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Components
Increase 1 in Increase 1 in Increase 1 in Increase 1 in Increase 1 in Increase 1 in
the Capital City the Capital City the Capital City the Capital City the Capital City the Capital City

Entomb

Turn Deck and


top card from the
PRAYER – Draw the
Capital City Mountains Desert Desert, lose 1 Forest
to Plains Spend
: it (once per Turn): Coast Ruins Pile

: RESTtheir
if they
: MEDITATE – Place your Defender in the circle. : MIRAGE - While in the
of the Turn Deck and
: ENCHANT – Secure 1 2
immediately discard
Card, reduce 1 in Card.
the Outer Region(s)

: REJUVENATE –.If the Coast is Level 0


Spend
: ENTOMB – Place any
1 card from the Discard
At the start of the
next Round,
1
Spend Spend • If it is an Enemy Spend ,
– Replenish all of a
Defender’s
are attacked, move
out of reveal the top 3 cards
any order, placing
them of any Outer Region. matching the symbol(s)
on the Enemy onto this card's slot.
card directly into the
Discard
start Turn in the Capital
City.
1 When the Mountains
the circle to Defend
losing . without rearrange them in
back on top. 2 • If it is a Defender
Card, reduce 1 in
the Capital City.
2 restore to full
place the Entombed
Pile (only once per
Round).

7 Region Cards (double-sided)

Spend ‘s to: Spend ‘s to: Spend ‘s to: Spend ‘s to: Spend ‘s to: Spend ‘s to: Spend ‘s to: Spend ‘s to: Spend ‘s to: Spend ‘s to:

Ezru Gurmund Ethairna Um’Tak Nyrra Lealith K’glf’lr Oryk Laishom Randal
Region. Region. Region. Region. Region. Region. Region. Region. Region. Region.
an adjacent an adjacent an adjacent an adjacent an adjacent an adjacent an adjacent an adjacent an adjacent an adjacent
Move to Move to Move to Move to Move to Move to Move to Move to Move to Move to
4 4 it in your
4 4 4 4 4 5 4 4
it in your your
it inIAN it in your it in your it in your it in your it in your it in your it in your
WARRIOR , reducing
CLERIC , reducing ESS , reducing , reducingRANGER PALADIN
, reducing K ORACLE
, reducing R DRUID
, reducing , reducing NDER NG BARD
, reducing , reducing
LIZARDFOLK Secure 1current
DWARF Outer Region. Secure 1current
ELF SORCER
Outer Region. Secure 1current
ORC BARBAR
Outer Region. Secure 1current ELF Region.
DARK Outer Secure 1current
HUMAN Outer Region. Secure 1current
MERFOL Outer Region. Secure 1current
CENTAU Outer Region. Secure 1current
ELF COMMA
Outer Region. Secure 1current
HALFLIOuter Region. Secure 1current Outer Region.

Use an Ability. Use an Ability. Use an Ability. Use an Ability. Use an Ability. Use an Ability. Use an Ability. Use an Ability. Use an Ability. Use an Ability.

3 3 Fight the Epic


Foe.

3 Fight the Epic


Foe.

3 Fight the Epic


Foe.

3 Fight the Epic


Foe.

3 Fight the Epic


Foe.

3 Fight the Epic


Foe.
4 Fight the Epic
Foe.

3 Fight the Epic


Foe.

3 Fight the Epic


Foe.
Fight the Epic
Foe.

Enemy if in Enemy if in Enemy if in Enemy if in Enemy if in Enemy if in Enemy if in Enemy if in Enemy if in an Enemy
if in
against an against an against an against an against an against an against an against an against an
Defend against
3
Defend the same Outer
Region. Defend the same Outer
Region. Defend the same Outer
Region. Defend the same Outer
Region. Defend the same Outer
Region. Defend the same Outer
Region. Defend the same Outer
Region. Defend the same Outer
Region. Defend the same Outer
Region.
the same Outer
Region.

2 2 2 2 2 2 2 2 2
. . . . . . . . . .
to gain 1 additional to gain 1 additional to gain 1 additional to gain 1 additional to gain 1 additional to gain 1 additional to gain 1 additional to gain 1 additional to gain 1 additional to gain 1 additiona
l
Sacrifice 1 when your Defender Card is drawn) Sacrifice 1 when your Defender Card is drawn) Sacrifice 1 when your Defender Card is drawn) Sacrifice 1 Sacrifice 1 when your Defender Card is drawn) Sacrifice 1 when your Defender Card is drawn) Sacrifice 1 when your Defender Card is drawn) Sacrifice 1 when your Defender Card is drawn) Sacrifice 1 when your Defender Card is drawn) Sacrifice 1 when your Defender Card is drawn)

2
(once per Turn, (once per Turn, (once per Turn, (once per Turn, (once per Turn, (once per Turn, (once per Turn, (once per Turn, (once per Turn,

Defender’s Ability Defender’s Ability Defender’s Ability Defender’s Ability


Defender’s Ability Defender’s Ability Defender’s Ability Defender’s Ability
1 1 COURAGE
Region you
1 HEAL
or
1 LIGHTNING
in your
1 BERSERK
is drawn, you
Defender Card you have .
1 Defender’s Ability 1 RETRIBUTION choose to pay
you may also
1 to:
1
Defender’s Ability
SCRY
is drawn, you
may then
1 MARTYR or an
in your Region lose the
1 COMMAND you
Card is drawn, to
BEFRIEND abilities of
On your Turn,
youmay Use
Defenders
in the
in the Outer Turn. : Gain 1
for yourself : Reduce 3 When your as long as FARSHOT After you Defend, Defender OR Defender Card Deck. You may return When a Defender may As soon as
your Defender to gain 1 Regions and still pay
Reduce 1 Spend 1 r in your Region. Spend 2 Region. may use Sacrifice you may not
end
adjacent Outer
Regions.
Give 1 to any other When your
card of the
Turn of the deck. Defends, you of them. another Defender adjacent Outer as you, but you must
start of your current Outer from Outer Region. adjacent Region of continue your
Turn.
are in at the another Defende g however,
You may Secure in your current reveal the top it at the bottom instead may choose same Region e.

0 0 0 0 0 0 0 0 0 0
After Sacrificin in the Capital City. tely, and then if applicabl
Reduce 1 the top or place required amount their cost
your Turn that card to spend immedia
Secure Secure Secure Secure Secure Secure Secure Secure Secure Secure
Defend Defend Defend Defend Defend Defend Defend Defend Defend Defend
Fight Fight Fight Fight Fight Fight Fight Fight Fight Fight

10 Hero Cards

Blue Turn Red Turn GreenTurn YellowTurn All All Enemy Enemy Enemy Enemy Enemy Enemy Enemy Enemy Enemy
rs rs
Defender’s Defender’s Defender’s Defender’s Defende s Defende s
OR OR OR OR nder nder
Gain 3 e are Gain 3 e are Gain 3 e are Gain 3 e are All Defe spend
to
All Defe spend
to
4 if thertroyed 4 if thertroyed 4 if thertroyed 4 if thertroyed gain 3 ly OR gain 3 ly OR
collectivee are any collectivee are any
any Des . any Des . any Des . any Des . 4 if therd Regions. 4 if therd Regions. Second Second Second Second Second Second Second Second Second
Regions Regions Regions Regions Destroye Destroye
1 2 2 3
1 First First First First First First First First First

6 Defender Cards 9 Enemy Cards

Minotaur Manticor
e sps pent Wraith
DIRE
ENEM
Y
DIRE
ENEM
Y Giant Wa DIRE
ENEM
Y Sea Ser
DIRE
ENEM
Y Harpy
DIRE
ENEM
Y
DIRE
ENEM
Y

STING TSUNAMI r may DRAIN


ESS RAZE FRENZY the
TOUGHN n nder any playe
Before d, all Defender
s
r Regions nder with
whe 2 Each Defe n) The Defe loses 2
Lose 3 Increase 1. s of Regio Defen r Regions must All Oute 0 must
g. of (regardles must in Oute1 Outer Regi
on l most for most
,
Defendin instead at Leve to 1 .
Hourglass n of Command gs of Zephyr mer of Might ff of Control Valor ld of Aughmoore
at full 1 . (if tied
Idol Errand Zodiac Cloak
one).
Celestial
move increase which
lose clockwise. choose
Timeless Hor , Win Ham Sta Elixir of Spe ar of Shie
is drawn der is
e Defender Card you may e1 Turn, der Card
may reducyour your turn, of1 : Choo
se a Defen them
: Move
to any ely reduc where start of your 1 , an Ally’s DefenAll Defenders , dealing st a
2 : You CapiWhen Spend
tal Cityof taking onto the bottom and move Spen
are d 1 choice ediat Epic Foe n you Sacrifice When the 2 : Fight 1 ding again
Spend instead al City of your Imm Outer Regio
n At the
move the ad of 1. (including Sacrifice 1Spend age instead of When Defen .
in the your card When it in the Capit ent Region. They r Region
is drawn . n.Whe drawn lose 1 fewer
1 while per turn).place . .Oute turn). in the end your Turnyou may Outer Regio gain 2 inste Card),
you may y gain 1 . 3 Dam turn). Dire Enemy,
(once the Turn
Deck.
1 addit
ionalto an adjac ed to full
restor
(once per you to any to imme
diatel (once per
again, gain

6 Dire Enemy Cards 10 Artifact Cards


Ancient
TheEPIC sus
ColosFOE Hill Giant on
DragFOE en
KrakFOE Lord
DemonFOE
FOE EPIC FOE
EPIC EPIC EPIC EPIC

SWALLOW ely NT
D is immediat TOWERING the Hill Giant (on this SCORCH ENFEEBLEME e1
TIMBERWAR
that Defender
’s Card is drawn,(only if no Defender
is currently onto or ately DEMOLISH drawn, increas that
Ancient. When a Defender Mouth in the
Fight while A Defender must spend
1 to climb s jump off (free action),
is drawn, immedi
Regions cannot
be Used. er’s Card is Then, flip
to Fight The the Colossus’s Defender can only If Defender
they can Fight. and land in the Hill
Giant’s Region. Defender Card Regions. of ALL Outer When a Defend Defender is in.
Spend 2 placed into Mouth). A costs instead
of .
When ANY clockwise 2 ’s the Region that opposite side
in the Colossus’s the Colossus and it
card) before
off, they lose
1
move the Dragon The abilities City) to its
of 2. mouth of lands in the
get knocked
s off the Giant
and ers in the Kraken to (not the Capitalthat Region is destroy
ed,
all Defend
to Fight instead
e.
Region
spit out and s Region. all Defender lose 2 . On : Move directly opposit (keep the Level). If .
: Spend 3 es 1 instead
Region.
Defender is On : Knock clockwise 1 Outer Defenders
On On : The opposite of the Colossus’ On : All Outer Region City increas
Outer Region
move the Giant Region to the the Capital

6 Epic Foe Cards 10 Artifact Items

4 Defender 4 Defender 1 Epic Foe


ITEMeeples® Hit Point Hit Point 7 Threat Tokens
Tokens Token

2
Prologue
After the Great War (depicted in Tiny Epic Kingdoms), many of the
shattered factions of Aughmoore looked for something to cling to;
one final hope before the last of their races would fall into decline,
gone and forgotten in whispers of legend.

It was the sages of the Order of Gamelyn who answered their


prayers. They provided a new perspective on unity, and a Treaty of
Life that would welcome peaceful members of any faction. A utopia
for most, but a ray of hope for all. With very few options and a will
to survive, this alliance became an inevitable truth in the eyes of
many of the factions’ leaders. Even factions who were once mortal
enemies soon found purpose and a timid trust in each other.

Under the guidance of the Order, a Capital in the land of


Aughmoore was chosen, and factions from all over the world came
to call this city their new home. It was known as Edenmoore. At
last, the world was at peace… but not for long. A great storm is
amassing on the fringes of the Capital, and in that encroaching
darkness, there be demons.

Overview
In Tiny Epic Defenders, players work together to defend Aughmoore
from the hordes of attacking Enemies and ultimately defeat the Epic
Foe. All players win or lose together, Moving between the Capital
City and its Outer Regions, Defending them from attacks, and
Securing their Threats. The game ends when either the Capital City
falls (players lose) or the Epic Foe is defeated (players win).
Game Setup
1. Place the 7 Region Cards to form the Game Map:
A. Place the Capital City Region Card in the center of the table.
B. Place the 6 Outer Region Cards (Forest, Ruins, Mountains, Plains, Coast,
and Desert) in a circle around the Capital City (see diagram on next page):
The Outer Region Cards are placed randomly in ANY order.
i Place 2 Outer Regions to the left and right of the Capital City.
ii. Place 4 Outer Regions around the Capital City forming a circular shape,
2 above and 2 below.
iii. Randomly choose which Outer Region Card side to play with (“A or B”,
denoted by an icon on the bottom left of each card. The Regions do not
have to be all on the same “letter” side).
C. Place all 7 Threat Tokens on the “0 space” of each Region Card’s
Threat Track (the numbered spaces on the right side).
2. Give each player a Hero Card (selected or randomly drawn) along with
a Defender ITEMeeple® and a Hit Point Token in their choice of color.
Place the remaining Hero Cards and tokens back in the box.
D. Each player places their ITEMeeple® on the Capital City Card.
E. Each player places their Hit Point Token on the highest number of the
number track on their Hero Card, indicating full Hit Points.

3. Shuffle the Artifact Cards and place the deck face down within reach of all
players. Place the Artifact Items near this deck.

4. Shuffle the Epic Foe Cards and place one face down near the Game Area.
Put the unused Epic Foe Cards back in the box without revealing them.
Place the Epic Foe Hit Point Token nearby for use later.
5. Create the Turn Deck and the Horde Deck, and remove any Leftover
Cards (see Creating the Card Decks, page 6):
F. Place the Turn Deck in its starting configuration within reach.
Designate an area next to it for a Discard Pile.
G. Shuffle the Horde Deck and place it on top of the Epic Foe Card.
H. Place the Leftover Cards in the Box Lid; these cards will remain face
down for the remainder of the game.

4
Turn Deck Horde Deck Leftover Cards
5

F G H
Box
Discard Lid
Pile 4 Hit Point
Token
Epic Foe Card
in
1 ty
ease tal Ci
Incr Capi
the

Fores In
the crease
t Ca 1
pita in
l Ci
ty

.
rcle Spen
e ci of
der
in th e out
ov 2 d
:EN

1
efen ed, m .
ur D tack CH
e yo e at losing AN
Plac ns ar t

Defender
T–
E – ntai ithou Secu
ITAT e Mou end w re 1
:
ED ef
s d M n th to D of an
ntain Spen Whe circle yO
Mou
ITEMeeples®
the uter
1
Game Map:
R egio
n.

D
Outer Regions
Increase 1 in Increase 1 in
the Capital City the Capital City

Coast Capital City Plains


:
Spend PRAYER – Draw the top card from the Turn Deck and

2
immediately discard it (once per Turn):
Spend
: REJUVENATE – If the Coast is Level 0 : REST – Replenish all of a Defender’s if they
• If it is an Enemy Card, reduce 1 in the Outer Region(s)

2
matching the symbol(s) on the Enemy Card.
,
start their Turn in the Capital City. • If it is a Defender Card, reduce 1 in the Capital City.

A
restore to full .

B
Capital City C
Threat Token
in
se 1 City
Increa pital
the Ca

Increa
the Ca se
pital1
Ento in
City
mb
Ruins
Spen
to

Hit
d
1 : ENTO
onto MB – Pla
eser
the D e Turn g th
1
t, loseDeck an
em
d

place this car ce any le in of th placin


- Whi cards y order,

Point
d's 1
Pile the Entom slot. At card fro AGE top 3 an
: MreIRvearalrathngeetothp.em in
(only m
once bed car the start the Di
per Ro d dir of sca
und). ectly intthe next rd Pile Desert re
o the Roun on
back

Token
Disca d,
rd

Hero Card
Artifact Deck
4 Lealith Spend ‘s to:

E HUMAN PALADIN Move to an adjacent Region.


Secure 1 , reducing it in your

3
current Outer Region.
Use an Ability.
Fight the Epic Foe.

2 Defend against an Enemy if in


the same Outer Region.

Sacrifice 1 to gain 1 additional .

1
(once per Turn, when your Defender Card is drawn)

Defender’s Ability
RETRIBUTION

0 3
After you Defend, you may also choose to pay 1 to:

Artifact
Give 1 to any other Defender OR

2
Secure Reduce 1 in your current Outer Region.
Defend

Items
Fight

5
Creating the Card Decks
First, separate the cards into piles based on type (Regular Enemy,
Dire Enemy, and Defender) before creating the Card Decks:

Enemy
Turn Deck
Second

First

9 Enemy Cards Shuffle and add 3 Enemy Cards

Minotaur
DIRE ENE
MY
1-2 Players: 2 Cards
TOUGHN
Lose 3
ESS
when
Defendin
g.
3 Players: 3 Cards
4 Players: 4 Cards
6 Dire Enemy Cards

Red
Turn
Defender’s
OR
Gain 3
re are
4 if the oyed
any Destrns.
Regio
Add 1 Defender Card
Defender Cards matching each player’s
color and shuffle

All
Defenders
ders
All Defen spend
to
gain 3 ly OR
collective are any
re
4 if the Regions.
De stroyed

Shuffle in with the


2

*All Defenders Cards


1

other Defender Cards

Place the shuffled 3 Enemy Cards ON TOP 3 Enemy Cards


of the Defender (and All Defenders) Cards.
DO NOT SHUFFLE; this configuration
is only used in the first Round.
Defender Cards
In subsequent Rounds the Turn Deck
will be shuffled completely. Discard
Pile Area

6
* For an increased difficulty, add 1-2 additional Dire Enemy
Cards to the Horde Deck. Your funeral...

Horde Deck Leftover Cards

All
Shuffle and add 3 Enemy Cards Add any remaining
Enemy Cards
Defenders
All Defenders
* Add Dire Enemy Cards
3 to
gainbased Add remaining
onspend
the number Dire Enemy Cards
ORthe game
of players in
collectively
4 if there are any
Destroyed Regions.

1 2 3 Add any unused


Defender Cards

* Add Cards matching


the number of Heroes:
1-2 Players: 2 Cards
3 Players: 1 Card
4 Players: No Cards Add any unused
All Defenders Cards

Shuffle and Place into


place on the top the Box Lid
of the face down without
Epic Foe Card. revealing Box
Lid

7
Gameplay Overview
The game is played in a series of Rounds. Each Round is as follows:

1. Draw and Resolve Turn Cards - During a Round, players draw


cards, one at a time, from the Turn Deck until it is depleted,
resolving the actions or outcomes of each card and then placing
them into the Discard Pile (see next page).
2. Reshuffle Turn Cards and Add a Horde Card - When there are
no more cards left in the Turn Deck, flip the cards in the Discard
Pile and add 1 card from the Horde Deck without revealing it.
Shuffle these cards together to make a new Turn Deck to start a
new Round (pg. 15). Dragon
EPIC FOE

3. Reveal Epic Foe - If there was no Horde Card to add to the Turn
Deck this Round, reveal the Epic Foe instead, and place its card
next to its Region Card (pg. 15).

Game End – The game will end in one of two ways:


Victory!
The players win the game
if they Fight and defeat the SCORCH
When ANY Defender Card is drawn, immediately

Epic Foe, reducing its Hit


move the Dragon clockwise 2 Regions.

On : All Defenders lose 2


Points to 0 !
.

Defeat!
The players lose the game if
the Capital City is Destroyed,
its Threat ( ) reaching the
Destruction Level.

Capital City

: REST – Replenish all of a Defender’s


8
start their Turn in the Capital City.
if they
1. Draw and Resolve Turn Cards
During a Round, players draw the top card
from the Turn Deck and resolve the actions
or outcomes listed on that card. After the
card is resolved, it is placed into the Discard
Pile and then the next card is drawn. There
are 3 types of Turn Cards:
Draw 1 card from the
A. Defender Cards (see below) Turn Deck, resolve it, then
B. Enemy Cards (pg. 13) place it into the Discard Pile.
C. Dire Enemy Cards (pg. 14)

A. Defender Cards Red


Defender
’s Turn
OR
Gain 3
re are

When a Defender Card is drawn, it grants Defender


4 if the oyed
GreenTu
any Destrns.
Regio rn
’s

a Turn to the Defender whose color matches Gain 3


OR
re are
4 if the oyed
any Destrns.

the card. That Defender gains 3 Action Blue


Defender
Regio
’s Turn

Points (3 ), or 4 if there is at least one


OR
Gain 3
re are
Yellow
4 if the oyed
any Destrns.
Turn
DefenderRe’sgio
Destroyed Region, which can be spent to Gain 3
OR
re are
4 if the oyed

perform actions and abilities.


any Destrns.
Regio
A
Defendll
ers
When an All Defenders Card is drawn,
All De
gain 3 fenders
colle to spend
4 if ctively OR
Destr there are an
oyed
Regio y

3 (or 4 if there is a Destroyed Region) are


ns.
All
D1efen
2
ders
divided collectively among the Defenders
All De
gain 3 fenders
colle to spend
4 if ctively OR
Destr there are an

to take Turns, however they choose.


oyed
Regio y
ns.
1 2 3

Sacrifice Health:
When a Defender’s Card (not the All Defenders Card) is drawn,
the active player may choose to pay 1 Hit Point (move the Hit
Point Token down on the track) from their Hero Card to gain
1 additional (must be spent immediately). Sacrificing may
happen only once per Turn.

9
Defender Actions Blue
Defender’s Turn
Defenders may spend Action Points ( ) on Gain 3 OR

their Turn to take the following Actions in 4 if there are


any Destroyed
Regions.
any order and any number of times, as long
as they have enough to spend.

Move to a Region:
For 1 , a Defender may move to an adjacent Region.
When moving around the Game Map:
• The Capital City is only adjacent to 2 Outer Regions, the ones on
its left and right.
• The 4 Outer Regions above and below are not considered adjacent
to the Capital City.
• Each Outer Region is adjacent to exactly 2 other Outer Regions, on
either side of it.
• Outer Regions all have another Outer Region directly opposite to it.
In the example below, the Mountains Region is opposite of the Desert
Region. Regions opposite each other are not considered adjacent.

Red Defender can


in
y
se 1 l Cit
rea
Inc Capita
the

only move to the .


circle of
Fore
st

2
Spend
Inc
the rease
Ca 1
pita in
l Cit
y

Mountains or the Plains.


fen
r De acked
in the out
der move
,
.
:EN
CH
ce you are att losing AN
– Pla ns ut T–
TE untai witho Sec
ure
DITA Mo d
ME n the Defen 1

ntain
s Spend : Whe circle
to of an
y Ou
Mou
1
the ter
Regio
n.

Blue Defender can


only move to the Coast Increase 1 in
the Capital City
Increase 1 in
the Capital City

or the Plains. Coast Capital City

: REST – Replenish all of a Defender’s


Plains
2
Spend
:
PRAYER – Draw the top card from the Turn Deck and
immediately discard it (once per Turn):
Spend
: REJUVENATE – If the Coast is Level 0 if they
• If it is an Enemy Card, reduce 1 in the Outer Region(s)

2
matching the symbol(s) on the Enemy Card.
,
start their Turn in the Capital City. • If it is a Defender Card, reduce 1 in the Capital City.
restore to full .

Green Defender
can only move to the
in
1
ease City
IncrCapital
the

Mountains, the Ruins,


Incr
ease
the Cap 1
Entomb ital in
City

Ruins
Spend

or the Capital City.


to
1 : ENT
onto
OMB
– Plac the De Tur
lose
1 and
sert, n Deck m
g the
plac this card e any ile in of the placin
e 1
Pile the Ento 's slot. At card from - Wh cards order,
AGE top 3 any
: MIR
(onl
y onc mbed cardthe star the Dis
t the m in
e per t
Rou directly of the nexcard Pile Deser reveal nge the.
nd). into t rra top
rea k on
the DisRound,
card bac

10
Secure a Region’s Threat:
For 1 , a Defender may reduce the Threat
( ) by 1 in the Outer Region they occupy.
Increase 1 in
Move the Threat Token down one level. the Capital City

• The Capital City cannot be Secured (unless


with a specific Ability).
• An Outer Region with Level 0 cannot be
Secured any further.
Mountains
• Destroyed Regions cannot beSpendSecured (see
: MEDITATE – Place your Defender in the circle.
Destroyed Regions, pg. 13) 1
When the Mountains are attacked, move out of
the circle to Defend without losing .

