30-45 MIN.
AGES 14+
BR ^^ Ma
Ж 7 4
$ + $e
т E X \ rr «
5 Large Hero Meeples 5 Hero Level 5 Silver Resource
(1 in each player color) Tokens Tokens
8 Territory Cards
13 Faction Cards
: (double sided)
25 Hero Cards
30 War Tower Tokens
(6 in each player color)
mm rr ml
“e mm
1 Compass Card
(for solo play only)
1 Box Sleeve for wrapping Tiny Epic Kingdoms and Heroes Call
The war continues and spreads further and further. New factions arrive
from the north igniting epic battles unlike any before. Heroes rise over
the fallen bodies of their enemies. Kingdoms spread across the frozen
wastelands and into the snowy peaks in search of silver. War towers grow
taller than the trees. Who will be victorious in the end?
With this expansion, players have new possibilities for scoring points and
unleashing power by recruiting, training and retiring heroes! Now war
towers are being built throughout the land to fortify the kingdoms. Silver
has been discovered in the snowy peaks and offers players the convenience
of a flexible currency. All the while, players will be experiencing new
factions and exploring new territories.
In addition, this expansion introduces solitaire play to Tiny Epic
Kingdoms. Please refer to the end of this rulebook for solitaire rules.
Setup for this expansion uses the basic rules for Tiny Epic Kingdoms.
You may choose to play exclusively with the new factions and territories
or you can mix them together with the factions and territories from the
Setup will require the following additions:
Give each player:
e 6 war tower tokens in their color
e 1large hero meeple in their color.
e 1 hero level token
e 1 silver resource token
Each player should:
1. Replace one regular meeple with their hero meeple on Hats
starting region. (instead of starting with two regular meeples)
2. Draw two hero cards, keep one face up, and discard the other.
Place their hero level token on the first level of their hero card.
3. Place their war tower tokens and their silver resource token off to
the side: Silver cannot be used as a starting resource. +
4. Shuffle the discarded hero ea back into the deck.
R Hero meeples move, start war, collect
resources and otherwise function like
regular meeples with the exception of their unique
special abilities. The players hero card tracks the
level of the players hero meeple, and details their
special abilities. Heroes can progress throughout the
game, and may eventually retire for victory points. If
a player can retire three heroes, the end of the game
will be triggered (See New End-of-Game Condition,
page 8).
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Leveling a Hero
Heroes have three levels and level up in different ways. Some levels
require taking certain actions and paying resources and some require
that your hero wins a war. The requirements to gain each level are
indicated in the left-hand column on the card. The chart below
explains the requirements.
When taking a research action, instead of
advancing your research level you can spend X
mana to raise your heros level by one.
\ | When taking an expand action, instead of
Х 3 7 | increasing your population you can spend X
food to raise your hero’ level by one.
When taking a build action, instead of building
a tower you can spend X ore to raise your hero's
level by one.
When you win a war involving your hero, you
| must upgrade your hero’ level by one.
Hero Abilities
A hero card gives that hero meeple access to special abilities. These
can be bonuses to war, resource collection, or a variety of other
abilities. The hero has the ability of its current level, plus the ones
previously gained on lower levels, unless stated otherwise on the
card. Unlike faction abilities, hero card abilities only affect the hero
meeple, unless stated otherwise on the card.
Retiring a Hero
When a hero level token reaches the
the top level of its hero card, that
hero immediately retires. Replace fa
the hero meeple with a regular
meeple, and place the hero meeple
into its player’s supply. Remove the
hero level token from the hero card
and place the hero card under or
beside your faction card. A retired *
hero earns you three additional
victory points (VP) at the end of the
lose in war, you may
Е one less « to retreat.
Dead Heroes |
When you lose a war with your hero meeple, and you are unable to
or choose not to retreat (See Retreat, page 8), your hero meeple is
removed from play and returned to your supply. Your hero card is
shuffled back into the hero deck.
When a player expands, the first meeple brought back into play, if it
is in their supply, must be their hero meeple. This does not cost extra
resources. When this happens, draw two new hero cards, keep one
face up, and shuffle the other back into the deck. Then place the hero
level token on the first level on the new hero card.
Frozen Territories
Two new regions are introduced in Tiny Epic Kingdoms Heroes’ Call:
Peaks / Silver
« When collecting resources, you can collect the
new resource, silver, from your occupied peaks.
e Silver is a “wild” resource and can be substituted
for any resource type when building, expanding,
researching, or retreating, but has no value for
War cost.
* When paying for one of these actions, you may substitute silver
for the required resource at a one for one ratio. For example, if your
next research level requires four mana, you may spend two mana
and two silver.
Silver has no value in war. -
You may not trade for or with silver and you may not
collect silver from the tundra, ruins, or any “gain a
resource of your choice” abilities.
e Only one meeple can be in the tundra at a time.
