Tiny Epic Kingdoms
Tiny Epic KingdomsRules of Engagement
You are a tiny kingdom with big ambition. You want to expand your population throughout the realms, learn powerful magic, build grand towers, and have your neighbors quiver at the mention of your name. The problem? All of the other kingdoms want the same thing and there's not enough room for everyone to succeed.
Note: For a 2-player or 5-player game, please refer to the end of the rulebook for the modified rules.)
Place the Tower Card and Action Card in the middle of the table, with the 5 Shields next to the Action Card.
Give each player:
Each player should place:
Gameplay Overview:The game is played in a series of turns. Players will expand their kingdom, learn magic, and fight wars over territory. Each turn, a player selects an action. Then, each player has the choice to either perform that action or collect resources. Play continues clockwise until an end-of-game condition is triggered.
On Your Turn: Your turn has five steps:
1. Clear the Action Card
If all the Shields have been placed on the Action Card, take them all off and place them to the side of the card. You will be able to select any action now.
2. Select an Action
Place one of the Shields on the Action Card. It must go on an open action that hasn't been taken yet. Announce which action you are selecting.
3. Take Action or Collect Resources
In clockwise order, each player may either take the action selected or collect resources. As the active player, you must either take that action or do nothing. The active player cannot choose to collect resources.
Take the Action Actions are detailed later in the rulebook. Each player should complete the action before the next player goes.
For each Region occupied by at least 1 of your Meeples, you collect a resource of that type. (Note: having more than one Meeple on a Region does not give you a resource bonus for that Region; you still only collect one.) Keep track of your resources on your Faction Card, with the appropriate Resource Token showing how many of that resource you have.
When you collect resources, you gain:
Food from the Plains. In the accessible version, food is represented with a f and plains are represented on the map by a p.
Ore from the Mountains. In the accessible version ore is represeneted with an o and mountains are represented by a m.
Mana from the Forests. In the accessible version mana is represented with an m and foresets are represented with a f.
(context should make it clear if the m represents a resource or territory. If it is on a territory card it will always represent a territory type.)
The number of resources you can gain is limited to 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 resource of your choice in addition to the resource you gain from the Region your Meeple occupies.
Water and Crags
* These are impassable regions, meaning a Meeple cannot be placed on this region unless otherwise stated by faction abilities. In the accessible version both crags and water are mostly filled in, but if you feel closely you should be able to feel a c for crag and a w for water.
* Rivers are also impassable. In the accessible version the rivers are represented with thicker lines with lines coming out the from them.
* A Capital City Region is worth 2 Victory Points (VP) to the player who occupies it at the end of the game. If shared by 2 players, each player receives 1 VP.
* A Capital City Region does not provide resources.
Ruins * Once a player's Meeple enters the Ruins, it must be laid on its side to indicate it is searching. While a Meeple is Searching, it cannot be moved out of the Ruins with a Patrol or Quest action (discussed later in the rulebook), but it is able to collect 1 resource of the player's choice, when gathering resources.
* When taking a Patrol action, you may stand a lying (Searching) Meeple up instead of moving another Meeple. A Meeple standing up in the Ruins is unable to collect any resources. However, using a future Patrol or Quest action, a standing Meeple can be moved out of the Ruins like normal.
* At the end of the game, Meeples in the Ruins are considered “lost” and do not count toward the player's score.
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 considered ‘triggered'. The trigger cannot be reversed by future actions. If the active player placed the last Shield, the game is immediately over and no further turns or actions are played. Otherwise, play continues as normal until the last Shield is placed. At that point, the game ends once each player has taken the action or collected resources.
5. Pass the Active Player Token
Pass the Active Player Token clockwise, indicating who will select the next action. It is now their turn.
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 (Meeples in the Ruins are considered 'lost')
* Points for Capital Cities (2 points for a solitary Meeple or 1 point for an Alliance)
* 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 The most points wins! In the event of a tie, check these tie breaking conditions in this order: highest on the Tower Card, most Meeples in play, highest Magic level achieved, most total resources. If the tie remains, then the game ends in a tie.
There are 6 actions available throughout the game. Of these, there are two movement types, Patrol and Quest, which have some similar rules.
PatrolMove 1 of your Meeples into an adjacent Region on the same Territory Card.
Move 1 of your Meeples from one Territory Card to another Territory Card. The territory does not have to be an adjacent player's. A player may only Quest from and to Regions along the outside edge of a Territory Card. A player cannot quest from or to a landlocked Region.
General Movement Rules
If you move a Meeple into a Region with another player's Meeple, you start a War (detailed on later in the manual).
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 player's last Meeple in play, nor may you use your last Meeple in play to enter a Region occupied by an opponent.
(Figure 1: This shows a picture of a region with 3 meeples in it with a big red X over it.)
At no point may more than two Meeples, of any color, be in the same Region.
(Figure 2: This picture shows a picture of a region with 2 meeples in it.)
This is legal as only 2 of the purple player's meeples occupy the same Region.
(Figure 3: One arrow points to a different card, one points an arrow to an adjacent region on the same card, and the third arrow points across an impassible river)
The green arrows show allowed questing or patrolling. The red shows illegal patrolling because the river is impassable.
