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Tiny Epic Game of Thrones

Tiny Epic Game of Thrones is a strategic board game set in Westeros where players control mighty houses vying for the Iron Throne through battles and cunning plots. The game involves managing resources like armies, gold, and alliances, and is played over six rounds with scoring phases to determine the ultimate victor. Players utilize an interactive tutorial via the Dized app to learn the game while playing.

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Michael Jari
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
75 views24 pages

Tiny Epic Game of Thrones

Tiny Epic Game of Thrones is a strategic board game set in Westeros where players control mighty houses vying for the Iron Throne through battles and cunning plots. The game involves managing resources like armies, gold, and alliances, and is played over six rounds with scoring phases to determine the ultimate victor. Players utilize an interactive tutorial via the Dized app to learn the game while playing.

Uploaded by

Michael Jari
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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r

I R® N E S
TM

USURPERS’ CODE

SKIP THE RULEBOOK!


DIZED" TEACHES WHILE YOU PLAY.
The Interactive Play-Along Tutorial
will guide you through the game step-by-step.
Open Dized and start playing now!
TUTORIAL
iOS • ANDROID • DIZED.COM
Prologue
In the captivating realm of Westeros, players take on the role of mighty
houses, each with their eyes set on the illustrious Iron Throne. The path to
victory is twofold, demanding triumph on both the sprawling battlefields
that stretch from the vibrant Rainwood to the icy reaches of the north,
as well as in the intricate duels fought on a more personal scale. Here,
the actions of a single enigmatic figure can tip the scales in favor of an
outnumbered adversary.
In Tiny Epic Game of Thrones, you engage in a fierce struggle for dominion
over the various houses. With deft skill, you must manage your armies and
other resources, strategically maneuvering your forces to secure your claim
to the throne. The game of thrones is not merely won through brute force,
but also through cunning plots and calculated moves.
Prepare to immerse yourself in a world where power and influence are
the currency of the realm. As you navigate the treacherous landscape of
Westeros, your every decision will shape the destiny of your house. Will
you rise above the rest and seize control of the Iron Throne, or will you be
swept away by the tides of ambition and betrayal?

Table of Contents Battling 14-15


• Resolving the Battle 15
Components ....3
• Retreating 15
Game Setup 4-5 •Special Battle Actions 15
Game Overview ....6 Sitting on the Iron Throne 16
Resources Overview 6-7 Losing Control of King’s Landing.. 16
Playing a Round 8-9 Returning Power Tokens/Heroes. 16
On Your Turn 8 A House’s Final Unit on the Map, 16
• Changing a Die Face 8 Heroes and Houses 17
• Optional Actions 9 Checking Alliances 17
• Following Actions 9
Losing an Alliance 18
• All Players Take a Turn 9
Collecting Taxes 18
Performing Actions 10-13
Culling the Ally Pools 18
• Action: Recruit 10
• Domain Unit Limit (DUL) 10 End of the Round 18
• Action: March 11 Scoring Phase 19
• Action: Sail 12 • Vengeance Tokens 19
• Action: Whisper 13
Starting the Next Round 19
• Action: Plot 13
End of the Game 19
• Action: Event 13
Solo Play Variant 20-24
Components

1 Score Mat 1 Round Mat

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.

I This represents the upkeep required to maintain the castle as


I your maximum gold can never exceed the number of open
I spaces on your track. If gaining a castle means youhave too /
I much gold, move your gold coin one space to the left. If you
lose control of a castle domain, or decide to abandon it, either
I
L give the castle token to itsnew owner orreturn it to its domain (if
no one owns it).
6. _
Your house’s wealth is tracked by the Gold
Coin on your House Mat’s Gold Track.
You gain, spend, and lose gold by moving the coin forward and backward, but you
cannot exceed the 9 gold space, or the limit imposed by the castles you control. Also,
you can never go lower than 0. Gold is used to recruit armies, plot against other
houses, pay for your defenses in battle, or pay for the Event actions of Plot Cards.

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.

