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Tiny Epic Kingdoms: Heroes' Call – Deluxe Edition thumbnail

Tiny Epic Kingdoms: Heroes' Call – Deluxe Edition

Expansion for Tiny Epic Kingdoms

Tiny Epic Kingdoms: Heroes' Call – Deluxe Edition Rulebook

Table of Contents

Table of Contents

  • Exploration Tokens
    • Playing with the Exploration Tokens
    • Token Resolution
  • Deluxe Faction Cards
    • Imps
    • Insectoids
    • Ooze

Exploration Tokens

The Exploration Tokens are a mini-expansion. The set contains 16 tokens:

  • 2 Trap tokens
  • 3 Keys of Aughmoore tokens
  • 1 Rot token
  • 3 Disaster tokens
  • 3 Blank tokens (nothing)
  • 2 Treasure tokens
  • 2 Portal tokens

Playing with the Exploration Tokens

Shuffle the 16 exploration tokens and randomly place one exploration token, face down, in each region not occupied by a player's starting meeples. The number of exploration tokens in play will vary by the number of players you have. Do not place exploration tokens on water or crag regions.

5 players: Remove 1 blank token before shuffling and each player places three exploration tokens on regions in their home territory.

When a meeple moves into a region with an exploration token, reveal the token and resolve it using the following table:

Token Resolution

  • Rot: When this is discovered, place it in front of you. When you collect resources, collect one less than you normally would. When the action card is cleared, give the rot token to any other player of your choice. They will feel the same effects for the next round (and you will be cured), and when the action card is cleared again they pass it. They may pass it back to you or to any other player of their choice. The rot token does not get discard, it remains in play until the end of the game.

  • Keys of Aughmoore: When you find a key token, place it in front of you. Keys can be stolen by winning a war against a player who possesses a key. (Only one key may be stolen per war.) If a player possesses all three keys, the game is immediately over and they are the winner.

  • The Loremaster's Key: This is one of the three Keys of Aughmoore. Gain 2 victory points (VP) at the end of the game if you have reached the fifth level of magic and you possess this key.

  • The Master Builder's Key: This is one of the three Keys of Aughmoore. Gain 2 victory points (VP) at the end of the game if you have reached the sixth level of the tower and you possess this key.

  • The Key of the Kingdom: This is one of the three Keys of Aughmoore. Gain 2 victory points (VP) at the end of the game if you have all seven of your meeples in play and you possess this key.

  • Disaster!: All players must lose one resource for each meeple they have in the type of region this token was found in. This token is then discarded.

  • Portal: Leave this token in the region it was found in. The patrol or quest action may be taken to move a meeple in this region to any other region, on any territory card, as long as it can legally enter that region (i.e., there are fewer than two meeples). The portal token does not get discarded, it remains until the end of the game.

Deluxe Faction Cards

The three Deluxe faction cards are played as faction cards under the Heroes' Call rules. Each card has five ability rows, printed top to bottom, each with a star pictogram; the card's level track (1 to 9) is printed on the right. The ability rows are reproduced below in printed order, from the top row to the bottom row. Each card also shows a "For War" banner with three values, printed as a green star with 2, a red cube with 1 and a yellow icon with 0.

Imps

Ability rows, top to bottom:

  • Five stars: Gain 1 victory point (VP) if you expand after you've reached this level. Place your research token over this text as evidence.
  • Five stars: When you reach this level, replace any other player's meeple with one of your own.
  • Four stars: You may expand in another player's region, provided the region only has one meeple. This can result in war.
  • Two stars: You may expand in any unoccupied region.
  • One star: If you expand in a region adjacent to crags, it costs you one less [yellow resource icon].

Note: the last row's icon is printed as the yellow resource icon; it is shown here by its printed appearance and was not confirmed against the base rulebook's key.

Insectoids

Ability rows, top to bottom:

  • Six stars: Gain 1 victory point (VP) for each player that has fewer ore than you.
  • Five stars: If you have a higher population than your opponent in the war, -1 war cost.
  • Four stars: You may expand in any region with a meeple that does not already have 2 meeples in it. This can result in war.
  • Three stars: When you reach this level, you may immediately trade mana and/or food for ore at a one for two ratio.
  • One star: Instead of collecting resources for all the regions you own, you may gain two resources of your choice.

Ooze

Ability rows, top to bottom:

  • Six stars: Gain 2 victory points (VP) if all your meeples in play are adjacent or in the same region with other player's meeples.
  • Five stars: When you lose a war in which you spent more than three resources, gain two resources of your choice after the resolve.
  • Four stars: Count up your total number of resources. You may redistribute across all resource types as long as you end up with the same total number.
  • Two stars: If you declare peace during war and lose, you gain the resources your opponent spends.
  • One star: Whenever you move into a region with another player, immediately gain a resource of your choice.
  • Trap: You must immediately knock over this meeple. This meeple cannot move or collect resources until it patrols to stand up. This token is then discarded.

  • Treasure: Immediately gain 2 resources of your choice. This token is then discarded.