If your Meeple enters a Region with another player's Meeple, a war is started. You and an opponent each take a War Die and secretly set it face up to your war total, indicating the total value of resources you will dedicate to war (max 11). Your War Total (War Power) should also include any bonuses you gain from your faction warring. The side of the die with the white flag symbolizes that you offer peace. You must be able to pay for what you dedicate to the war: each Mana is worth 2, and each Ore is worth 1. Food is worth nothing. For instance, if you have 9 Mana, dedicating it all would NOT count as a war total of 18; you can still only dedicate a max resource value of 11. If your War Total is 11, you could pay for it using 5 Mana and 1 Ore, or overpay by using 6 Mana. If you offer peace, you spend no resources.
After both players have set their War Die, they reveal them simultaneously. The highest War Total wins. The other player must remove their Meeple and place it into their supply. The winner gets to remain in that Region. In the event of a tie, the defender wins. Both players must pay the resources they allotted to the war, whether they were victorious or not.
If both players offered peace, both Meeples remain in the Region, and both players will enjoy the benefits that Region provides. This is called an Alliance. Players may use a movement action later to move their Meeple from the Region without penalty.
If a player ever starts a war with an opponent that they have at least one Alliance with, and either player does not offer peace, then all Alliances with that player are considered broken. War breaks out across all the regions where there is an alliance between the two players. The results of the war are resolved in one battle, as normal, with the highest War total claiming all those Regions. The losing player may flee by moving his/her Meeples to adjacent Regions that are free of enemy Meeples for the cost of 3 Food per Meeple. For any Meeple, on the losing end of a broken alliance, that does not flee, it is removed from the Region and returned to the player's supply. If a broken alliance would result in a player losing his/her last Meeple in play, that player must pay 3 Food to flee at least 1 Meeple to the closest Region unoccupied by an opponent. If that player cannot afford to pay 3 Food, he/she must pay as much Food as he/she has to flee a Meeple, even if that means not paying any Food at all.
Example: Player A enters war with Player B. Player A has a total of 1 Mana and 2 Ore. Player B has a total of 2 Mana and 1 Ore. Neither player has any food. The maximum War Total that Player A can afford is 4; he would pay for that using ALL his resources, his 1 Mana counting as 2 and each Ore counting as 1. Player B can afford a maximum War Total of 5; he would also have to pay using ALL his resources, each of his Mana counting as 2 and his Ore counting as 1. Both players secretly set the War Total they wish to dedicate, using their War Die, and then reveal. Player A dialed his War Die to 2 and Player B dialed his War Die to 3. Immediately, Player B is considered the winner. Now, both players must pay their War Total. Player A can pay using his 1 Mana or his 2 Ore. Player B can pay using 1 Ore and 1 Mana, or he can overpay using 2 Mana and just half the value of the second Mana.
Pay the number of Ore necessary to reach the next step of the Tower. (For example, the 1st step costs 1 Ore, the 2nd step costs 2 Ore and so forth.) Advance your Tower Token up by one step. You may only build 1 Tower step per Action. Tower Tokens should be placed in the middle column of the card as they advance.
Advance your Magic level by one step, paying the necessary Mana. (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 that special ability given by that magic level and any already learned.
Add a new Meeple to the board, 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 2 Meeples in any Region, if you do not already have a solitary Meeple, you may not Expand.
TradeYou may discard any number of one resource type and gain an equal number of another resource type. (For example, you may discard 3 Food to gain 3 Ore.)
Playing with 5 Players
The rules for a 5 player game are the same, with the exception that when the Action Card needs to be cleared, the Active Player Token should be passed to the next player; no Action is taken that turn. This ensures that players have equal opportunity to make the first selection.
An example of the flow is as follows:
1. Player A selects an action, choosing from 6. (The rest of the players take the action or collect resources.) The Active Player Token is passed to Player B. 2. Player B selects an action, choosing from 5. The Active Player Token is passed to Player C.
3. Player C selects an action, choosing from 4. The Active Player Token is passed to Player D.
4. Player D selects an action, choosing from 3. The Active Player Token is passed to Player E.
5. Player E selects an action, choosing from 2. The Active Player Token is passed to Player A.
6. Player A clears the card and passes the Active Player Token to Player B. No Action is taken.
7. Player B selects an action, choosing from 6.
Playing with 2 Players
To play with 2 players, a few changes need to be made. Firstly, there are no alliances. The two players will always be at war with one another.
In addition, there is a Lost Kingdom thrown into the mix. 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.
During play, the players have an option of invading this Lost Kingdom. When they do so, the other player allocates resources to defend the neutral Meeple, applying his/her own faction abilities. If the attacker loses, the neutral Meeple stays there. If the attacker wins, the neutral Meeple is removed from the game and the attacker takes the Region as normal.
Resources are gained from occupying a Region in the Lost Kingdom as if it were any other Region. Also, once the neutral Meeple is eliminated, it is treated like a normal Region that is defended by its current owner. If a player moves from that Region, it remains empty until another player moves into it.
At the end of the game, players gain 1 additional VP for each Region they occupy in the Lost Kingdom.
Accessible rules transcribed by Richard Gibbs for 64 Oz. Games accessibility kit in accordance with copyright law, 17 U.S.C. § 121: