready to start your game of ACQUIRE ASSETS


Tiny Eldritch!
Only in a City space with no Monsters present, as an
action, an Investigator may test Influence (s) to
attempt to acquire a random Item (top row of the Items
and Conditions card).

GAME PHASES If the Investigator passes the Influence test, roll 1d6 to
determine which Item is acquired.
Investigator places their cube on the item’s space on the
Tiny Eldritch is played in three phases: Items and Conditions card.

1. Action Phase When an Investigator acquires a new Asset, becomes


Cursed, gets into Debt, or suffers a Wound, they drop
2. Encounter Phase their previous Asset Item and move their Investigator
3. Mythos Phase cube to the new space.

FOCUS
PHASE I: ACTION PHASE
As an action, an Investigator may choose to place their
cube on the Focus space on the Items and
In the Action Phase, each Investigator may perform any Conditions Card.
two of the following actions, in any order (but may not Focus allows an Investigator to re-roll one die in a Skill
perform the same action twice): Test.
Investigator places their cube on the Focus space on the
MOVE Items and Conditions Card
As an action, Investigator moves their cube from one
Location to another on the World Map. REST
As an action, an Investigator may choose to rest, but only
on a Location with no Monsters present.

3
The Rest Action heals one Wound ( k). If an Investigator is on a City, Sea, or Wilderness space
with no Monsters or Eldritch Tokens, they may challenge
Investigator removes their cube from the Wound space the following Encounters during the Encounter phase
on their Investigator Card. (check dice roll results against the table on the Encounter
Card):
TAKE A DEBT City Encounter: roll 2d6 to determine which City
encounter to challenge.
As an action, an Investigator may take a Debt Condition.
Sea Encounter: roll 1d6 to determine which Sea
Taking a Debt allows the Investigator to gain and use any encounter to challenge.
Item of their choice from the Assets supply (the top row
of the Items and Conditions Card). Wilderness Encounter: roll 1d6 to determine which
Wilderness encounter to challenge.
As an action, an Investigator may test Influence (s) to
pay off their Debt: If a Location has a Gate or Eldritch token on it, roll 2d6
to determine which Other World encounter to challenge.
Pass: Investigator removes their cube from the
Debt space.
Fail: Debt Condition remains. PHASE 3: MYTHOS PHASE
During a Reckoning ( j) (see Mythos Effects:
During the Mythos some Old Ones have some special
Reckoning), Investigators with a Debt Condition roll 1d6 Mythos effects that can happen if some conditions are
to determine their consequence: met. Do them before resolving the rest of the Mythos
- 1-2: Acquire a Wound (k). effects!

- 3-4: Investigator becomes Delayed Resolve Mythos Effects in this order:

- 5-6: Nothing happens A. Old One’s special Mythos Phase Effect (found on the
right side of the Old One card).
AID B. Next, roll 1d6 of the color corresponding to the color
of the current Omen space.
As an action, an Investigator may choose to aid another
Investigator if they are both on the same space on the C. Resolve Mythos Effects printed on the corresponding
World Map. space of the Mythos Card (flip side of the Monster Card).
Investigator performing the Aid action places their cube
on the other Investigator’s card to give a +1
bonus to their die roll. MYTHOS EFFECTS

PHASE 2: ENCOUNTER PHASE MOVE OMEN

Resolving encounters successfully is a key Moves the Omen 1 space clockwise. If the Omen moves
to winning in Tiny Eldritch. on the space that is the same color as the gate on the
board: advance Doom by 1 and increase the value of that
gate by 1.
If gate value should go over 6, a Gate Surge will happen.
Advance Doom by 1 and increase value of each other
gate on the board by 1.
This could cause the cascade effect where multiply gates
can surge and advance Doom by a dreadful number!
Be sure to keep gates in check by closing them or
decreasing their values (this can be done with some
special actions or spells).

4
Resolve all reckoning effects in this order:

EXAMPLE OF CASCADING 1. Old One effect

GATE SURGE 2. Epic Monster effect


3. Debt effect.
You have all 3 gates on the map. The Green one has
value of 6, the Blue one has value of 6 and the Black one GATE IS SPAWNED
has value of 5. Doom is on 7.
Omen moves onto the Green space, you have to advance Depending on the color of the Omen you will have to
Doom by 1 and increase the Green gate value by 1. spawn a new gate of that color. Just take the die of that
Because Green gate has value of 6, it surges, you have to color, roll it and without changing its value place it on the
advance Doom again by 1 and increase all other gate space that corresponds to the die color and number you
values by 1. have on the die.
This causes Blue gate to surge and Black gate to go to 6. Then you have to roll 2 d6 dices to see what Monster have
You have to advance Doom again by 1 and increase all emerged from that gate. Roll dices and place the Monster
other gates by 1. marker on the chart depending on the value u got.
This means that the Black gate will surge now, Example: Omen is black, take black die, roll it, you get
advancing Doom again by one, but this time you do not 5, place it on the City space (black) not changing the
increase the values of any other gates because Gate can value of the die.
surge only once during the Mythos phase. Since you can't spawn the same color gate twice this will
In this case Doom would advance from 7 to 3! happen: If there is already a gate on the board that is of
the same color as the Omen, increase value of that gate
If you would have all 3 gates with value of 6, all 3 would by 1!.
surge again advancing Doom by 4 spaces. First space
due to the Omen, and next 3 due to the surges. IMPORTANT: You roll for the new Monster only when
the new gate is spawned on the board!

MONSTER SURGE
Depending on the number of Investigators,
each investigator on the space that is the
same color as the current Omen, or a space
with a gate will have to test his/her
Strength (f-X); where X is variable
determined by the game setup for different
numbers of Investigators.
Fail: that investigator must chose
to either be delayed or take 1
wound.

RECKONING
You will have to check the special
Reckoning effects of the Old One and
apply them.
Also Epic Monsters could advance Doom
or something else just by their presence
since they all have the Reckoning icon on
their card.
Also, Investigators with a Debt Condition
will need to resolve a Reckoning effect.

5
SKILLS AND SKILL TESTS

ADDITIONAL RULES Your skills have values presented by x+ number. When


you roll a die if you gain equal or higher result then your
skill x+ value you pass the test.
When testing skills you will roll number of dice
FIGHTING MONSTERS depending on the number of test you will need to pass.

Example: If you have to test your Lore (A - 1), you will


As you know, regular monsters spawn only when the new
roll one die (for testing your Lore) and apply -1 modifier
gate is opened on the map. You roll 2 d6 dices and mark
to the dice value AFTER you finish the that roll. Then
on the monster chart which monster have spawned using
apply pass or fail effects depending on the die result.
one black cube.
Monsters are part of the gate and to close the gate you For the test that demands to test 2 skills, you will roll 2
first have to destroy the monster. dices, then assign them as you wish to each skill and
apply modifiers to them.
Normal monsters have 1 health only, and if you manage
to pass WILLPOWER (G) and STRENGTH (f) If you manage to pass both tests at once, you apply the
against them, they die. pass effect, otherwise: apply the fail effect.
[Not all monsters demand to test both of these skills, Basically, you have to pass both tests using one roll.
depends on the monster].
To resolve a Skill Test, roll 1d6 per Skill being tested.
Whenever you fail one of these tests, you gain a wound,
and monsters survives, blocking you further encounter A maximum of two Skills may be tested at the same
phase (ergo, you can't close the gate or do any other time.
encounter on that space). To pass a Skill Test, the die roll result must equal or
When you kill the monster you clear the monster chart exceed the Investigator’s Rating in the Skill being
(remove the cube from it) and from that moment on, until tested.
new gate is opened, any other gate on the map is no
longer guarded by the monster of that type. Example: Caroline must make an Observation Skill Test
(D) Her Observation Rating is 3+. If she rolls a 3, 4,
5 or 6 on a d6, she passes the Observation Skill Test. If
ELITE MONSTERS she rolls a 1 or a 2 on a d6, she fails the Skill Test.

In general, a lower Skill rating = greater chance of


Elite monsters are spawned on the map only by mystery Skill Test success.
setup effect.
They usually have a special Reckoning effect:
Doom +1 or Gate +1 INVESTIGATOR CUBES
which means that during the Reckoning they advance
Doom by 1 or increase the value of all the gate son board Each investigator has 2 color cubes. One is used to track
by 1. Their presence on the map is tracked by 1 or 2 his movement on the map and the other one to track what
Eldritch tokens (purple cubes) which also represent their kind of items, spells, conditions or other things your
toughness. investigator has.

Elite monster's toughness keyword is associated with the For obvious reason of component limitations, you will
mystery text. never be in a situation to carry 2 things or have 2 states.
Example: if you gain a wound after some encounter
Example: Toughness 2 means that the Elite monster have effect or by fighting, you will have to use that 1 cube you
2 health which is tracked by 2 Eldritch tokens (purple have to mark it, losing any item or anything else you had
cubes) on the map space where it spawned. When you prior to gaining a wound.
defeat the monster first time, remove 1 Eldritch token,
and when you defeat it again, it is destroyed (both cubes Each investigator has two cubes of the same color.
removed from the map).
One colored cube is used to track the investigator’s
position on the world map.
The other is used to track the Investigator’s current
Asset, Spell, Condition or Train/Ship Ticket.

6
ITEMS AND CONDITIONS
Defeating a Monster at one Gate defeats all other
Monsters at other Gates.

Each Investigator may have only one Asset, Spell,


Train/Ship Ticket or Condition at a time INVESTIGATOR CONDITIONS
Place an Investigator cube in the corresponding space on
the Items and Conditions card to keep track of current
Item or Condition.
DELAYED INVESTIGATOR
If the Investigator acquires another Item or Condition, Some effects could cause your investigator to be delayed.
they move their cube to the new space, thus losing the When that happens, move the cube you use for tracking
previous Item or Condition. the investigators’ position on the map from space he is
on, to the number attached to that space.
If Investigator acquires a Debt Condition, they cannot That is how you mark that your investigator is delayed.
acquire any other Item or Condition until they:
If multiple investigators are delayed on the same space,
⁃ Pass an Influence Test to pay off their Debt (s). stack the cubes one on another, as long they are
positioned on the number attached to that space.
⁃A Cursed condition.
⁃ Suffer a Wound (K). INCAPACITATED INVESTIGATOR
If investigator already has one wound (marked with a
WOUNDS cube on his wound placeholder on the investigator card)
and has to gain another wound - that investigator is
incapacitated. Advance Doom by 1 and move that
The same cube used to track Items and Conditions is also investigator to the nearest City space. Do not remove the
used to indicate if the Investigator has suffered a wound. wound he already has.
If Investigator suffers a wound, place their cube in the
K
Wound condition space ( ) on their Investigator card. CURSED INVESTIGATOR
Once an Investigator suffers a Wound, they drop any
previous Item or Condition (since they have only one When investigator gains Cursed condition, mark it with
Investigator cube to track these). his cube on the Items and Conditions card. Cursed
condition can be removed only if that investigator suffer
To heal one Wound, an Investigator must spend one a wound or gains a Blessed condition.
action to Rest during their Action Phase.
Treat the Cursed condition as you would treat already
If a Wounded Investigator suffers a second Wound, that sustained wound, which means: upon receiving a wound
Investigator becomes incapacitated. with the cursed condition, your investigator become
incapacitated.

INCAPACITATED INVESTIGATORS
BLESSED INVESTIGATOR
When an Investigator becomes incapacitated (after
When investigator gains Blessed condition, mark it with
suffering two wounds), immediately resolve the
his cube on the Assets card.
following effects:
Blessed condition can be removed by 3 things:
1. Advance Doom Tracker by one space.
- By voluntary choice of the investigator upon receiving
2. Move Investigator’s cube to nearest City space or taking an item, spell, ticket, focus or Debt condition.
(unless already on a City space).
- After gaining a Cursed condition.
Investigator starts their next turn with one wound.
- After receiving a wound.

MONSTERS AND GATES DEBT CONDITION


Investigator can take a Debt by marking it with his cube.
When a new Gate spawns, roll 2d6 against the chart on When he do that, any Weapon Item on the Assets card
the Monster Card to determine which monster will appear chart is available to him to use at his disposal. He can
to protect the Gate. only use one of those items during the fight with a
If there are multiple Gates on the World Map, that monster.
Monster appears on all open Gates.

7
To remove Debt condition, investigator can test his
Influence (s). If he pass the test, Debt condition is
removed.
Other things that can cause the Debt to be removed are:
- Gaining a Wound.
- Gaining a Blessed condition .
- Gaining a Cursed condition.

SETTING GAME
DIFFICULTY

FOR 1-2 PLAYERS:


Monster Surge effect is: every investigator on the
space that by color corresponds to the current position
of the Omen must test his STRENGTH (f):
- Pass: nothing happens.
- Fail: take 1 wound.

FOR 3-4 PLAYERS::


Open one gate at the beginning of the game in the
color of the current Omen.
Monster Surge effect is: every investigator on the
space that by color corresponds to the current position
of the Omen must test his STRENGTH (f -1).
- Pass: nothing happens.
- Fail: take 1 wound.

https://boardgamegeek.com/thread/1955117/wip-challenge-accepted-eldritch-horror-9-cards

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