* Wars cannot be started in the tundra and war
towers cannot be built in the tundra.
* When collecting resources, a meeple in the tundra
collects one resource of the player's choice. However,
when a patrol or quest action is taken, you must move
your meeple out of the tundra if you are able to, even if it's into the
region with another player, starting a war. If you are unable to move
your meeple out, it remains and you may take your turn as normal.
War Towers (Build)
When a player builds, they must place a war tower token in a region
that they occupy, and must still raise their tower level by one on the
tower card. The number of war tower tokens represents the building
progress of the tower track, and can be destroyed by other players.
War towers never move and will remain in the region they are built,
even if you move your meeple out of the region. No more than one
war tower token can be in a region at a time. Regions with only war
tower tokens do not collect resources.
If a region with a war tower is invaded and the owner of the war
tower loses the war, then that war
tower token is removed from that
region and returned to that player's
supply. The owning player must then
reduce their level on the tower card
by one level. Levels on the tower card
should always reflect the number of
war towers on the board.
A war tower may be defended by its
owner whether or not they have a meeple there.
War towers provide the benefit of -1 to war cost.
It is possible for a player to move into a region with only a tower and
during war, form an alliance with the owner of that tower.
A tower does not count as à meeple towards the regions two meeple
limit, but there can only be two player colors in a region. Meaning a
third player cannot enter a region already occupied by two different
player colors. ;
War Tower Bonus Victory Points: |
Gain one additional victory point at the end of the game for each
territory card (not region), other than your home territory card, on
which you have a war tower.
After war costs are paid, the losing player may pay food equal to the
number of meeples they currently have in play to move their meeple
to an adjacent region. This cannot result in another war. If there are
no regions to move to, or the player does not have enough food,
retreat is not an option. Remove the meeple from play and return it
to the player's supply.
New End-of-Game Condition
o A player has retired their 3rd hero.
The original end game triggers also still apply. The hero meeple
counts as one of the 7 meeples that can trigger the end of the game.
Play continues until the next time the action card is cleared, at that
point the game ends.
After the game is over, each player gets victory points (VP) using the
scoring method of Tiny Epic Kingdoms with the following additions:
e 3 points for each retired hero.
* 1 point for each territory card, other than your home territory
card, that you have a war tower on.
a e N 7
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Solo Rules
The following rules apply to playing Tiny Epic Kingdoms Po with
or without the Heroes’ Call expansion.
When playing solo, some factions work better than others. Our
recommended factions to use for the dummy player are:
Dark Elves Pigfolk Goblins
Lion Kin Orcs Draconian
Dwarves Death Knights Undead
However, feel free to explore other factions.
Select a faction and a player color for you and the dummy player, this
will be your opponent in solo play.
Use two territory cards for this variant. You can select these yourself
or draw them randomly. One belongs to you, and the other belongs
to the dummy player. Place the compass card in the middle between
the two territory cards with the day side facing up. The territory cards
should be touching (or very near), the compass В
Select any one forest and any one mountain region
on the dummy player's territory card and place
one of their meeples on each. The dummy player
does not use heroes, but you may. The dummy
player starts with three of each resource. If you wish
to change the difficulty of your game, change the
number of resources the dummy player starts with.
Finish setting up as you would in standard Tiny
Epic Kingdoms, or as modified by Tiny Epic
Kingdoms Heroes’ Call. _
You on the bottom,
dummy player-on
the top.
Turn Structure
You and the dummy player will take turns just as in a normal game.
When it is your turn to select an action, the dummy player takes the
action if it can. If it cannot take the action you selected, it collects
resources instead.
When it’s the dummy player's turn to select an action, roll their war
die. The matching number on the compass card determines what
action is selected. If that action has already been taken, continue
around the compass clockwise until you come to an action that hasn't
been taken. The dummy player may always collect resources if they
are unable to fulfill the action, even if they are the active player.
The Compass Card
The compass card is also used to help resolve actions for the dummy
Each time the action card is cleared, flip the compass card. This
alternates the compass between day and night, which affects war
costs and how regions are selected. During the day, the dummy
player selects regions closer to the compass card. During the night,
the dummy player selects regions further from the compass card.
In addition, when the card is flipped from day to night, the dummy
player gains 1 resource of each type.
When the dummy player selects an action, use the same number on
their war die to determine any region selection, meeple selection,
or movement required by that action. If the dummy player is taking
the action you selected, roll their die once and use that number for
their resolution. |
In this example, an 11 is rolled.
For daytime (top), the forest would be selected because it's closer to the compass.
For nighttime (bottom), the mountain is selected because its further away.
Consider the compass like a clock and the number rolled on the die
determines the direction of a virtual ‘hand’ This hand will point to
the selection. If the hand does not intersect a region, imagine that it
rotates one position clockwise and then continues to do so until a
valid region is found.
