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TEDDW Rulebook 2017 Gamelyn Gam
TEDDW Rulebook 2017 Gamelyn Gam
Expansion Components
Increase 1 in
Increase 1 in Increase 1 in Increase 1 in Increase 1 in the Capital City Increase 1 in
the Capital City the Capital City the Capital City the Capital City the Capital City
on
– Place your Defender in the Great Tree.
1
or Spend per turn). When on your Player Card
, but will not gain set that card aside. the Turn Deck (once the Region whose symbol Death Token
1
replace Cards with players’ you may discard the
You may choose to Defend without losing this way. At the end of the with a die is attacked,
: TRAIN on top of the card.
1
1 Soldiers Card into
Tree:
– Draw 1 Skill Card. a Sandstorm Token While in the Great trigger only the Mercenary
Side
rolled. When a Region back to the Coast to Defend, On a future Turn, restore 2
Spend Otherwise shuffle Artifacts for Defendingis returned to the Mountains. in any order after the
rest of 1 per Region away as a free Action to
Card with this one. Region, spending a Soldier Card is drawn, may move the Fleet
Die (return it to the Ruins)
1 your current Skill Tokens can be resolved resolved.
per turn). Secure 1 in an Outer Deck. this way.
into the deck (once Round, the Manticore been the Forest still costs
1 ).
and then return the
card to the Soldiers or Artifacts for Defending Defender in your Region.
the Skill Card back the Turn Deck has from the Forest (Securing but will not gain to yourself or another
Spend ‘s to: Spend ‘s to: Spend ‘s to: Spend ‘s to: Spend ‘s to:
: : : :
4 4 4 4 4
it in your TEER your
it in RAPTOR it in your TOR it in your ER it in your full full full full
PSION , reducing , reducing , reducing
K GLADIA , reducing
TINKER , reducing AND heal AND heal AND heal AND heal
INSECTOID Secure 1current N CHARIO
Outer Region.
LIONKI Secure 1current
BIRDFO LK
Outer Region. Secure 1current Outer Region.
PIGFOL Secure 1currentGNOME
Outer Region. Secure 1current Outer Region.
to: to: to: to:
and 1 and 1 and 1 and 1
Use an Ability. Use an Ability. Use an Ability. Use an Ability. Use an Ability. Spend 1 g Spend 1 g Spend 1 g Spend 1 g
an by movin an by movin an by movin an by movin
3 3 3 3 3
Foe. Foe. Foe. Foe. Foe. a Carav an a Carav an a Carav an a Carav an
Fight the Epic Fight the Epic Fight the Epic Fight the Epic Fight the Epic Escort it with you into . Escort it with you into . Escort it with you into . Escort it with you into .
Region Region Region Region
Enemy if in Enemy if in Enemy if in Enemy if in Enemy if in adjacent adjacent adjacent adjacent
against an against an against an against an against an
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.
to: to: to: to:
Spend 1 Spend 1 Spend 1 Spend 1
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 . . . .
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) , gain 1 , gain 1 , gain 1 , gain 1
for action for action for action for action
(once per Turn, (once per Turn, (once per Turn, (once per Turn, (once per Turn, Prepare Prepare Prepare Prepare
Defender’s Ability Defender’s Ability ORT Defender’s Ability Defender’s Ability by: by: by: by:
Also gain Also gain Also gain Also gain
1 1 MASS HEAL
a Dire Enemy,
Defend against to:
When you
1 TRANSP
Defender in
move, another with you.
Region may
move
your same
1
Defender’s Ability
MANEU VER
a Regular Enemy,
1
Once on your
CLEAVE
Turn, your
Fight may
deal 1 extra
Damage.
GENIUS
Cards at the
Draw 3 Skill remaining 1 back into
game and keep
start of the Skill Deck).
the
2
Defending:
Gain 1
Defending:
Gain 1
Defending:
Gain 1
Defending:
Gain 1
When you 2 Defend against BOTH attacked IRON HIDE are in and you do not .
(shuffle the an Gain 2 an Gain 2 an Gain 2 an Gain 2
you may pay
Defenders
OR ACCELERATE When you RESEARCH the Capital City. a Carav a Carav a Carav a Carav
in the Plains, 2 to Defend Region you increases 1 EscortingCapital City: EscortingCapital City: EscortingCapital City: EscortingCapital City:
to all other to full . your Turn you may lose on the Enemy Card.
