Tiny Epic Game of Thrones
Tiny Epic Game of Thrones
I R® N E S
TM
USURPERS’ CODE
5 Action
6 Map Mats 1 Action Mat Dice
Backs
45 Plot
Cards
7 Hero
Cards h •
8 House
Mats |
72 Power
Tokens
(9 in 8 colors)
8 Shield
Tokens
( 1 in 8 colors)
7 Hero
Figures
4 Gold 1 Iron
12 Castles
Coins Throne
H
1 Hand of 2 Vengeance
the King Tokens 1 Crown
Solo Game
Components
12 Rival Cards
On your House Mat:
Game Setup
5A. Place your house’s 9 Power
1. Place the 6 Map Cards in the center of Tokens on the marked spaces on
the table, laid out in three rows of two, your House Mat’s Force Track,
to form the Map of Westeros: lying face up.
1A. Note the compasses on each Map 5B. Take the leftmost Power Token
Card in the upper corner (NW/ on the track, and place it into your
NE/W/E/SW/SE) and lay them out
home domain on the Map (listed on
to match the following: your mat), standing upright.
5C. Place your house’s Hero Figure
in your home domain. Place its
matching Hero Card in your play
area as the first card in your hand
of cards (see step 7).
5D. Place your house’s Shield next to the
2. Place the Score Mat next to the first space on the Score Mat, icon¬
Map, and the Round Mat, flipped to side up.
the STANDARD side, directly under 5E. Place a Gold Coin on your mat’s
it. Then on the Round Mat’s track, Gold Track on the 3 space, marked
do the following: with the star.
2A. Place the Round Marker on the 6. Randomly select 3 of the unchosen
first space on the left, marked House Mats, then place them, along
with a crown icon. with the House Arryn’s mat, in a
2B. Place the 2 Vengeance Tokens, row above the Map, NON-PLAYER
one on each of the @ marked side up. These are the 4 non-player
spaces after spaces 3 and 5. houses for this game. The rest can
be returned to the box (in a 4-player
3. Place the Action Mat, flipped to the game, all 8 house mats are in play).
STANDARD side, on the opposite side For each mat:
of the Map and place the 5 Action
6A. Place the house’s Shield on the
Dice nearby.
marked spot, icon-side up.
4. Each player selects a house (any of the 6B. Place 3 of the house’s Power Tokens I
7 other than Arryn) and the House onto the home domain listed on the
Mat for that house: mat, standing upright.
6C. Place the remaining 6 Power Tokens
onto the image of the house’s castle
on its mat. This is its Token Pool.
6D. Place the house’s Hero Figure onto
the circle labeled “Hero,” and its
5. Place your chosen House Mat in front
Hero Card next to the mat. (House
of you and flip it so the side marked
Arryn does not have a Hero Figure
PLAYER in the bottom left. or Card).
4
7. Shuffle the Plot Cards to form a face¬ 9. Place the 12 Castles onto the domains
down deck. Then deal 4 cards to each with a castle icon on the Map
player, adding them to their single 9A. Each player begins with control of 1
Hero Card to form a hand of 5 cards.
Castle, in their home domain. Each
These cards are kept secret from other
player places that Castle on their
players. Place the remainder of the Gold Track on the 9 space.
deck within reach of all players, with
room for a discard pile. 10. Give the Hand of the King (first
player token) to the player who last
8. Place the Iron Throne onto the spot attended a renaissance fair (or else
with the matching icon in King’s use your own method to determine
Landing on the E Map Card. the first player).
Non-Player
Non-Playei Hero Cards
Power
Tokens
HO<I^?K.V|OY
Non-Player
Shields .
Non-Player'
Hero Figures Plot Card
Player Deck
Shields
Score Mat
I Discard I
Pile I
®7 I Area I
Action Mat
Vengeance
Hero
Token
Figure
Power Iron
Crown Token Throne
Round Mat
Non-Player
Power Tokens Action Dice
Deal 4
Play Area: }Goidcoin Plot Cards
Hand of
the King
i Power
Tokens on ’er’s 5-Card
House Mat Force Track Hand
Game Overview
The game is played over a series of six rounds (noted on the Round Track),
intermixed with three scoring phases (marked with Mf):
1. Rounds 1-3 are played
2. Initial Scoring Phase
3. Rounds 4-5 are played
4. Intermediate Scoring Phase
5. Round 6 is played
6. Final Scoring Phase
Each round, each player takes a turn as the active player (the first player is marked
with the Hand of the King), leading play while everyone else chooses whether to
follow the active player’s action.
After all players have taken a turn, the round ends. Players then check for alliances,
collect taxes, and the Hand of the King passes clockwise. After playing rounds 3, 5,
and 6, a scoring phase takes place, where players earn victory points based on how
much of Westeros they control, plus additional bonuses based on scoring objectives
of their house. After scoring the sixth and final round, the player with the most
victory points is crowned the Lord of the Seven Kingdoms.
Resources Overview
The five main resources that you manage for your house are your Plot Cards,
Castles, gold, Power Tokens, and alliances with non-player houses.
Plot Cards
Cards are kept in your hand, hidden from the other players.
These are used to scheme for alliances, augment war efforts, and o
trigger unique events. You can have at most 4 Plot Cards in your
hand at any time (excluding your Hero Cards). If the draw deck
is empty, then shuffle the discards to refresh the deck.
H Castles
Prove your legitimacy to the throne by controlling castles, which you gain by
controlling that castle’s domain. Place each castle token you control on your Gold
Track, covering one space each, from right to left.
Power Tokens
Each house (both player and non-player) has 9 Power Tokens. These tokens
represent different things based on where they are placed and who owns them:
Any P°wer Token on the Map of Westeros represents military strength
J for the house that controls it (see Battling, pl4).
7* For instance, a Lannister Power Token in easterly Rock
represents one military strength.
When on the Force Track of your House Mat, these represent military
units that you may pay gold to Recruit (see plO).
When non-player Power Tokens are in the Ally Pool of your House
Mat, they represent leverage that you have gained over that house
through Plots (see pl3) or from resolving a battle (see p!5). Whichever
player has the most Power Tokens of a specific non-player house
in their Ally Pool controls that house (see Alliances, below).
When they are of a non-player house and are on their own House Mat,
they are undesignated and can be taken and used for either purpose (to
louse boost a player ally’s troops or to build leverage over the non-player house).
Alliances
A key element of the game is that each non-player house
starts the game as a potential ally. Being the first to gain 2
of a non-player house’s Power Tokens in your Ally Pool
potentially grants you that house’s Shield and therefore,
their alliance (see Checking Alliances, pl7). Once you are
a non-player house’s ally, all of that house’s Power Tokens
on the map are now considered military strength for your
house, and tokens on their mat may be recruited as well.
However, do not get too comfortable, as loyalty is fleeting. Alliances are checked at
the end of each round. Players with at least 2 Power Tokens, and more of that non-
player house's Power Tokens than anyone else, gain the alliance of that house. See pl7
for more details on how alliances are earned and how they change.
7
Playing a Round
In each round, players take turns in clockwise order performing
actions based on dice, locking each of them onto the Action Mat. At the
beginning of each playing round, the player with the Hand of the
KingToken will roll all 5 dice. Then, starting with the player to the right of
-player with the Hand of the King Token, and going in counter-clockwise / )
order, each player selects one of the available dice and places it into their
play area for use on their turn. The player with the Hand of the King
Token receives the remaining two dice and begins the round.
For a 3-player game: The player to the right of the player with the
Hand of the King Token (first) selects a die to place into the left slot
at the bottom of the Action Mat, then (second) selects a die to place in
their play area. Then, the die selection process continues as normal.
For a 2-player game: The player without the Hand of the King Token (first)
S selects a die to place into the left slot at the bottom of the Action Mat, then
(second) selects a die to place in their play area. Then, the player with the
Hand of the King Token (third) selects a die to place into the right slot at
the bottom of the Action Mat, then, begins the round.
On Your Turn
If you have two Action Dice, you are considered the “active player” and perform the
following steps: &
1. Choose one of the two dice to place on the Action Mat, placing it in
one of the open Action Slots on the right side of the mat. The first
player of each round has all 6 Action Slots to choose from. The icon
in the slot you select determines an Optional Action that only you
may perform first, before performing the die’s action (see next page). i
I 2. You then may perform the action shown on the die (see plO).
-
2. You then may perform the action shown on the die (see plO).
I 3. Going in order
I 3. Going around
in order the the
around clockwise,
tabletable all other
clockwise, players
all other players “follow”
maymay youryour
“follow”
die’s
die’s action, performing it as well (see
action, performing (see next page). Players
next page). mayalways
Playersmay followaadie,
alwaysfollow die,
even if the active player chooses not to performit.
to perform it.
I 4. IOnce
4. Once all players
all players have have decided
decided whetherwhether ortonot
or not to follow
follow the active
the active
player’s action, pass the unused die to
player’s action, pass the unused die to the the player
player clockwise ofofyou,
clockwise you, \
making sure not to change its rolled die face. With 2 dice, that
player is now the active player and takes a turn.
8
_
your turn, or even to reroll your dice. The die you change does
not have to be the die you place on the Action Mat (see plO).
Optional Actions
When you are the active player, you, and you alone, have
the option of performing an additional action before
your chosen die’s action. The Action Slot where you place
your die shows one of the six icons you may take as an
Optional Action. For instance, placing a March die on the
Recruit slot means the active player alone can perform a
Recruit before performing their die's March. You can only
choose your optional action from the remaining open
slots, and not those already covered up by a die from a
previous player.
Following Actions
After the active player performs their Optional Actions,
each player going in clockwise order may choose to
follow the die action chosen by the active player. For
instance, you choose to perform the die action March.
After you complete your March, all other players, in
clockwise order, may also choose to March. There is no
alternative benefit gained if you do not follow.
All Players Take a Turn
Continue taking turns in clockwise order until all players have
had a chance to be the active player. Then, starting with the
player who has the Hand of the King Token and going clockwise,
check alliances (see pl7). Then players Collect Taxes (see pl8).
Pass the Hand of the King Token to the next clockwise player, A)
and the round is now over (see pl8). Either start the next round
or score (see pl9).
1. From your house: You may pay the gold cost listed on the leftmost token’s
section at the top of the Force Track. Once paid, place the Power Token in any
domain you control. However, the number of units in the domain cannot exceed
the Domain Unit Limit (DUL; see below).
For instance, recruiting this token in the picture on the
left in the Force Track costs 2 gold. If your Force Track
is empty, you cannot recruit Power Tokens from your
own house. You may also pay 3 gold to recruit your
Hero if it has returned to your mat (see p!7).
2. From an allied house: You may pay 1 gold to Recruit a Power Token from a non-
player house’s mat that you have an alliance with. Take the token from the house’s
Token Pool and place it into a domain that you control (subject to domain limits).
For instance, if Arryn is your ally, it costs 1 gold to Recruit one
Arryn token from its House Mat. If it does not have any tokens
left on its House Mat, you cannot recruit Power Tokens from
that house. You may also pay 2 gold to recruit the non-player
house’s Hero if it is on its House Mat (see p!7). When you
recruit a non-player house’s Hero, you also gain that Hero’s
Card. It does not count against your hand limit.
• You cannot end your march in King’s Landing unless you currently control 3
Castles (see p!6). However, you may move through King’s Landing if it is not
currently occupied by another player or unallied house.
The final result of a march cannot exceed the Domain Unit Limit (see previous page).
,1
You may move an army a large distance by sea around Westeros,
from one domain to a domain on another Map Card up to two
seas away. All domains have a coast, so you can launch or end a
Sail action at any domain. The seas of Westeros are the deep blue
VV
waterways on the outer edges of each Map Card. Westeros is divided
into six seas marked by the compass icon in their top corners.
• You cannot end your sail in King’s Landing unless you currently control 3
Castles (see p!6).
• You must always end your sail in a domain; a sea cannot be occupied by any
units and the final result cannot exceed the Domain Unit Limit.
(^Action: Whisper flM
Discard as many Plot Cards as you wish from your hand, y V/'
gaining 1 gold for each discarded card, and then redraw up
to the hand limit of 4 (Hero Cards do not count against your +2
hand limit). You may never discard Hero Cards. Discarded
Plot Cards go to the discard pile. For instance, discarding 2
Plot Cards from your hand gains you 2 gold, and then you draw
cards up to your hand limit of 4 cards.
W I
Action: Plot
You may gain Power Tokens to your Ally Pool from a non-player
house to be used as leverage against them. Play a single Plot Card
from your hand, and perform a Plot affecting any house whose
Shield is listed in the upper-right corner of the card. Each Plot
Jr
action costs gold, and if the Plot Card has more than one Shield,
you may choose to act against either or both. If the Shield is for a:
1. Non-Player House: Pay 1 gold to take a Power Token from that house’s Token
Pool on its mat and add it to your Ally Pool. If there are no tokens in its pool,
then choose a player with one of the tokens in their Ally Pool and return it to its I
house’s pool. That Power Token is now available to gain with another Plot. For
instance, an Arryn Shield allows you togain 1 Arryn Power Token.
2. Your Own House or a House Not in the Game: Pay 2 gold to take a Power Token
of ANY non-player house and place it in your Ally Pool. For instance, a Lannister I
Shield allows you togain 1 Arryn Power Token, if you are playing the Lannisters.
3. An Opponent’s House: Pay 3 gold to steal any 1 Power Token from
that player’s Ally Pool and place it in your pool. That player does not
gain the 3 gold you spent. For instance, a Stark Shield allows you to
steal 1 Arryn Power Token from the Stark player.
ALLY POOL
After playing and resolving a Plot Card, place it into the discard pile.
Events may have a cost or prerequisite listed. If you cannot pay or meet this, then
the card cannot be played. If the card involves a Hero, you must already have
control of a Hero on the Map. After resolving, place the card into the discard pile.
If an Event says to “eliminate” a unit, this means to remove the unit from it’s
location and return it to its House Mat.
Battling
When you enter a domain that an opponent or a non-allied house controls, it
results in a battle. The player who triggered the battle by entering the domain is
the attacker. To determine each side’s military strength (^),
follow these steps:
1. The attacker (X) may immediately play one face-down Plot
Card from their hand for free (attackers do not pay). This card’s
strength bonus is based on the icon in the top left corner of the }
card, but it may also represent a Special Battle Action that you
may perform (see next page).
2. The defender (^) then may also play a face-down Plot Card from
their hand. However, they are required to pay any gold cost I
(listed under the card’s battle icon). If battling a non-player house j
that is not in an alliance, then draw and reveal the top Plot Card I
from the deck for its battle icon (it does not need to pay gold).
3. Both sides total their strengths based on their units in the domain:
•
In this example, House Lannister is attacking House Stark at Winterfell:
X
2
Attacker
(Lannister):
Power Tokens,
vs.
2
Defender
(Stark):
Power Tokens,
3 Tokens, and Jaime 1 Power Token, and
Lannister total Eddard Stark total H.
The Lannisters win the battle, gaining 1 Victory Point and the Castle!
House Stark loses 1 Tully Power Token (^) and then retreats (see next page).
Resolving the Battle
The side with the higher total wins the battle. If there is a tie, the defender wins.
• The player who wins the battle is awarded 1 Victory Point ( moving their token
forward 1 space on the Score Track. They also remain in the domain and do not lose
any units.
• The losing side must immediately lose 1 unit from that domain.
t
lf the losing side is a player: They must lose either a Power Token or a Hero
from that domain. If they had allied Power Tokens in the domain, they must
lose 1 of those tokens and it goes to the winning player’s Ally Pool. If they
did not have allied Power Tokens in that domain, then they can choose to
lose one of their own Power Tokens or a Hero, and they gain any benefit
listed for returning the unit to its spot on their House Mat (see pl7).
If the losing side is a non-player house: The winner takes 1 Power Token of
the non-player house from the domain and places it in their Ally Pool.
Then all of the remaining losing units from the battle must Retreat (see below).
Retreating
All units in the domain that belong to the losing side must move, by land, out of the
domain to the nearest friendly domain with available capacity that they control, or to the
nearest Fief domain that is unoccupied by any house. This domain’s distance is counted
as if they were marching. Follow these movement rules when your army is retreating:
• You may move any number of domains, and through enemy domains (this does not
start a battle), to reach the nearest unoccupied Fief domain or friendly domain that
can support the number of units moving.
• You must follow the Domain Unit Limit rules (see plO). If there are no domains on
the Map that can support the number of units moving, then you must return any
retreating units that would go over the limit back to their mats. You still gain the
benefits for the returning tokens.
If two or more closest available domains (either friendly or unoccupied) are
equidistant, then you may choose which domain to move to.
You can only retreat into King’s Landing or a Castle domain if you control it and no
other option are as near.
•
• Your Hero: Place it on its spot on your House Mat and
gain 2 and M (see next page).
• A Non-Player Power Token: Return it to its House Mat, and receive nothing.
• A Non-Player Hero: Return it to its House Mat, and gain and
M (see next page).
Checking Alliances
When you have 2 of a non-player house’s tokens ' WA O
in your Ally Pool, you may potentially gain that
house’s alliance (see below).
After all players have taken a turn as active player in a round (and chosen whether
to perform the additional dice in a 2-3 player game), then it is time to check
alliances. Starting with the player who has the Hand of the King Token and going
clockwise, award alliances to the players who have at least 2 Power Tokens of a non-
player house AND more of its Power Tokens in your Ally Pool than anyone else.
If more than one player have an equal number of Power Tokens for a non-
player house and one of those players are already allied with that house, they
retain the alliance. If none of the tied players are already allied with that house,
the player who comes first in player order gains the alliance. The Shield from
that house’s mat is placed in their play area (you must have at least 2 Power
Tokens of a non-player house to have an alliance with them).
Collecting Taxes
After Checking Alliances, it is time to Collect Taxes, advancing your Coin
1 space on your Gold Track for each gold gained. First, gain gold (Q) and
Plot Cards (® ) from any open space on your Force Track as a result of
recruiting. Plot Cards are gained in player order starting with the player who
has the Hand of the King Token. Then, gain 1 gold from each Fief Domain
you control— These domains do not have castles and instead have a single gold Fief Domains
icon listed on their Map Card. Advance your Coin 1 space on your Gold Track
for each gold gained from collecting taxes, and if you control King’s Landing,
advance an additional 2 spaces. King's Landing
Q) Vengeance Tokens
When the Crown reaches a Scoring Phase and lands on a Vengeance Token, the
token is given to the player with the lowest Victory Point score after the Scoring
Phase is resolved. For the rest of the game, this player now gains 1 Victory Point
anytime they start a battle (even if the battle is halted by a Retreat or other effect).
It is possible to get both tokens and this means you get 2 Victory Points for starting
a battle! If players are tied for the fewest points, the token for that phase is not
given to a player and is instead removed from the game.
Starting the Next Round
The player given the Hand of the King Token (clockwise from
last round’s first player) is the new first player. Give them all 5
dice to roll and start the next round.
5. Give yourself 3 Action Dice, and place 2 Action Dice in the Rival’s play area.
6. The Hand of the King is not needed. Leave it in the box or place it in front
of you if you wish. You are always the first player in each round.
2. Draw and reveal a Rival Card from the deck (discard SUjHkIU L——I
the previous card to the game box if there is one).
Rival Controlling Castles
If the Rival gains a Castle, instead of placing it in its play area, place it on the
rightmost space on your Gold Track that doesn’t have a Castle. Your Gold
Coin can never share the same space as a Rival Castle (move it left if needed)
and your gold maximum amount is the space to the left of the leftmost Castle. |
When the Rival loses a Castle, take the leftmost one from your track.
Rival Actions qaJtrilEn!
To determine the Rival’s Actions, refer to the icons at
the top of the Rival Card. There are 3 pairs of icons, and
one of these icons will match the die the Rival rolled: its
paired icon will be the Rival’s first action. The die is the
Rival’s second action, which you may follow.
In the example shown above, if a Whisper is rolled, its first action is a March.
First, if the Then, if any of the Power Tokens in Once a Power If they
Rival's starting next section from the Force Track Token is absent control King’s
Landing,
domain is not are absent, it targets the nearest from this section, they target
controlled by unoccupied Fief Domain. Once a the Rival targets the nearest
them, move token is absent from the next section, King’s Landing. non-Rival
there. it targets the nearest Fief that YOU They don't need 3 controlled
occupy. (If there is a tie, you choose.) castles to enter. castle.
Rival Action: Recruit
Listed on the Rival Card are the instructions for where
new Power Tokens from House Mats should be added.
There are a few important Recruit instructions to note:
• “Rival units” are from the Rival’s house, and “ally units” are from the Rival’s
current allies. If the Rival has no allies, then ignore “ally unit” instructions.
• The “strongest Ally” is the ally for which the Rival has the most Power Tokens
in its Ally Pool. If there is a tie for the most, you choose which.
1. If there are already coins on the mat (there are none for Round 1), remove them,
setting them aside.
2. Remove the 2 dice you played, replacing them with coins covering the slots.
These are blocked for you for next round.
3. Remove the 2 Rival Action Slot dice. Give yourself 3 dice and the Rival 2 dice.
It’s now time to start the next round or enter a Scoring Phase.
4. Both you and the Rival must cull any excess Power Tokens in your Ally Pools
down to 2 for each non-player house.
Scoring Phases
Victory points are awarded as in a Standard Game. Vengeance Tokens are given
out to the player with the lower score and treated the same as a Standard Game.
Credits TEGoTOl
Designer: Scott Aimes Developers: Jason Washburn, Benjamin Shulman,
Illustrator: Nikoletta Vaszi Darren Werner, Nathan Hatfield
Cartographer: Daniel Cunha Special Thanks: Beth Aimes,
Brittany Coe, Elizabeth Kimbell,
Graphic Designer: Benjamin Shulman Stephen B. Eckman, Robert
Need Assistance?
Sculptor: Jason Wiebe Corbett and Pat Marino. USAOPOLY Customer Service
5999 Ave nIda Enc Ina «, Ste. 150,
Lead Developer: Michael Coe Carlsbad, CA 92008
Email: customerservice@usaopoly.com
Editor: David Ladyman GAME OF THRONES and all related characters and elements © 8. Home Box Office, Inc. (s24)
The Op is a trademark of USAopoly, Inc. © 2024 USAopoly, Inc. All Rights Reserved.
©2024 Gamely n Games, LLC. All rights reserved. No part of this product may be reproduced without
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