TEK Explore Expanion

Tiny Epic Kingdoms Exploration Tiles

Tiles Set 1: Search for the Crown of Valor


Variant: Crown of Valor
Refer to the chart on the next page for how to set up the game based on the number of players you have. Shuffle all tiles, face down, and divide the tiles up evenly among the players. The tiles will be placed onto regions, face down, players should not know what these tiles are. Do not place more than 1 tile on any region and do not place any tiles on regions with a player’s starting meeples.
QTY Name Ability
1 Crown of Valor The Crown is put into possession of the player who finds it. This is placed on their faction card. It is worth 2 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.
2 Treasure (abbreviated Treas) Immediately gain 2 resources of your choice.
2 Bandits When this tile is revealed, you immediately get ambushed. Pay 2 resources of your choice or remove that meeple and place it back in your supply.
3 Blank Nothing


For 2 players: each player places 2 tiles on regions in their home territory and 2 tiles on regions in the Lost Kingdom territory.

For 3 players: remove 2 Blank tiles before shuffling and each player places 2 tiles on regions in their home territory.

For 4 players: each player places 2 tiles on regions in their home territory.

For 5 players: add 2 Bandit Tiles from Tile Set 2 before shuffling. Each player places 2 tiles on regions in their home territory.

Tile Set 2: Dragons, Buildings and Bandits



Variant: Dragon’s Lair

Using the Crown of Valor rules, switch out the Crown tile for the Dragon’s Lair tile, and setup the rest of the tiles the same way.

Qty Name Ability
2 Bandits When this tile is revealed, you immediately get ambushed. Pay 2 resources of your choice or remove that meeple and place it back in your supply.
1 Dragon’s Lair* (abbreviated drag) Stays on the board in the region that it was found. If the player that controls this region defeats another player in war, he/she may make the losing player drop one rank on the tower card instead of losing his/her meeple. In this event, the loser’s meeple must flee to an open adjacent region at no cost. If there is no open adjacent region then the meeple is removed and placed in the losing player’s supply.
2 Camp* Stays on the board in the region that it was found. This region now gives an additional resource to the player who controls it. The resource is of the same type of the region.
1 Fort* Stays on the board in the region that it was found. The player who controls this region gains +2 to war when attacking.
1 Town* Stays on the board in the region that it was found. At the end of the game, this region is worth 1 additional VP.
1 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.
* If two different players occupy this space, neither player gets the benefit. ° If there are two cubes in the Church, it’s power cannot be used. Variant: Buildings

Place the Camps, Fort, Town and Church face up in the middle of the table. When performing a Build action, a player can elect to build one of these buildings for 2 Ore and 2 Food, and place them in the region of their choice instead of building on the tower. If a building is no longer available, it cannot be built by another player. When regions that have a building in it are invaded and the defender loses, then the building is removed and placed back in the general supply.

Variant: Exploration Shuffle the 16 tiles from both sets and randomly place one tile, face down, in each region not occupied by a player’s starting meeples. The number of tiles in play will vary by the number of players you have. When buildings are found by this method, players do not have to pay for them.

5 players: remove 1 Blank tile before shuffling and each player places 3 tiles on regions in their home territory.

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Accessible rules transcribed by Richard Gibbs for 64 Oz. Games accessibility kit in accordance with copyright law, 17 U.S.C. § 121: