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TED Rulebook ©2017 Gamelyn Games
TED Rulebook ©2017 Gamelyn Games
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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
: 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)
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.
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,
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
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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
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
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
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.
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
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
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Pile the Entom slot. At card fro AGE top 3 an
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(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:
3
current Outer Region.
Use an Ability.
Fight the Epic Foe.
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
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
6
* For an increased difficulty, add 1-2 additional Dire Enemy
Cards to the Horde Deck. Your funeral...
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.
7
Gameplay Overview
The game is played in a series of Rounds. Each Round is as follows:
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).
Defeat!
The players lose the game if
the Capital City is Destroyed,
its Threat ( ) reaching the
Destruction Level.
Capital City
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
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.
2
Spend
Inc
the rease
Ca 1
pita in
l Cit
y
ntain
s Spend : Whe circle
to of an
y Ou
Mou
1
the ter
Regio
n.
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
Ruins
Spend
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
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:
11
Defender Actions Continued
Dragon
EPIC FOE
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.
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
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.
13
C: Dire Enemy Cards Harpy
DIRE ENEMY
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
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.
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.
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.