To move a meeple, imagine the compass being superimposed on the
meeple to determine the direction. If it cannot move in the selected
direction, continue clockwise until you find a region it can move into.
Since an 8 would not hit a territory, the hand
would rotate until it selects the forest.
Use this same method to'select a meeple, but always choose the first/
closest one that is togched by the hand. | A.
In this example, a roll of 7-11 or Flag would select the square, a 1 would select the
circle, a 2-5 would select the triangle, and a 6 would select the hexagon.
Dummy Player Actions
Use the compass to select a meeple and to determine which region
it will move to. A dummy meeple will not move into a region that
already has one of its own meeples, but will move into a region with
an enemy. Te
Use the compass to find the first meeple that can quest. Then, use the
compass again to find a region for the meeple to move into. Ignore
any invalid regions. A dummy meeple will not move into a region
that already has one of its own meeples, but will move into a region
with an enemy. |
When war starts, a war cost will need to be determined for the
dummy player. To win the war, you will need to pay a war cost equal
to or higher than what is determined for the dummy player. If you
cannot pay this cost or you choose not to, you lose the war.
The dummy player's war cost is determined based on whether the
compass card is showing day or night. During the day, the dummy
players war cost is twice the number of meeples they have. At night,
the dummy player’s war cost is equal to the number of meeples they
have. The dummy player never pays for war. If it can retreat it will.
Use the compass to determine the direction the meeple retreats.
If the dummy player is able, they will discard the number of ore
necessary to reach the next level of the tower. If using war towers,
their war tower is placed in a region with a meeple selected using the
If the dummy player is able, they will discard the number of mana
necessary to research the next magic level. The dummy player
benefits from the abilities of its faction.
If the dummy player is able, they will discard the number of food
necessary to create a new meeple. This meeple is not placed with an
existing meeple, but rather in an open region adjacent to one of their
meeples. Use the compass to select a region where the new dummy
meeple is placed.
The dummy player gains one of each resource type.
Collect Resources
The dummy player collects resources as normal as per its occupied
Solo End Game and Scoring
Use the standard end game triggers and scoring methods.
Additional Rules Clarifications
Water Regions (Arctic Elementals, Humans, Merfolk, Pirate):
» А water region is any definable area of water on a territory card. There may
be multiple water regions on a territory card. Water regions are considered
impassable and do not provide resources.
* Water regions may or may not include one or more rivers. Rivers connected
to larger bodies of water are considered part of that larger region. Rivers
not connected to larger bodies of water are considered their own regions.
Any region touching any part of a water region is considered to be adjacent
to that water region.
Crags Regions (Birdfolk, Polar Kin, Imps, Shapeshifters):
o A crags region is any definable area of crags on a territory card. There may
be multiple crags regions on a territory card. Crags regions are considered
impassable and do not provide resources.
« Any region touching any part of a crags region is considered to be adjacent
to that crags region.
Knocked over meeples (Frost Giants, Yeti, Ruins):
» Knocked over meeples cannot move and cannot collect resources.
o A knocked over meeple can defend a region.
« You may expand in a region occupied by a single knocked over meeple.
A knocked over meeple in the tundra can and must be moved if able. It
remains knocked over in the region it moves to. _
« Hero meeples can be knocked over; they still benefit from their E
* Knocked over meeples are still worth VP at the end of the game, Hate in
the ruins.
* A patrol action (not a quest action), can be used to stand up a knocked
over meeple.
Knocked over towers (Minotaurs):
e Knocked over towers cannot defend a region and do not contribute a -1 war
cost in their region.
* If a knocked over tower is alone in a region and any other player enters that
region, a war is not started, instead the tower is immediately removed from
play and returned to the players supply.
o A knocked over tower is still tracked on the tower card and can still be
worth VP at the end of the game.
* A build action can be used, at no cost, to stand up a mo over tower.
Credits j
Designer: Scott Almes
Game Developer: Michael Coe
Illustrators: William Bricker & Adam Mclver
Graphic Designer: Darrell Louder
Editor: Andy Harrison & Richard A. Edwards ;
Honorary Producers: Stephen B. Eckman, Robert Corbett, Ian
Chong, Justin Ziegler, Sean Wolfe, Michael Okelly un Michael
Liguori. y
Special Thanks: Beth Almes, Brittany Coe, Nathan Hatfield, Brian 8
- Ikegami, Donald Shults, Chris Sabat, Rainer Ahlfors, Roger Hicks,
our play testers, the BoardGameGeek community, and over 10, 000
Kickstarter backers that make st "Pe Kingdoms PE | К ; À N
©2015 Gamelyn Games, Lie all rights reserved. No part of this produc may ha repele à e 2
without specific permission. Ti iny Epic Kingdoms, Tiny Epic Kingdom Heroes’ Call, Gamelyn Nu Ë Zo
Games, and the TEK logos are trademarks of Gamelyn, ema LLC. AE e Ta
WWW. GamelynGames.c com
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