0 0 0 0 0
attacks the enter
Heal 1 each Defender If you start al . If a Dire Enemy is canceled but the
Region still
each time you into the al Gain 3 into the al Gain 3 into the al Gain 3 into the al Gain 3
restore 1 other gain 1 addition
Regions ability Gain 1 a Gener a Gener a Gener a Gener
Defend, its Defeating ders): Defeating ders): Defeating ders): Defeating ders):
Secure Secure Secure Secure Secure (ALL Defen (ALL Defen (ALL Defen (ALL Defen
Defend Defend Defend Defend Defend
Fight Fight Fight Fight Fight
General Card
Final
Battle 1 Battle 2 Battle
s:
Battle Victory Objective
to the Capital City
• Escort all 6 Caravans
• Redistribute Cards to
Battle’s Dire Enemy Enemy
• Add the previous Dire
and ADD 1 New
the Horde Deck,
War Region
the “Hostile” Dark
C. Reconcile: Flip and then draw 1 new
side
Battle 2: Place
More images
their
ton’s Region,
the Automa Automaton gains 1
.
pay 2 to
Move.
Damage during er ends their immediately a Defender When a Defend increase 1 in that Region
Each time must now er inflicts 2 Turn immediately If a Defend Damaged by ed).
If a Battle is lost:
ately
City, increase
s 1 , the
Defenders
in all Regions If a Defend
Sphinx, their any more or Tyrannosaurus’s
Region, they of ’s inOn : May only be unless no DefendersRegion, immedi City if the Region is Destroy
1. ately moves
1 Region
Turn to the to the numbe
r Artifact, Fight. (or in the Capital d if
is Destroyed and
air gains 2
instead of Golem immedi now pay 3 to Move. ends. They may not
spend
next Turn. lose equal s space. who has an ts, then it costs 3 to King can only
be Damage
The Capital City
On : Ice
On : Self-Rep Defenders
must e until their Point Token’ have Artifac On : Lycan Destroyed Region.
the Dark War ends
in Defeat.
coming soon
clockwise and Sacrific the Hit in a
Prologue
The Dark War has infected Aughmoore. The invading evil could not
be thwarted at our borders and its darkness now spreads in every
region, leaving villages and homesteads in ruins. Refugees huddle
into Caravans to flee for the protection of Edenmoore, but certain
death stalks them and their slow, ox-wagons. Aughmoore has never
before had a more dire need for Defenders. We must rise up, unite,
and risk everything again to preserve what little spirit is left and to
protect the few people that remain.
2
Dodge Wisdom First Aid Scout Stealth Potion Cra
fter
Acrobat
ics Strength Dual Wie
lder Hunter Historia
n
Soothsayer Persuasion Intimidate Imitate Awareness
Ancient
Region g s your has not
any ediately
d,
d1 :
If your Enemy, ely your Turn
, Defendin do y attack der Card ve
r you gain Turn, you Defen , , : ImmediatRegion. ing While Enem
y, you If a Dire Region, you may
spend any If your Defen 4 : Remo
rd a card s 1 : Imm r Region 1 : After to an adjacent your Turn Spen
lar
by a Regu attack to your Turn n enter During d3 : Skills of
d3 :
ent
2 : Discashuffle it Wheneve , other Defender d2 :
On your or a Spend Spend 5 : On to other is attacked instead 1 : On nt Spend 3 any 1 : Whe ely the
cards of toSpen a Regular Enem reduc e Outer to an adjac Use the n n, spend the Turn
nt Regiobeen draw der Card from instead of
Spend n as you Spen re 1 to your
self the Oute move Spend t the d, 3 : Fight 1 . Spend your curre ). Defend gain Spend immediat Spen l the top 3 st may current the attack ded You may
n and . nt of move to opposite of your immediately do not gain 3 may deflec n instea ally Spend 1 in to and tal City, ). revea n them again and you You do not to move h may be Defen 1 your curre ). your Defen e it,
just draw the Turn Deck amou the same Regio . resto Region. You distributein any Regions. you ent Regio ding reduce per Turnmove you do
not
the Capi (once per Turn and retur order . nder in required then resolv Afterwards
,
in 1 in your directly Outer Region. Region. way. s an adjac Defended norm of spen n (once However, ding this way. Turn Deckthe Deck in any not lose n. n (whic Defender), Defe the Deck andthe next card.
back into also gain Defender ding this Defender Outer Regio gain 2 your Regio ding this way.Regio by another adjacent. (spend Deck.
current for Defen may be der. for Defen of 1 in normally n drawing the Turn
which another Defen the top for Defen each Regio shuffle
by gain per
16 Skill Cards
yl
Bog FairyENEM
Y Watchers ENEM
Y Pterodact ENEM
Y Pirates ENEM
Y
YetiENEM
Y Phantoms ENEM
Y
DIRE DIRE DIRE DIRE DIRE DIRE
Barbarians
Barbarians
Barbarians Barbarians
Barbarians
6 Caravan
Constructs Great Tree Manticore 5 Soldier
Construct Construct Cards
Expansion Overview
This expansion adds 6 elements to Tiny Epic Defenders:
1. New Heroes, Artifacts, Dire Enemies, and Epic Foes
2. Generals: a new threat that Defenders must overcome
3. War Regions that replace the regular Regions
4. Caravans that must be Escorted to the Capital City
5. Skill Cards and Experience Points
6. Your choice of Campaign Mode or Single Game Mode
3
Expansion Setup
Setup is the same as a regular game of Tiny Epic Defenders, with the
following additions and exceptions:
1. Shuffle all the new Hero, Artifact, Dire Enemy, and Epic Foe
Cards in with their respective types from the base game.
2. Replace the base game’s Capital City Region Card with the Dark
War Capital City Region Card.
3. Randomize and place the 6 Caravans within reach and with
their Region symbols facing down.
4. Give each player an Experience Card and an XP Token in their
color, placing the Token on the “0 space” of the Experience
Card’s XP Track.
5. (A) Shuffle the Skill Cards into a Deck and place it near the
Artifact Deck. (B) Deal each player 2 Skill Cards. Players
choose 1 to keep and discard the other to the bottom of the Skill
Deck. (C) Each Defender places their chosen Skill Card face up
next to their Player Card.
6. Place the Dark War Region Cards/Components and General
Cards in the Expansion Box Lid, ready to be added when needed.
7. Place the Mode Card in the play area. Before dealing an Epic
Foe Card, choose which Game Mode to play:
The Da The Gr
d
SINGLE eat
l Car
Battle MODE
DE
1 Battle
Battle • Esco Victory
Battle 2 rt all Objectiv
1: Place
6 Car
• Esco Vic Final • Def
eat the avan
s to the es:
rt all tory Obje Battle Epic Capital
• Def
eat the
6 Car
avan ctives: Foe
City
s
General to the Cap
Battle
roup
l Car
the
the Hor previous
Cards Horde
Decks: Fo e Card
into
tle: Pla
ADD Ene
to its oncile: Flip 1 New my Cards
“Fri
Bat
k War then k
draw War Reg
Final
Region
Battle
Campaign Mode: “The Dark War” (~60 min playtime, see pg. 8)
OR
Single Game Mode: “The Great Battle”(~25 min playtime, see pg. 10)
4
Mode Card Skill Deck Artifact Deck
Turn Deck
7 The Dark War
CAMPAIGN MODE
Battle 1: Place General Card
5A
City’s Threat is not returned to Level 0 .
B. Regroup: Remake the Turn and Horde Decks:
Battle 2: Place General Card
If a Battle is lost:
3
The Capital City is Destroyed and
the Dark War ends in Defeat.
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
efen ed, m .
ov 2 d
:EN
ur D tack CH
e yo e at losing AN
Plac ns ar t T–
AT E – ntai withou Secu
IT Mou end re 1
MED n the Def
ntain
s Spen
d
: Whe circle
to of an
yO
Mou the uter
1 R egio
n.
6 Caravans
Increase 1 in Increase 1 in
the Capital City the Capital City
2
their Turn in the Capital City. immediately discard it (once per Turn):
Spend
: REJUVENATE – If the Coast is Level 0 Spend
:
• If it is an Enemy Card, reduce 1 in the Outer Region(s)
2
TRAIN – Draw 1 Skill Card. You may choose to replace matching the symbol(s) on the Enemy Card.
2
restore to full .
,
1 your current Skill Card with this one. Otherwise shuffle
the Skill Card back into the deck (once per turn).
• If it is a Defender Card, reduce 1 in the Capital City.
Dark War
Capital City
in
se 1 City
Increa pital
the Ca
Increa
the Ca se
pital1
Ento in
City
mb
Ruins
Spen
d
1 : ENTO
onto MB – Pla eser
1
to
t, loseDeck an
em
d
Deal 2 Skill
it with you into an
Fight the Epic Foe. adjacent Region.
Cards and
the same Outer Region.
First Aid Prepare for action, gain 1 .
Sacrifice 1 to gain 1 additional .
then choose 1
(once per Turn, when your Defender Card is drawn)
1 to keep
restore 1 to yourself or a Defending: Gain 1
Defender in your Region. RETRIBUTION
5C
Defeating a General
Secure
4
Reduce 1 in your current Outer Region. (ALL Defenders): Gain 3
Defend
Fight
XP Token
5 on “0”
General Cards Cyclops
GENERAL
Leveling Up a Defender:
Whenever a Defender reaches 8 (the maximum amount, cannot be
exceeded), at anytime thereafter they may spend the 8 to Level Up. After
spending the 8 ,they immediately draw a Skill Card and place it face up
next to their existing Skill Cards AND they also restore to full . This
action is optional, and a Defender may instead choose to remain at 8 .
6
Caravans
Villagers from the Outer Regions have been displaced and, as a
Defender, it is your duty to protect these innocent civilians. In
addition to defeating the Epic Foe, players MUST also complete
this objective to achieve victory:
Victory!
Escort all 6 Caravans Capital City : REST – Replenish all of a Defender’s
to the Capital City AND
if they start
their Turn in the Capital City.
Spend
: your
TRAIN – Draw 1 Skill Card. You may choose to replace
1 current Skill Card with this one. Otherwise shuffle
the Skill Card back into the deck (once per turn).
Escorting Caravans:
When moving,
A new action that a Defender Spend 1
may take on their Turn is to to also Escort Increase 1 in
a Caravan
the Capital City
7
Campaign Mode: “The Dark War”
In order to save Aughmoore in Campaign Mode, players must win a
series of 3 Battles in a row. Each Battle will build off the last, and new
threats get added each step of the way. Between the Battles, players will
have a chance to repair the realm and Level Up. In the first 2 Battles,
players will face off against Generals, but in the final Battle, players must
defeat an Epic Foe in order to claim victory. In addition, Regions are now
at war and are more dynamic. However, the deadlier Dark War Regions
can become assets if players are victorious.
If a Battle is lost:
The Capital City is Destroyed and
the Horde Deck, and place the Deck on top of the “First Battle” Card.
4. Shuffle the Epic Foe Cards and place 1 face down next to the Mode
Card’s “Final Battle” slot. Place the remaining Epic Foe Cards back
in the box without revealing them.
5. Secretly shuffle the 6 Dark War Regions under the table and draw
1. Add it to the Game Map “Hostile” side up, replacing the regular
Region (place the Regular Region back in the box), with its Threat
Token on 0. Setup the Region based on its Scenario Setup (pg.10).
8
Playing a Battle: Battles are played like a normal game. After the Horde
Deck is exhausted, either a General or the Epic Foe Card is revealed. Players
win the Battle if they first Escort all of the Caravans to the Capital City and
then defeat the General or Epic Foe. However, if the Capital City is Destroyed,
then the players lose and the entire campaign is over.
To set up for the next Battle, players Rebuild, Regroup, and Reconcile:
B. Regroup: The horde is now preparing to attack again. Separate the Turn
Deck into its Defender, Enemy, and Dire Enemy Cards, and refer to the
Creating the Card Deck chart on pg. 6-7 in the base game rulebook:
1. Collect all 9 Enemy Cards and redistribute them. Form the starting Turn
Deck with Enemy Cards and Defender Cards as normal.
2. To form the Horde Deck, keep all of the Dire Enemies from the Turn
Deck of the previous Battle and place them back into the Horde Deck.
Now collect ALL of the unused Dire Enemies from the Leftover Cards,
ADD 1 new random Dire Enemy into the Horde Deck, and shuffle,
placing it on top of the next Battle’s General or Epic Foe Card. Return the
remaining Dire Enemy Cards back to the Leftover Cards in the box lid.
C. Reconcile: Flip the Dark War Region that was previously “Hostile” to
its “Friendly” side. Then add a new “Hostile” Region by secretly shuffling
the remaining Dark War Regions under the table and drawing 1. This
new Region replaces the matching Region for the next Battle and is placed
“Hostile” side up, following its Scenario Setup (pg. 10).
9
Single Game Mode: “The Great Battle”
Single Game Mode offers all the epicness of The Dark War in a single
Battle. Players win the Battle if they first Escort all of the Caravans to the
Capital City and then defeat the Epic Foe. However, if the Capital City is
Destroyed, then the players have lost The Great Battle.
10
Campaign Epilogues
After finishing a campaign, win or lose, read the appropriate epilogue below,
based on how far you survived, in order to learn Aughmoore’s fate.
If you lost The Final Battle or The Great Battle, read aloud:
Corpses and carcasses litter the once beautiful regions of Aughmoore. The
stench of decay and smoke mingle in the air. Two fierce generals brought siege
against the Capital and both fell in battle, but their master, a truly epic foe
proved too much for the small band of defenders. Now, that foe has converted
the Capital City into a throne from which to command the evil creatures who
will rule Aughmoore until some new hope challenges their might.
If you won The Final Battle or The Great Battle, read aloud:
Atop Unity Tower, the Capital City now boasts a new symbol of solidarity–
the severed head of the mighty foe. The villagers from the caravans gather
around as the Halfling bard sings a new ballad of the glorious battle. This
victory marks Aughmoore’s true liberation from the hatred its races had
once felt for each other. Though the Great War ended long ago, this Dark
War proved to those still in doubt that Aughmoore is one land, united in its
diversity, and that no power is strong enough to divide it again.
11
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.