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= Overview =
== Overview ==


=== Summary ===
Tiny Epic Defenders is a little like ''Castle Panic'', except the monster don't move--''you'' do. Newly united races must defend the kingdom of Aughmoore from demons, ending in a confrontation with a final boss.
* Work together!
* Defend Aughmoore from the hordes of attacking Enemies.
* Ultimately defeat the Epic Foe.


=== Gameplay  ===
== Setup ==
'''Draw and Resolve Turn Cards'''
:During a Round, players draw cards, one at a time, from the Turn Deck until it is depleted, resolving the actions or outcomes of each card and then placing them into the Discard Pile.
'''Reshuffle Turn Cards and Add a Horde Card'''
:When their are no more cards left in the Turn Deck, flip the cards in the Discard Pile and add 1 card from the Horde Deck without revealing it. Shuffle these cards together to make a new Turn Deck to start a new Round.
'''Reveal Epic Foe'''
:If there was no Horde Card to add to the Turn Deck this Round, reveal the Epic Foe instead, and place its card next to its Region Card.


=== Game End ===
First, each player chooses their heroes. If playing solo, you choose two heroes. Each has a different special ability and 4 HP.


* '''Victory!'''
The gameboard is arranged with one card, the Capital City, in the center and six other cards (known as the outer regions) around it. Each region has a "threat counter" (the fire) that shows how close the region is to falling.
:The players win the game if they Fight and defeat the Epic Foe, reducing its Hit Points to 0 Health!


* '''Defeat!'''
There are three decks of cards: the Horde Deck, the Turn Deck, and the Artifact Deck. On each turn, a card is drawn from the Turn deck, which indicates whether a hero can act or a region's threat level is increased.
:The players lose the game if the Capital City is Destroyed, its Threat reaching the Destruction Level.


==Gameplay==


= Regions =
The heroes start in the Capital City. On each turn, a card is drawn from Turn Deck. There are two types of cards--ones where the enemy acts, ones where one or all heroes can act. When the Turn Deck is depleted, a new round begins.
=== Capital City ===
* The Capital City is the Region in the center
* It is '''connected to''' the '''left''' and '''right Outer Region'''
* The City can not be secured once it's Threat rises
* If the City gets destroyd, all Defenders lose
* Heals players at the start of their turn


=== Outer Regions ===
====Enemy and Dire Enemy Cards====
* All Regions around the Capital City
* Can be traveled clockwise or counter clockwise
* When destroyed, it's Ability is no longer available
* Can be secured to reduce Threat


Each enemy card depicts 2 regions where an attack occurs. If an Attack occurs in a region with no Defender OR the Defender in the region chooses not to defend, the threat level is increased by 1.


= Cards =
If a hero is ''in'' that region at the time, they can lose 1 HP to defend it and prevent the threat level from rising.
=== Defender ===
* Use Action Points to:
** Move around
** Use abilities
** Secure Regions
** Fight the Epic Foe


=== Enemy ===
If the region's threat level goes beyond its maximum (usually 3), the region is '''destroyed'''. Heroes can still travel to the region and defend it but cannot use its special ability. When an enemy card depicting a destroyed region is drawn, the threat level is raised on the Capital City.  
* Attacks two Outer Regions
* Can be defended by losing health
* When undefended:
** Increase Threat in target Region.


=== Dire Enemy ===
A Dire Enemy card is resolved the same way as a regular Enemy card, except that A) they only attack 1 region B) Defending the region costs 2 HP instead of 1, but you get an Artifact C) If the region is not Defended, a special effect triggers in addition to the threat level being raised.
* Attacks one Outer Region
* Can be defended by losing health
** '''Gain Loot'''
* When undefended:
** increase Threat in target Region
** uses it's ability to wreck havoc


====Defender Cards====


= Hints =
Defender cards indicate which heroes may act on a turn. Each card gives 3 '''Action Points''' (4 if one region is destroyed) to spend, either on the single hero or divided between all heroes.
=== Gameplay ===
 
* '''Exhausted'''
Defenders that start their turn/action in the Capital City get all HP restored.
:When a Defender's lost all Health, they are Exhausted. '''That Defender may not use Action Points''' to ''Secure, Fight, or Defend'', but may still use to Move and Use Abilities (as long as they do not ''Secure, Fight, or Defend'').
 
* '''Gaining Artifacts'''
'''<u>Defender Actions</u>'''
:Artifacts are gained by Defenders when they Defend against Dire Enemies.
 
* '''Destroyed Regions'''
Each of these costs 1 '''Action Point'''
:Defenders cannot Secure Destroyed Regions, and Destroyed Regions cannot be restored their original state.
 
* '''Attacking the Capital City'''
<ul class="bulletlist" style="margin:1em 0;padding-inline-start:40px;">
:When a '''Destroyed Outer Region''' is attacked and '''NOT Defended''', or if Threat was increased in a Destroyed Region due to an effect, the Capital City increases by 1 Threat instead.
  <li>'''Move''': Move to an adjacent region.</li>
  <ul class="bulletlist" style="padding-inline-start:40px;">
    <li>The Capital City can only be accessed by the regions to its left and right.
    <li>The 4 regions above and below the Capital City can only be accessed from the regions to the left and right of the Capital City, but can be traversed in a circle from there.</li>
  </ul></li>
  <li>'''Secure''': Reduce a non-destroyed region's threat level by 1
  <ul class="bulletlist" style="padding-inline-start:40px;">
    <li>The Capital City cannot be secured except by a special ability</li>
  </ul></li>
  <li>'''Sacrifice''': Pay 1 HP to gain 1 Action Point
  <ul class="bulletlist" style="padding-inline-start:40px;">
    <li>Can only be done once per turn</li>
  </ul></li>
  <li>'''Special Ability''': Regions, characters, and artifacts may have special abilities that use Action Points</li>
  <li>'''Fight''': If the Epic Foe is on the board, and is in the same region as a Defender, that Defender can reduce its HP by 1.</li>
</ul>
 
'''<u>Exhaustion (0 HP)</u>'''
 
When a Defender's HP reaches 0, they cannot use the '''Secure''', '''Fight''', or '''Defend''' actions. They can still '''Move''' and '''Use''' character abilities and artifacts. To restore all HP, a Defender must start their turn in the Capital City.  
 
'''<u>Artifacts</u>'''
 
Artifacts are gained by using the Defend action against Dire Enemy cards. Each Defender can have 2 "hand" artifacts and 1 "back" artifact. If the Defender gains an artifact but cannot hold it, they can choose to drop an existing one or not. Either way, the discarded artifact is shuffled back into the Artifact deck.
 
==New Round==
 
When the Turn Deck is depleted, the cards are shuffled and restored PLUS 1 card from the Horde Deck. The very last card in the Horde Deck is an ''Epic Foe'' that must be defeated to win the game.
 
====Epic Foe====
 
When the Horde Deck is depleted, an Epic Foe is added to the deck. When drawn, it is placed in its indicated region. Defenders gain a new action: Fight, which reduces the Epic Foe's HP by 1.
 
Each Epic Foe has a different ability that makes it difficult to fight.
 
Some Epic Foes invoke Epic Events when their HP reaches a certain level.
 
== Game End ==
 
A game ends in victory if the Epic Foe's HP is reduced to 0.
 
A game ends in defeat when the Capital City is destroyed (when its threat level goes over capacity).

Latest revision as of 20:26, 16 December 2025

Overview

Tiny Epic Defenders is a little like Castle Panic, except the monster don't move--you do. Newly united races must defend the kingdom of Aughmoore from demons, ending in a confrontation with a final boss.

Setup

First, each player chooses their heroes. If playing solo, you choose two heroes. Each has a different special ability and 4 HP.

The gameboard is arranged with one card, the Capital City, in the center and six other cards (known as the outer regions) around it. Each region has a "threat counter" (the fire) that shows how close the region is to falling.

There are three decks of cards: the Horde Deck, the Turn Deck, and the Artifact Deck. On each turn, a card is drawn from the Turn deck, which indicates whether a hero can act or a region's threat level is increased.

Gameplay

The heroes start in the Capital City. On each turn, a card is drawn from Turn Deck. There are two types of cards--ones where the enemy acts, ones where one or all heroes can act. When the Turn Deck is depleted, a new round begins.

Enemy and Dire Enemy Cards

Each enemy card depicts 2 regions where an attack occurs. If an Attack occurs in a region with no Defender OR the Defender in the region chooses not to defend, the threat level is increased by 1.

If a hero is in that region at the time, they can lose 1 HP to defend it and prevent the threat level from rising.

If the region's threat level goes beyond its maximum (usually 3), the region is destroyed. Heroes can still travel to the region and defend it but cannot use its special ability. When an enemy card depicting a destroyed region is drawn, the threat level is raised on the Capital City.

A Dire Enemy card is resolved the same way as a regular Enemy card, except that A) they only attack 1 region B) Defending the region costs 2 HP instead of 1, but you get an Artifact C) If the region is not Defended, a special effect triggers in addition to the threat level being raised.

Defender Cards

Defender cards indicate which heroes may act on a turn. Each card gives 3 Action Points (4 if one region is destroyed) to spend, either on the single hero or divided between all heroes.

Defenders that start their turn/action in the Capital City get all HP restored.

Defender Actions

Each of these costs 1 Action Point

  • Move: Move to an adjacent region.
    • The Capital City can only be accessed by the regions to its left and right.
    • The 4 regions above and below the Capital City can only be accessed from the regions to the left and right of the Capital City, but can be traversed in a circle from there.
  • Secure: Reduce a non-destroyed region's threat level by 1
    • The Capital City cannot be secured except by a special ability
  • Sacrifice: Pay 1 HP to gain 1 Action Point
    • Can only be done once per turn
  • Special Ability: Regions, characters, and artifacts may have special abilities that use Action Points
  • Fight: If the Epic Foe is on the board, and is in the same region as a Defender, that Defender can reduce its HP by 1.

Exhaustion (0 HP)

When a Defender's HP reaches 0, they cannot use the Secure, Fight, or Defend actions. They can still Move and Use character abilities and artifacts. To restore all HP, a Defender must start their turn in the Capital City.

Artifacts

Artifacts are gained by using the Defend action against Dire Enemy cards. Each Defender can have 2 "hand" artifacts and 1 "back" artifact. If the Defender gains an artifact but cannot hold it, they can choose to drop an existing one or not. Either way, the discarded artifact is shuffled back into the Artifact deck.

New Round

When the Turn Deck is depleted, the cards are shuffled and restored PLUS 1 card from the Horde Deck. The very last card in the Horde Deck is an Epic Foe that must be defeated to win the game.

Epic Foe

When the Horde Deck is depleted, an Epic Foe is added to the deck. When drawn, it is placed in its indicated region. Defenders gain a new action: Fight, which reduces the Epic Foe's HP by 1.

Each Epic Foe has a different ability that makes it difficult to fight.

Some Epic Foes invoke Epic Events when their HP reaches a certain level.

Game End

A game ends in victory if the Epic Foe's HP is reduced to 0.

A game ends in defeat when the Capital City is destroyed (when its threat level goes over capacity).