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    Rules of Engagement

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    (Note: For a 2-player or 5-player game, please refer to the end of the rulebook for the modified rules.)

    SetupPlace the ower Card and Action Card in the middle o the table, with the 5Shields next to the Action Card.

    Give each player: 7 Meeples in their color 1 o each Resource oken 1 Research oken (in their color) 1 ower oken (in their color) 1 Faction Card (chosen by the player) 1 erritory Card (random draw, player chooses which side to use)this is

    considered the players Home erritory.

    Each player should place: Teir Resource okens on the resource track o their Faction Card to

    represent a total o 6 resources. Each player gets 6 resources to distribute ontheir resource track. (For first time players, it is suggested they take: 1 Ore, 2

    Mana, 3 Food.)Te zero space is considered off the card, to the right. Teir ower oken below the ower Card this will be used to track their

    build progress on the ower. Teir Research oken below the magic book on their Faction Card this

    will be used to track their Magic level. wo Meeples on one Region on their erritory Card.

    Ifaplayeristryingtobuild

    tothesameregionyouare

    ontheTower,itcostthem1

    more.

    WhenyouPatrolorQuest

    intoamountain,gainan.

    Buildingcosts1less.

    YoumayBuildinstead

    Trading.

    Ifyouhavethehighestlevel

    intheTower(oraretied)gain

    +1.

    Intheoros

    Fionarr

    ia

    Ifyoubidforpeace,andthe

    otherplayergoestowar,

    theylose2resources.

    Ifyoucreateanalliance,

    the

    otherplayergainsaresource

    oftheirchoice.

    Ifyoucreateanalliance,

    yougainaresourceofyour

    choice.

    Aplayercanneverbreakyour

    allianceonceitisformed.

    Youmaystillbreakit.

    ForeachAllianceyouhave,

    gain+1

    .

    Morandrea

    M a y

    P atr o

    lt oa n

    yreg ion

    o n

    at err ito ry

    car d.

    M ay

    Q u es t

    in st ead

    of

    P a tro l,

    an dv ice

    ver sa .

    W he n

    y ou

    m o ve

    in t o

    a

    r egi on

    ,ga in are so u

    rc eo f

    tha t

    t ype .

    W he n

    Q u

    est in g ,

    you

    m ay

    i n st ead

    sw it ch

    regio n

    sw i th

    an o

    ther

    pla yer s

    t ha ts

    n ot

    in an

    A llia n

    ce .

    + 1

    fore ver y

    t err ito ryyou

    occu p

    yth

    atisn t

    y ou rh

    om e

    terr itory.

    Instead oft akingthe

    Researcha ction,youm ay

    Trade.

    IfyouTrade, gainan extra

    resourceofthe typeyou

    tradedfor.

    Ifyoupay fora warwith

    resourcesofonly onetype,

    gain+ 2 toy ourWarPower.

    If you have atleast one

    occupied Region adjacent

    to water, gain+1 when

    collecting resources.

    For e ach resource type that

    youhave 4units of, gain

    +1 .

    Galson

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    Gameplay Overview:Te game is played in a series o turns. Players will expand their kingdom, learnmagic, and fight wars over territory. Each turn, a player selects an action. Ten,each player has the choice to either perorm that action or collect resources. Playcontinues clockwise until an end-o-game condition is triggered.

    On Your Turn:Your turn has five steps:

    1. Clear the Action Card i no more actions are available (i.e., if all 5 Shieldshave been placed).

    2. Select an action.3. All players must either take the action selected, or

    collect resources.4. Check or end-o-game conditions.5. Pass the Active Player oken clockwise.

    1. Clear the Action CardI all the Shields have been placed on the ActionCard, take them all off and place them to the side othe card. You will be able to select any action now.

    2. Select an ActionPlace one o the Shields on the Action Card. Itmust go on an open action that hasnt been takenyet. Announce which action you are selecting.

    3. Take Action or Collect ResourcesIn clockwise order, each player may either take the action selected or collect

    resources. As the active player, you must either take that action or do nothing.Te active player cannot choose to collect resources.

    ake the Action

    Actions are detailed later in the rulebook. Each player should complete theaction beore the next player goes.

    Collect Resources

    For each Region occupied by at least 1 o your Meeples, you collect a resourceo that type. (Note: having more than one Meeple on a Region does not give you

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    a resource bonus for that Region; you still only collect one.) Keep track o yourresources on your Faction Card, with the appropriate Resource oken showinghow many o that resource you have.

    When you collect resources, you gain:

    Food from the Plains. Ore from the Mountains. Mana from the Forests.

    Te number of resources you can gain is limited to 9 of each type ; your marker

    may never go past the end o your resource track.

    In the rare event you are reduced to one Meeple in play, you gain a bonus resourceo your choice in addition to the resource you gain rom the Region your Meepleoccupies.

    Other Regions

    Water and Crags Tese are impassable regions, meaning a Meeple cannot be placed

    on this region unless otherwise stated by action abilities. Rivers are also impassable.

    Capital Cities

    A Capital City Region is worth 2 Victory Points (VP) to the playerwho occupies it at the end o the game. I shared by 2 players, each

    player receives 1 VP. A Capital City Region does not provide resources.

    Ruins

    Once a players Meeple enters the Ruins, it must be laid on its sideto indicate it is searching. While a Meeple is Searching, it cannotbe moved out o the Ruins with a Patrol or Quest action (discussedlater in the rulebook), but it is able to collect 1 resource o theplayers choice, when gathering resources.

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    When taking a Patrol action, you maystand a lying (Searching)Meeple upinstead o moving another Meeple.A Meeple standing up in the Ruinsis unable to collect any resources.

    However, using a uture Patrol orQuest action, a standing Meeplecan be moved out o the Ruins likenormal.

    At the end o the game, Meeples in the Ruins areconsidered lost and do not count toward the players score.

    4. Check for End-of-Game ConditionsOnce every player has taken the action or collectedresources, players should check to see i anybody has hitone o the ollowing end-o-game conditions:

    A player has all 7 o his/her Meeples in play. A player has built the 6th step on the ower. A player has mastered all 5 levels o Magic on his/her

    Faction Card.

    I one o these conditions has been met by a player, the end o the game isconsidered triggered. Te trigger cannot be reversed by uture actions. I theactive player placed the last Shield, the game is immediately over and no urtherturns or actions are played. Otherwise, play continues as normal until the lastShield is placed. At that point, the game ends once each player has taken theaction or collected resources.

    5. Pass the Active Player TokenPass the Active Player oken clockwise, indicating who will select thenext action. It is now their turn.

    TlGrund

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    ScoringAfer the game is over, each player gets Victory Points (VP) as ollows:

    1 point or each Meeple in play, except or those in the Ruins(Meeples in the Ruins are considered lost)

    Points or Capital Cities (2 points for a solitary Meeple or 1point for an Alliance)

    1 point or each level o Magic reached (and any applicable bonuses if the 5thlevel was reached)

    Points or the ower, as indicated on the ower Card

    Te most points wins! In the event o a tie, check these tie breaking conditionsin this order: highest on the ower Card, most Meeples in play, highest Magiclevel achieved, most total resources. I the tie remains, then the game ends in a tie.

    ActionsTere are 6 actions available throughout the game. O these,there are two movement types, Patrol and Quest, which havesome similar rules.

    Patrol

    Move 1 o your Meeples into an adjacent Region on the same erritory Card.

    Quest

    Move 1 o your Meeples rom one erritory Card to another erritory Card. Te

    territory does not have to be an adjacent players. A player may only Quest romand to Regions along the outside edge o a erritory Card. A player cannot questrom or to a landlocked Region.

    General Movement Rules

    I you move a Meeple into a Region with another players Meeple, you start aWar(detailed on page 8).

