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Tiny Epic Dungeons: Stories

Expansion for Tiny Epic DungeonsExpansion for Tiny Epic Dungeons Adventures

Tiny Epic Dungeons: Stories Rulebook

Table of Contents

Table of Contents

  • Expansion Overview
  • Stories
    • Setup
    • Setting Up the Dungeon Deck
    • Objective Markers
    • Completing a Story
  • The Epic Dungeon
  • Epic Dungeon Level 1: First Floor
    • Level 1 Gameplay Changes
    • Level 1 Objectives
    • Free Action: Descend
    • Free Action: Rejuvenate
  • Epic Dungeon Level 2: Intermediate Floor
    • Level 2 Gameplay Changes
    • Level 2 Objectives
    • The Boss's Minion
  • Epic Dungeon Level 3: The Final Floor
    • Level 3 Objectives
    • Level 3 Gameplay Changes
    • Fighting Two Bosses
  • Expansion Icon Reference
    • Free Actions in Rooms
    • Boss Abilities
    • Loot Icons

Expansion Overview

This expansion has two parts:

Stories are additional objectives that the group must complete before they can defeat the dungeon's Boss (see the next page).

The Epic Dungeon adds the challenge of 3 distinct dungeon levels, as well as multiple Bosses! Stories can also be included, adding one more level of challenge (page 4).

Components:

  • 8 Hero Boards
  • 8 Hero Miniatures
  • 12 Loot Cards
  • 2 Goblin Cards
  • 2 Minion Cards and 2 Minion Tokens
  • 2 Boss Boards
  • 2 Enemy Health Markers
  • 1 Boss Marker
  • 8 Story Cards
  • 2 Objective Markers
  • 5 Dungeon Cards

Stories

Beyond defeating the dungeon's Boss, your group still has some missions to complete. For an additional challenge, add a Story to your game. Want more fun? Add 2 Stories!

Components:

  • 8 Story Cards
  • 2 Objective Markers
  • 4 Dungeon Cards

Setup

Before assembling the Dungeon Deck:

  • Shuffle the Story Cards under the table and draw one (or two to increase the difficulty). Place them on the table, returning the rest to the box.
  • Place the Objective Marker "A" next to the leftmost Story Card, and if there is a second one, place the "B" Marker next to it.
  • Read the Story Card (front and back) aloud to all players, following the instructions shown on it. Usually this involves having certain Dungeon Cards in the deck or placing the Objective Marker on a starting space.

After setting up the expansion, continue setting up the rest of the game normally.

Setting Up the Dungeon Deck

If a Story requires a specific Dungeon Card (listed in the Story Card's setup), set that card aside at first and place it into the Dungeon Deck as instructed by the Story Card. If the setup tells you to "cut the deck in half," cut it as close to half as you can (it does not need to be exact). Shuffle any cards needed to make sure they are in play.

The two sample Story Cards on this page show this:

  • "The Theft of the Explosives" (O Roubo dos Explosivos): Cut Deck B of the Dungeon Deck in two and shuffle the Explosives Stock into the upper half. Place an Objective Marker on the Entrance Card.
  • "Sacrifice a Minion" (Sacrifique um Lacaio): Cut Deck B of the Dungeon Deck in two and shuffle the Arcane Ritual into the upper half. Place an Objective Marker next to this Story Card.

* If you use 2 Story Cards.

Objective Markers

Objective Markers represent an element needed to complete a Story. Instructions on how to use them are shown on the back of each Story Card. When two Story Cards are used, a different marker is used for each one.

Completing a Story

The Boss's Lair cannot be entered unless all Stories are complete! When a Story is completed, place its Objective Marker on the space marked on the card and, immediately, move the Torch 3 spaces up on its track. If a Story Card has a failure condition, it is stated on the card itself.

Back of "The Theft of the Explosives" (shown on page 4):

  • Objective Marker: represents the pyrotechnic, who must be brought to the Explosives Stock card.
  • Leading the Pyrotechnic: You may move the pyrotechnic to your room at the end of your turn, before moving the Torch, if you end in a room connected by a corridor to the room with the pyrotechnic. The pyrotechnic cannot enter a wing with an enemy in it.
  • Success: The pyrotechnic moves to the Explosives Stock.

The Epic Dungeon

Prepare yourselves, Heroes, for the Epic Dungeon! The group will explore and conquer 3 Dungeon Levels and defeat multiple Bosses! Each Level is numbered 1 to 3, with Level 1 being the first and highest, and Level 3 being the deepest, where the two Epic Bosses dwell. The flow of play follows the basic rules of Tiny Epic Dungeons, including the Stories expansion, but there are small variations in how each level is prepared and completed. When the heroes go down the Ladder to the next level, they may Rejuvenate and keep any items they have equipped (see below), while the dungeon is reset so the next level can be explored.

Components: All components of the base game and of the Stories expansion, plus:

  • 1 Red Boss Marker
  • 1 Ladder Card

Epic Dungeon Level 1: First Floor

To set up Level 1 of the Epic Dungeon:

  1. Draw 1 Story Card, placing it on the table with the Objective Marker "A" beside it, separating out any Dungeon Card the Story requires. To increase the difficulty, draw 2 Story Cards, also using the Objective Marker "B".
  2. Prepare the Dungeon Deck with the following changes:
    • Deck A: No changes from the base game.
    • Deck B: Shuffle Minion Encounters according to the number of heroes: 1 card for 2 heroes, 2 cards for 3 or 4 heroes. After adding the Minion Encounters, add the Dungeon Card required by the Story, if there is one.
    • Deck C: Instead of the Lair Door Card, place the Ladder Card.
  3. Do not place a face-down Boss Board or the Altar Markers on Level 1. Set them aside to use later.

Level 1 Gameplay Changes

There is no Boss on Level 1. You must find the Ladder Card. Therefore, the Torch Board does not flip to Act 2, and the Boss Board, Boss Marker and Altar Markers are not used.

  • (A) After completing the chosen number of Story Cards,
  • (B) all players must Descend (see next page) via the Ladder Card before the Torch goes out.
  • (C) This gives each hero a Free Action: Rejuvenate (see next page).

You do not need to kill Minions to use the Ladder. After killing a Minion, remove its Health Marker and set it aside.

Level 1 Objectives

  • Complete any active Story Cards.
  • Find the Ladder Card and Descend (see next page).

Free Action: Descend

Once all objectives on the level are complete, you may perform this Free Action while on the Ladder Card. Immediately remove your miniature from the dungeon and place it on your Hero Board, showing that it is no longer on this Dungeon Level; it returns to the dungeon at the start of the next level. Then you may perform the Free Action Rejuvenate (see below). If other heroes are still taking turns in the dungeon, skip your turn until your turn comes around again (do not move the Torch).

Free Action: Rejuvenate

After performing a Descend Action, you may Rejuvenate. Count the number of spaces from the Torch marker to the skull at the end of the track, and receive 1 Health and 1 Focus for each space.

Example: a distance of 6 spaces brings 6 Health + 6 Focus.

Epic Dungeon Level 2: Intermediate Floor

Once all heroes have Descended and Rejuvenated, the dungeon is restarted for Level 2:

  1. Collect all Dungeon Cards (from the dungeon, the deck and the discards), but leave the Entrance Card (marked with its entrance symbol) revealed in the dungeon. Separate the cards by type: Rooms, Minion Encounters, Ladder and Lair Door.
  2. Return any Story Cards from Level 1 to the box, then draw 1 new Story Card from those not yet used, placing it on the table with the Objective Marker "A" beside it, separating out any Dungeon Card it requires. Return the other Story Cards to the box.
  3. Minions killed on Level 1 are set aside and do not return on Level 2.
  4. Collect and shuffle all Goblin Cards to form a new deck. Any Goblin Markers in the dungeon are removed and set aside for the next level.
  5. Prepare the Dungeon Deck as follows:
    • Deck A: Do not form a Deck A. Set aside all of its cards.
    • Deck B: Shuffle Minion Encounters according to the base game's setup rules, adding 1 more Dungeon Card for each Minion Encounter.
    • Deck C: Shuffle the Lair Door Card and the Ladder Card together.

Level 2 Gameplay Changes

Before you can enter through the Lair Door Card and fight the Boss, you must first complete the Story Card and defeat all the Minions. Use the normal rules for the Final Battle, using the Health Markers of the defeated Minions. In addition to defeating the Boss, you must defeat its Minion (see below). After killing both, you may move to the Ladder Card and Descend to Level 3.

Level 2 Objectives

  • Complete the active Story Card.
  • Kill all the Minions so you can enter the Boss's Lair.
  • Defeat the Boss and the Boss's Minion.
  • Find the Ladder Card and Descend.

The Boss's Minion

As soon as you enter the Lair and reveal the Boss, draw a Minion Card from those not yet used and place it to the right of the Boss Board, with a Health Marker on the highest space of its track. Place your Marker on the Entrance Card. This Minion must also be killed in order to Descend. The reward for killing it is the same as killing any other Minion, except that the Torch moves 3 spaces up on the Torch Board instead of 6. The Health Marker of this Minion is not placed on the Boss Board.