Use an Ability:
For the amount of indicated on a relevant card, a Defender may
use their own Defender’s Ability, a Region’s Ability they occupy, or an
Artifact’s Ability they possess.
• Defender Abilities: Each Defender has an ability listed on their
Hero Card, which may require to be Used. Some do not require
and are instead conditional. For instance, an Ability that says
“When Defending” applies only when that Defender is Defending.
• Region Abilities: Regions have Abilities that can be used ONLY
when Defenders occupy them. There are 2 types of Region Abilities:

• Active: requires a Defender to spend to Use.


• Passive: the effect is triggered if certain
Active Passive
conditions are met.
• Artifact Abilities: Like Defender Abilities, some require to be
spent while others are conditional. Artifacts can only be Used by
the Defender who is carrying them.

11
Defender Actions Continued
Dragon
EPIC FOE

Fight the Epic Foe:


For 1 , a Defender may Fight the Epic
Foe (see Revealing the Epic Foe, pg. 15)
if they are in its same Region. Move
the Epic Foe’s Hit Point Token down 1
space on its track. Note the effect listed
on the Epic Foe Card. For example, the
Dragon’s effect is “When ANY Defender SCORCH
When ANY Defender Card is drawn, immediately

Card is drawn, immediately move the


move the Dragon clockwise 2 Regions.

On : All Defenders lose 2 .

Dragon clockwise 2 Regions.”

Epic Events: If the Hit Point Token enters a space marked with
an Epic Event Icon, the event listed on the Epic Foe Card occurs
immediately, or it triggers a condition that changes how the game is
played. For example, on spaces 6 and 2 of the Dragon’s track, the event
“All Defenders lose 2 ” is triggered.

Defenders Becoming Exhausted


4 Lealith
When a Defender’s Hit Point Token reaches the HUMAN PALAD

“0 space” on their Hero Card’s track, they are


Exhausted. That Defender may not use to
3
Secure, Fight, or Defend, but may still use to
Move and Use Abilities (as long as they do not 2
Secure, Fight, or Defend).
1
If a Defender is in the Capital City at the start of
their Turn (during a Defender or an All Defenders
Card) they are restored to full Hit Points.
0Secure
Defend

A Defender must spend at least 1 for it to be


Fight

considered their Turn.

12
B. Enemy Cards Attacks the
Mountains first
If an Enemy Card is drawn, it will increase the and then the Plains
Threat Level ( ) of each of the 2 Outer Regions
Enemy

it attacks in order of “First” and “Second.” Move


the Threat Token up 1 space on the track of the First Second

first Region attacked and then the second. After an


Enemy Card is drawn and resolved, place it into the Discard Pile.

Destroyed Regions: Destruction


If the Threat Token ever reaches the top Destruction Increase 1 in
the Capital City

Space of the Threat Track, that Region is Destroyed.


Immediately place the Enemy Card attacking that Mountains
Spend
: When
MEDITATE – Place your Defender in the circle.
1
Region face down over the top of that Region,
the Mountains are attacked, move out of
the circle to Defend without losing .

covering its ability text. The Destroyed Region’s ability can no longer
be Used, but Defenders may still move into or through it. Also
immediately increase 1 in the Capital City Region. If the “First”
Region gets Destroyed by the card’s attack, the “Second” Region does
not increase its Threat because the Enemy Card has already been
placed face down onto a Region Card, negating any further effects.
If a Region is Destroyed by the special effect of an Epic Foe or a Dire
Enemy, use a face down Leftover Card from the box lid.

Attacking the Capital City:


When a Destroyed Outer Region is attacked and NOT Defended, or if
Threat was increased in a Destroyed Region due to an effect, the Capital
City’s increases instead. Defenders cannot Secure Destroyed Regions,
and Destroyed Regions cannot be restored to their original state.