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    At no point may more than two Meeples, o any color, be in the same Region.You may never enter a Region occupied by an opposing players last Meeple inplay, nor may you use your last Meeple in play to enter a Region occupied byan opponent.

    WarI your Meeple enters a Region with another players Meeple, a war is started.You and an opponent each take a War Die and secretly set it ace up to your wartotal, indicating the total value o resources you will dedicate to war (max 11).Your War otal (War Power) should also include any bonuses you gain romyour action warring. Te side o the die with the white flag symbolizes thatyou offer peace. You must be able to pay or what you dedicate to the war: eachMana is worth 2, and each Ore is worth 1. Food is worth nothing. For instance,

    i you have 9 Mana, dedicating it all would NO count as a war total o 18; youcan still only dedicate a max resource value o 11. I your War otal is 11, youcould pay or it using 5 Mana and 1 Ore, or overpay by using 6 Mana. I youoffer peace, you spend no resources.

    Afer both players have set their War Die, they reveal them simultaneously. Tehighest War otal wins. Te other player must remove their Meeple and placeit into their supply. Te winner gets to remain in that Region. In the event o a

    tie, the deender wins. Both players must pay the resources they allotted to thewar, whether they were victorious or not.

    I both players offered peace, both Meeples remain in the Region, andboth players will enjoy the benefits that Region provides. Tis is calledan Alliance. Players may use a movement action later to move theirMeeple rom the Region without penalty.

    I a player ever starts a war with an opponent that they have at least one Alliancewith, and either player does not offer peace, then all Alliances with that player

    Morandrea Elan Morandrea

    At no point may more than twoMeeples, of any color, be in thesame Region.

    Tis is legal as only 2 of thepurple players meeples occupythe same Region.

    Te green arrows show allowedquesting or patrolling. Te redshows illegal patrolling becausethe river is impassable.

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    are considered broken. War breaks out across all the regions where there isan alliance between the two players. Te results o the war are resolved in onebattle, as normal, with the highest War total claiming all those Regions. Telosing player may flee by moving his/her Meeples to adjacent Regions that areree o enemy Meeples or the cost o 3 Food per Meeple. For any Meeple, on

    the losing end o a broken alliance, that does not flee, it is removed rom theRegion and returned to the players supply. I a broken alliance would result ina player losing his/her last Meeple in play, that player must pay 3 Food to flee atleast 1 Meeple to the closest Region unoccupied by an opponent. I that playercannot afford to pay 3 Food, he/she must pay as much Food as he/she has to fleea Meeple, even i that means not paying any Food at all.

    Example: Player A enters war with Player B. Player A has a total o 1 Mana and 2 Ore.

    Player B has a total o 2 Mana and 1 Ore. Neither player has any ood. Te maximumWar otal that Player A can afford is 4; he would pay or that using ALL his resources,his 1 Mana counting as 2 and each Ore counting as 1. Player B can afford a maximumWar otal o 5; he would also have to pay using ALL his resources, each o his Manacounting as 2 and his Ore counting as 1. Both players secretly set the War otal they wishto dedicate, using their War Die, and then reveal. Player A dialed his War Die to 2 andPlayer B dialed his War Die to 3. Immediately, Player B is considered the winner. Now,both players must pay their War otal. Player A can pay using his 1 Mana or his 2 Ore.Player B can pay using 1 Ore and 1 Mana, or he can overpay using 2 Mana and just hal

    the value o the second Mana.

    Build

    Pay the number o Ore necessary to reach the next step o the ower. (Forexample, the 1st step costs 1 Ore, the 2nd step costs 2 Ore and so forth.)Advanceyour ower oken up by one step. You may only build 1 ower step per Action.

    ower okens should be placed in the middle column o the card as they advance.

    Research

    Advance your Magic level by one step, paying the necessary Mana. (For example,the 1st level costs 1 Mana, the 2nd level costs 2 Mana, and so forth.) Your Magiclevel is marked by a Research oken in your color, placed during setup underneath

    your Faction Card. You may only learn one Magic level at a time. You now haveaccess to that special ability given by that magic level and any already learned.

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    Expand

    Add a new Meeple to the board, and pay Food equal to the number o Meeplesyou now have in play. (For example, placing your 4th Meeple costs 4 Food.)Te new

    Meeple must be placed with another Meeple o your color. Since you may neverhave more than 2 Meeples in any Region, i you do not already have a solitaryMeeple, you may not Expand.

    rade

    You may discard any number o one resource type and gain an equal number o

    another resource type.(For example, you may discard 3 Food to gain 3 Ore.)

    Playing with 5 PlayersTe rules or a 5 player game are the same, with the exception that when theAction Card needs to be cleared, the Active Player oken should be passed tothe next player; no Action is taken that turn. Tis ensures that players have equalopportunity to make the first selection.

    An example of the flow is as follows:1. Player A selects an action, choosing rom 6. (Te rest of the players take theaction or collect resources.)Te Active Player oken is passed to Player B.

    2. Player B selects an action, choosing rom 5. Te Active Player oken ispassed to Player C.

    3. Player C selects an action, choosing rom 4. Te Active Player oken ispassed to Player D.

    4. Player D selects an action, choosing rom 3. Te Active Player oken ispassed to Player E.

    5. Player E selects an action, choosing rom 2. Te Active Player oken ispassed to Player A.

    6. Player A clears the card and passes the Active Player oken to Player B. NoAction is taken.

    7. Player B selects an action, choosing rom 6.

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    Playing with 2 Playerso play with 2 players, a ew changes need to be made. Firstly, there are noalliances. Te two players will always be at war with one another.

    In addition, there is a Lost Kingdom thrown into the mix. Randomly place one othe unused erritory Cards in the middle o the table and populate each Regionwith a Meeple rom an unused color.

    During play, the players have an option o invading this Lost Kingdom. Whenthey do so, the other player allocates resources to deend the neutral Meeple,applying his/her own action abilities. I the attacker loses, the neutral Meeplestays there. I the attacker wins, the neutral Meeple is removed rom the game andthe attacker takes the Region as normal.

    Resources are gained rom occupying a Region in the Lost Kingdom as i it wereany other Region. Also, once the neutral Meeple is eliminated, it is treated like anormal Region that is deended by its current owner. I a player moves rom thatRegion, it remains empty until another player moves into it.

    At the end o the game, players gain 1 additional VP or each Region they occupyin the Lost Kingdom.

    CreditsDesigner: Scott Almes Game Developer:Michael CoeIllustrator: William Bricker Graphic Designer: Darrell LouderEditor: Brittany Coe & Andy Harrison Publisher: Gamelyn Games

    Honorary Producers: Matt Pohl, Andrew Scarlatelli, Michael Black, Mitchell F. Gale,Victor Luchangco, Albert Espino, Derek Leigh Davis, Chaoran Chang, Lyndon Martin

    and Stephen Eckman.

    Special Tanks:Scott would like to thank his riends and amily or helping make his tinyepic dreams come true through their support and tolerance or poorly drawn prototypes.Michael would like to thank his wie Brittany or her support and patience during theproduction o this game, and or her creative and constructive eedback during playtesting. Michael would also like to thank Brian Ikegami or his development suggestionsand or being a key play tester. A special thanks goes out to Donald Shults and Chris Sabator their involvement with the project. Tank you to the BoardGameGeek community

    and to Rainer Ahlors and the other 8,978 Kickstarter backers that made iny EpicKingdoms possible.

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    122014 Gamelyn Games, LLC all rights reserved. No part of this product may be reproduced without specific

    permission. Tiny Epic Kingdoms, Gamelyn Games, and the TEK logo are trademarks of Gamelyn Games, LLC.

    www.GamelynGames.com