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Expansion Rulebook

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.

: REST – Replenish Friendly


if they start
Spend
: TAMED MANTICORE
the Manticore (if not
currently occupied
by another
and Manticore move
Friendly
If at least 1 Defender
is in theFriendly LOOKOUT – Spend
1 to place your Defender
the Great Tree. Defenders
starting their Turn
in
Friendly Friendly
1 Fleet Die from this
RegionFriendly
place it
1 MYSTIC STORM - PRIVATEERS – Roll 1 Death Token and
all of a Defender’s you may It costs 0 to leave this die in
Capital City in the Capital City.
their Turn
Mountains Defender). The Defender
together. Until the
end of the Round,
this hero Desert
will
: Desert when ANY
Defender Card is drawn,place
If you do, you must
also Forest the Great Tree MUST
leave by their Turn’s
end. Plains
: MERCENARIES - If
the Plains are at Level Coast
0 , shuffle Spend
: (once per turn). Based
on the result, place
corresponds to the
Ruins
symbol Spend
:
DEATH’S GIFT – Take
(may only have 1 at
a time).

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

7 Dark War Region Cards (double-sided)

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

Mantodea Adelphos Pteryx Harpier


8 8 8 8
Dink
Region. Region. Region. Region. Region. Spend Spend Spend Spend
Level Up Gain 1 new to Level Up Gain 1 new to Level Up Gain 1 new to Level Up Gain 1 new to
an adjacent an adjacent an adjacent an adjacent an adjacent Skill Card Skill Card Skill Card Skill Card
Move to Move to Move to Move to Move 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

5 Hero Cards 4 Experience Cards


er Que en er Sna il tle Shade
SpidGENE RAL
Cyclops
RAL
RocRAL KillGENE RAL
t Tur
GianGENE RAL RAL
GENE GENE GENE

Return Lore ton k iliar


Tome of Automa Ale of Bra
very Backpac Dragon Fam
Glaive of , Tinkered Magical
r Enemy ional
a Regula e
this
to 2 addit
enter the in your either Secur
against Defend
you Defend . If you it have up still may only ce 1
When to lose and must place
when you Turn). increases 1 . you may on your turn. You may cts (you per Turn, you.
choose later
Gain 2 At 0 , 2 : Redu n.
1 Outer
you may lose the GlaiveDefender who per Each time Region, gain Fight once Hand Artifa . Once Using Spend
a City (once r Regio
s
against choose
Roc’s it.
Region on the increase way, you City. Any may equip
current a time) you are
once or any Oute
y
Defending lose 3 1 in
ALL Outer and at the attacks directly Enemies Region they
spend
You must to Defend MUST
Players immediately play
Destro in the Capital
the Capital
City Capital Use 2 at which ones
When play ended Region 1 . All Dire
y, you must . Increase
Cyclop
s enters uent Round. All undef the Outer
additional onal
in the ended. ional y. to
Region the Shade enters ).
enters may swap
Dire Enem on to losing when the of every subseq
and
Region increases an 1 additi the attack is undef 1 addit Regular Enem
a when e Region
in additi beginn
ing
opposite attack,
if
against t be a Hostil
(canno

6 General Cards 6 Artifact Cards


Automato n Ice Golem SphinFOEx nnosaurus
TyraEPIC Dracolich King
Lycan FOE The Dark War
FOE FOE FOE FOE
EPIC EPIC EPIC EPIC EPIC
CAMPAIGN MODE

General Card
Final
Battle 1 Battle 2 Battle
s:
Battle Victory Objective
to the Capital City
• Escort all 6 Caravans

Epic Foe Card


Battle 1: Place
pic Foe
• Defeat the General/E

After winning a Battle:


to Level
all Outer Regions
A. Rebuild: Restore to full . The Capital

Final Battle: Place


0 and all Defenders Level 0 .
not returned to
City’s Threat is
Decks:
the Turn and Horde
B. Regroup: Remake each Deck
Enemy Cards into
General Card

• 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

WOLF REIGN to its “Friendly” the next Battle.


SELF-REPAIR or the Capital BITE PUZZ LEMENT CHOMP the Lycan King’s SHIELD “Hostile” Dark
War Region for
FROST Turn in RELIC er enters the

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

6 Epic Foe Cards 6 Artifact 1 Mode


Items Card

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

TOXIC ORIZE E ENT


SPOIL TERR PLUNDER may AVAL ANCHg out of TORM
Ruins
ng the r may r in the
ders enteri. Leave twice thecard any playe ders in any playe ders movin
Defen tains must paycard
2 se 2
the round
.
Defen
lose 1 Skills cost this Before Before increase 1 Increa
end of
der all Defen the Mounof 1. Leave this the at the out as
Forest a remin d. to use.
Leave
der until Defend, n opposite the Defend, on opposite this card the end
out as a remin d. Regi instead reminder until. Leave
this card end of the Roun out as of the Roun the Regio s lose 2 . in the t. a
out as of the round der until d.
until the the end Plain the Coas end a remin
of the
Roun

4 XP Tokens 6 Dire Enemy Cards

Dark War Region Components:

3 Fleet Dice 3 Storm 6 Death


and Boats Tokens Tokens
s aries aries aries aries
ariercen
MercenMe MercenMercenMercen
ndersDefendersDefendersDefendersDefenders
All Defe All d All d All d All d d
to spen to spen to spen to spen to spen
gain 2 gainly.2 gainly.2 gainly.2 gainly.2 ly.
collective collective collective collective collective

Attacks Attacks Attacks Attacks Attacks


may be may be may be may be may be
(Acts as (Acts
Defend (Acts
Defend (Acts
Defend (Acts
Defend Defend
a Regula as ed.) a Regula as ed.)
a Regula as ed.)
a Regula as ed.) a Regula ed.)
r Enemy r Enemy r Enemy r Enemy r Enemy
. . . . .

Attack Attack Attack Attack Attack

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

CAM rk War GAMEBattl


MO e
PAIGN
Genera

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

Choosing a Game Mode


/Epic ital City
Foe
A. Reb
Aft er win
uild ning a
0
and all : Restore Battle:
Card

City’s Defend all Outer


Threat ers to Regions
is not full
c Foe

B. Reg returned . The to Level


d

roup
l Car

• Red : Rem to Lev Capital


istribute ake the el 0 Place
ce Epi

Enemy Turn and .


• Add Epic
Genera

the
the Hor previous
Cards Horde
Decks: Fo e Card
into
tle: Pla

de Dec Batt each


C. Rec k, and le’s Dire Deck
Place

ADD Ene
to its oncile: Flip 1 New my Cards
“Fri
Bat

“Hostile endly” the “Hostile Dire


Enemy
to
” Dar side and ” Dar
2:

k War then k
draw War Reg
Final

Region
Battle

for the 1 new ion

As a group, decide which Game Mode to play:


next
If a Battle.
The Cap Battle
is lost
the Darital City is :
k War Des
ends troyed and
in Def
eat.

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

Battle 1 Battle 2 Final


Battle
Battle Victory Objectives:
• Escort all 6 Caravans to the Capital City
• Defeat the General/Epic Foe

Final Battle: Place Epic Foe Card


After winning a Battle:
A. Rebuild: Restore all Outer Regions to Level
0 and all Defenders to full . The Capital

5A
City’s Threat is not returned to Level 0 .
B. Regroup: Remake the Turn and Horde Decks:
Battle 2: Place General Card

• Redistribute Enemy Cards into each Deck


• Add the previous Battle’s Dire Enemy Cards to
the Horde Deck, and ADD 1 New Dire Enemy

C. Reconcile: Flip the “Hostile” Dark War Region


to its “Friendly” side and then draw 1 new
“Hostile” Dark War Region for the next Battle.

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

Coast Capital City : Plains


:
REST – Replenish all of a Defender’s if they start Spend PRAYER – Draw the top card from the Turn Deck and

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

place this car ce any the D e Turn g th


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

Skill Card Experience Card


5B 4 Lealith
HUMAN PALADIN Move
Spend ‘s to:
to an adjacent Region.

Secure 1 , reducing it in your


Level Up Spend 8
Gain 1 new Skill Card
AND heal to full .
:

Spend 1 and 1 to:


3
current Outer Region.
Use an Ability. Escort a Caravan by moving

Deal 2 Skill
it with you into an
Fight the Epic Foe. adjacent Region.

2 Defend against an Enemy if in Spend 1 to:

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)

Also gain by:


Spend 2 : On your Turn, Defender’s Ability

1 to keep
restore 1 to yourself or a Defending: Gain 1
Defender in your Region. RETRIBUTION

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


Escorting a Caravan
to:
into the Capital City: Gain 2
Give 1 to any other Defender OR

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

The Generals are a new challenge the Defenders


must Fight during the Dark War.
As a rule of thumb, the term “General”
and “Epic Foe” are synonymous in regards Increase 1 in ALL Outer Regions
when the Cyclops enters play and at the

to Defender and Artifact Abilities.


beginning of every subsequent Round.

Skill Cards and Experience Points


During the game, players will gain Experience Points
( ) and may spend them to Use their Skill Card’s Ability.
First Aid
Unless the Skill says “On your Turn,” the Defender may use Spend 2 : On your Turn,

it during any Defender’s Turn and in some cases, off Turn.


restore 1 to yourself or a
Defender in your Region.

Gaining Experience Points:


Defenders gain (XP Token moves up its track) in the following ways:
• Gain 1 by spending 1 when their Defender Card is drawn (see below).
• Gain 1 for Defending against an Enemy or Dire Enemy.
• Gain 2 for Escorting a Caravan to the Capital City.
• All Defenders gain 3 when a General is defeated.

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 .

Preparing for Action:


A new action that a Defender may take ONLY when their Defender
Card (not an All Defenders Card) is drawn is to Prepare. The Defender
spends 1 Action Point to gain 1 . They may do this as many times
as they have to spend.

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).

then defeat the Epic Foe.