Defending an Outer Region:


If a Defender is in an Outer Region when it is attacked, they may
Defend it by losing 1 . The attack is then canceled and the Threat
does not increase in that Region, or in the Capital City if it is a
Destroyed Region. When an Enemy Card attacks two Regions, to
Defender both, a Defender would need to be in each Region.

13
C: Dire Enemy Cards Harpy
DIRE ENEMY

If a Dire Enemy Card is drawn, it is FRENZY


All Outer Regions

resolved the same as a “Regular” Enemy at Level 0 must


increase to 1 .

Card with the following exceptions:

• Dire Enemies only attack 1 Outer Region. For example, the


Harpy only attacks the Mountains Region.
• If a Defender in the Dire Enemy’s Region chooses to Defend
against it, they MUST lose 2 to Defend instead of 1.
• If the Dire Enemy is NOT Defended against, it raises 1 in
the Region attacked and then also triggers an effect listed on
the card. For example, the Harpy’s effect is “All Outer Regions
at Level 0 must increase to 1 .”

Gaining Artifacts:
Artifacts are gained by Defenders when
they Defend against Dire Enemies. After
Defending, the Defender immediately draws
Spear of Valor
an Artifact Card from the Artifact Deck,
placing it next to their Hero Card and then Spend 2 : Fight, dealing
3 Damage instead of 1
(once per turn).
inserting the matching Artifact Item into
one of their Defender ITEMeeple’s® hand
slots, or into the two slots on its back. Hand Back

• A Defender can hold a maximum of 2 “Hand Artifacts” (1 pin


each) and 1 “Back Artifact” (2 pins).
• If a Defender gains an Artifact but is already at the maximum
amount, the Defender MAY drop one of their Artifacts (both the
card and the item) and equip the new Artifact drawn. However, if an
Artifact is dropped, it is removed from play and its Artifact Card is
shuffled back into the Artifact Deck.

14
2. Reshuffle Turn Cards and Add a Horde Card
Once the Turn Deck is depleted and all of its cards are resolved, the
Round is over. Flip the Discard Pile so that it is face down and then
do the following: New Horde
Card
• If there ARE cards in the Horde Deck: Add and
shuffle
Add 1 card from the Horde Deck to the
Discard Pile (now face down) without
revealing the new card. Shuffle these cards
together to make a new Turn Deck to start
the next Round.

• If there are NO MORE cards in the Dragon


EPIC FOE

Horde Deck to add to the Turn Deck:


The Epic Foe is then revealed (see below).
After this, continue playing Rounds until FLIP
the game ends in Victory or Defeat (see
SCORCH
When ANY Defender Card is drawn, immediately
move the Dragon clockwise 2 Regions.

On : All Defenders lose 2 .

Game End, pg. 8)

Revealing the Epic Foe


Dragon
EPIC FOE

Flip the Epic Foe Card face up to Increase 1 in


the Capital City

reveal it. Place it onto the Region Card


that matches its symbol, covering the SCORCH

move the Dragon clockwise 2 Regions.


1
Mountains
When ANY Defender Card is drawn, immediately
: Spend
MEDITATE – Place your Defender in the circle.
When the Mountains are attacked, move out of

left side. Then place the Epic Foe’s Hit


On : All Defenders lose 2 . the circle to Defend without losing .

Point Token on the highest space on its track, and note any effect
that may be triggered when it is revealed. The Epic Foe does not leave
the game until it is defeated.

Solo Variant Rules


For solo play, use 2 Defenders. Setup a 2-player game and choose 2
Hero Cards to track the separate Defenders’ Hit Points.

15
Credits
Designer: Scott Almes Game Developer: Michael Coe
Illustrator: Ian Rosenthaler Graphic Designer: Benjamin Shulman
Editor & Lore: Dylan D. Phillips

Honorary Producers
Stephen Eckman, Robert Corbett, Colin McRavey, Michael Gills,
Gareth Davies, and Cuddles.

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without specific permission. Tiny Epic Defenders, TED, Gamelyn Games, ITEMeeples,
and the TED logo are trademarks of Gamelyn Games, LLC.

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