Epic Dungeon Level 3: The Final Floor

Once all heroes have Descended and Rejuvenated, the dungeon is restarted for Level 3:

  1. As for Level 2, collect all Dungeon Cards, but leave the Entrance Card revealed in the dungeon. Separate the cards by type: Rooms, Minion Encounters and Lair Door. Remove the Ladder Card from the game.
  2. Return the Story Cards to the box (they are not used on Level 3).
  3. Form a Dungeon Deck again, as follows:
    • Deck A: Do not form a Deck A. Set aside all of its cards.
    • Deck B: Shuffle Minion Encounters according to the base game's setup rules, except that 1 fewer Dungeon Card is added for each Minion Encounter.
    • Deck C: Shuffle the Lair Door Card together with 1 fewer Dungeon Card.
  4. Shuffle and draw 2 Boss Boards, placed face down. Place a Boss Marker beside each Board: the one on the left is represented by the grey marker and the one on the right by the red marker. Place all 5 Altar Markers nearby.
  5. Minions killed on Level 2 are set aside and do not return on Level 3. (If playing with 4 heroes, randomly take 1 of the discarded Minions and mix it in with the rest.) Collect and shuffle all Goblin Cards to form a new deck. Any Goblin Markers in the dungeon are removed and set aside for the next level.

Level 3 Objectives

  • Kill all the Minions to enter the Boss's Lair.
  • Defeat both Bosses to win the game!

Level 3 Gameplay Changes

After killing all the Minions, you may enter the Boss's Lair. Once you begin Act 2:

  1. Reveal both Boss Boards and place Enemy Health Markers on the 8 space of each Boss's health track, based on the number of heroes:
    • 2 heroes: 1 marker on each Boss Board.
    • 3 heroes: 2 markers on each Boss Board.
    • 4 heroes: 3 markers on each Boss Board.
  2. Place the grey Boss Marker on the Boss Board furthest to the left and the red Boss Marker on the Boss Board furthest to the right (representing each Boss).
  3. Add Altar Markers to each altar symbol in the dungeon. If you have markers left over, place all of them (possibly stacked) on the Entrance Card.

Fighting Two Bosses

Follow the normal rules for the Final Battle, except for the following changes when fighting two Bosses:

  • When you move through the Lair Door, you may go to either of the two Boss Boards. Once you are on a Boss Board, you can only attack (and be attacked) by that Boss. Each Boss is represented by its own Marker and Board (the left one is grey and the right one is red).
  • If you want to move from one Boss Board to the other, you must first leave the current Lair, moving back to the Lair Door Card.
  • Goblins that move into a Lair must go to one where heroes are. If there are heroes in both, the active player may choose which one they move to. A Boss cannot enter the Lair that belongs to the other Boss, but both may occupy the same room in the dungeon.
  • When Taunting the Boss, you may do so with only one Boss at a time.
  • When using Altar Markers in the Entrance, you must move the Boss out of the Entrance before you can use the altar again.
  • When a Boss is killed, the Torch moves 9 spaces up (but never higher than its starting space).

Page 10 and page 11 of the printed rulebook are maps of Aughmoore and its surrounding lands, with no rules text.

Expansion Icon Reference

The printed icon reference on page 12. Icon images are described in brackets where they have no text.

Free Actions in Rooms

  • Descend [ladder/stairs icon]: After completing the Level's Objectives, move to the next Level.
  • Rejuvenate [meditating figure icon]: After Descending, receive 1 Health and 1 Focus for each remaining space on the Torch track, including the Skull space.

Boss Abilities

  • [three blue heroes icon] -2 Health / -4 Focus: All Heroes lose 2 Health OR 4 Focus.
  • [heroes and arrow to Entrance icon]: All Heroes within range are teleported immediately to the Entrance.

Loot Icons

  • [red shield icon with sword and "1x"]: Triggered abilities that can only be used once per turn (they cannot be used several times in the same turn).
  • [arrow with red-black diamond icon]: Happens before all Enemy actions are triggered.
  • [crossed-out Enemy Die icon]: Do not roll the Enemy Die when attacking.
  • [grey die with cross icon]: Receive one extra Skill die (cannot exceed 3 dice).
  • [brown runner with purple wall icon]: You may move through walls only into rooms that are already revealed (you do not need to follow a corridor).
  • Draw and place 1 Boss Board face down, with the Boss Marker and Altar Markers beside it.
  • Place the Torch Marker on the space of the Torch Track that corresponds to the number of heroes.
  • Place all Hero Miniatures on the Entrance Card, and the hero who Descended first on Level 1 is the active player.
  • Turn the Torch Board back over to Act 1 and place the Torch in its starting position according to the number of heroes.
  • Place all Hero Miniatures on the Entrance Card, and the hero who Descended first on Level 2 is the active player.