All the Caravans MUST be in the Capital City before the Epic
Foe can be defeated. Until then, the Epic Foe cannot lose its
last Hit Point and will remain at least at 1 .

Add a New Caravan to a Region Each Round:


At the beginning of each Round (including the first), Increase 1 in
the Capital City

reveal 1 Caravan from the pile and place in the


corresponding Region with the matching symbol. Coast
Spend
: REJUVENATE – If the Coast is Level 0
2 restore to full .
,

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

Escort a Caravan. When a


Defender spends an Action
Coast

Point ( ) to move from 2


:
Spend
REJUVENATE – If the Coast is Level 0 ,
.
restore to full

a Region that contains a


Caravan in it, that Defender
can also spend 1 Experience Point ( )to move the Caravan with
them. This action applies only to a “regular Move Action” and not
a move enhanced by an Ability. A Defender may Escort multiple
Caravans at once as long as they spend 1 for each. Once a Caravan
is in the Capital City, it must stay there.

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.

The Campaign Mode has the following gameplay structure:


1. Play the “First Battle” and defeat the General
2. Rebuild, Regroup, and Reconcile for the Second Battle
3. Play the “Second Battle” and defeat the General Place Horde Deck on
top of the First Battle
4. “R.R.R.” for the Final Battle General Card
5. Play the “Final Battle” and defeat the Epic Foe

Additional Campaign Setup:


1. Flip the Mode Card to its Campaign side. The Dark War
CAMPAIGN MODE
Battle 1: Place General Card

Battle 1 Battle 2 Final


Battle

2. Shuffle the General Cards and place 2 face


Battle Victory Objectives:
• Escort all 6 Caravans to the Capital City
• Defeat the General/Epic Foe

After winning a Battle:


Final Battle: Place Epic Foe Card
down next to the Mode Card’s “Battle 1” and A. Rebuild: Restore all Outer Regions to Level
0 and all Defenders to full . The Capital
City’s Threat is not returned to Level 0 .

“2” slots. Place the remaining General Cards


B. Regroup: Remake the Turn and Horde Decks:
Battle 2: Place General Card

• Redistribute Enemy Cards into each Deck


• Add the previous Battle’s Dire Enemy Cards to
the Horde Deck, and ADD 1 New Dire Enemy

back in the box without revealing them.


C. Reconcile: Flip the “Hostile” Dark War Region
to its “Friendly” side and then draw 1 new
“Hostile” Dark War Region for the next Battle.

If a Battle is lost:
The Capital City is Destroyed and

3. Add 1 fewer Dire Enemy Card when making


the Dark War ends in Defeat.

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:

A. Rebuild: The realm is rebuilt and the Defenders are restored:


1. Defenders keep any Artifacts, Skills, and earned.
2. Defenders may trade Artifacts with each other and Level Up if they have 8 .
3. Defenders heal to full and any effects from War Regions are removed.
4. All Outer Regions return to Level 0 , and any Destroyed Regions are
restored. All Caravans are mixed up and returned to the Caravan pile
with symbols facing down.
5. The Capital City does not return to Level 0 .

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.

Additional Single Game Setup: The Great Battle


SINGLE GAME MODE

1. Flip the Mode Card to its Single Game side.


Battle Victory Objectives:
• Escort all 6 Caravans to the Capital City
• Defeat the Epic Foe

2. Shuffle the Epic Foe Cards and place 1


face down on the Mode Card. Place the Place Epic Foe Card

remaining Epic Foe Cards back in the


box without revealing. Place the Horde
Deck on top of the Epic Foe.
3. Secretly shuffle the 6 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 Instruction (see below).
4. Secretly shuffle the 5 remaining War Regions under the table and
draw 1. Add it to the Game Map “Friendly” 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
(see below).

Dark War Region Scenario Setup


Coast: Place the 3 Fleet Dice into their Boats and place them on
their marked spaces on the Region Card.
Desert: Place the 3 Storm Tokens on the Region Card.
Forest: Place the Great Tree Construct on the Region Card.
Mountains: Place the Manticore Construct on the Region Card.
Plains: Place the deck of 5 Soldier Cards near the Region Card.
Ruins: Place the 6 Death Tokens on the Region Card.

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 First Battle, read aloud:


Unity Tower lies in ruin at the center of the ravaged Capital. Blazing fire
consumes the caravan wagons, the villagers all either forced into slavery
or devoured by demonic beasts. Hatred and bitterness from The Great War
ran too deep. These races were not ready to work together as allies. From
afar, the Order of Gamelyn watches the land burn, hoping they can find a
new group of heroes: Aughmoore’s final hope.

If you lost The Second Battle, read aloud:


The High Elven Order had long doubted that the races of Aughmoore,
enemies for so long, could truly band together against this dark threat, and it
seemed they had been proven wrong when a small group of heroes defeated
a powerful general who wreaked terror across the land. But these heroes had
not anticipated a second, more powerful general. The defenders, lacking the
courage for true self-sacrifice, failed each other as well as themselves.

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.

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without specific permission. Tiny Epic Defenders: The Dark War, TEDDW, Gamelyn Games,
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