1 Changing a Die Face


House abilities, whether your own or gained through alliances,
give you the ability to change the face of one of your two dice on

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).

Changes for a 2- or 3-Player Game


After all players have taken turns as the active player and before Checking
Alliances, all players now may follow the die (or dice) at the bottom of the
Action Mat. Starting with the first player and going clockwise:

For 3 players: each player chooses whether or not to


perform the action of the die at the bottom of the mat.
For 2 players: each player chooses whether or not to
perform the left die action first. After all players have had an
opportunity to perform the first action, each player chooses
whether or not to perform the right die action.
J9
Performing Actions
The 5 Action Dice are identical. There are six icons on each die, each representing
an action you may perform. All are listed on the Action Mat. They are:

Recruit March Sail Whisper Plot Event


Action: Recruit
You may Recruit one or two Power Tokens, deploying them onto the Map. The
tokens may come from either your house’s Force Track or from the mat of a non-
player house that you have an alliance with (see Plot, pl 3). Power Tokens can be
Recruited from any combination of these two sources:

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.

Domain Unit Limit (DUL)


At the end of an action, there can never be more than 3 units from a single house
in a domain. These units include Power Tokens and Heroes. In addition, you may
occupy a single domain at the same time with one non-player allied house. So
therefore, a domain can have, at most, 6 total units.
For instance, there are 3 Lannister player units and 3 allied
Arryn units in The Eyrie. You cannot combine allied Power
Tokens from different non-player houses in the same domain.
Action: March
You may move an army up to two adjacent domains. A march is moving by land any
number of Power Tokens you control (your house’s and/or an allied house’s) from
one domain into an adjacent domain. All of the moving units are called an “army.”

“Adjacent” requires moving over a border.


Corner-to-corner domains, such as
Ashemark and The Eyrie, are not adjacent.
However, water borders between domains
are considered adjacent: Pyke is adjacent to
Riverrun and Ashemark.

When marching units:


• You may move up to two adjacent domains (which have white borders). Q For
instance, you may march from Castle Black, through Last Hearth, to Hornwood.
• You may move into domains you control, and pick up and/or drop off units from
your army (including allied tokens) anywhere along your marching path, moving
from domain to domain. 0 For instance starting in Castle Black, dropping off a
token and picking up an Arrynfrom Last Hearth, before moving to Hornwood.
• You may march from one Map Card to another. © For instance, moving from
Hornwood to Winterfell.
• You cannot move two separate armies
from two different home domains with a
single March action. All units that move
must either be part of the initial army or
be picked up along that initial army’s path.
You cannot move through domains with
another player’s Power Tokens or an
unallied house’s Power Tokens (unless
a power lets you do so). Marching into a
hostile domain immediately results in a
battle (see pl4).

• If you end your march in an unoccupied Castle Domain,


you take control and add the Castle to the rightmost
open space on your Gold Track (see p6).

• 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.

When sailing units:


• You may move to any land domain up to
two Map Cards away from your current
card, moving either clockwise or counter¬
clockwise around Westeros. C For instance,
you could sail from Winterfell 2 Map Cards
counter-clockwise to Old Town.
You cannot sail to a domain on your current
Map Card. 0 For instance, you cannot sail
from The Reach to Sunspear. You cannot sail
“north” above the NW and NE Map Cards to
travel to the opposite side.© That is, you
cannot sail North of the Wall.
You may end your Sail at a domain you
control (either with your Power Tokens or an
ally’s). However, sailing into a hostile domain
immediately results in a battle (see p!4).
If you end your sail in an unoccupied Castle Domain, you take control and add
the Castle to the rightmost open space on your Gold Track (see p6).

• 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:

• Each Power Token in the domain contributes j|.


• Each Hero in the domain contributes
• If a defender controls a Castle in the domain, it contributes
• If defending King’s Landing, the Iron Throne contributes
• Both sides now reveal any played Plot Cards and add any listed in the
top left corner.
• Note any additional from an Event that the attacker may have used to
initiate this battle.


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 Plot Card adds . The Castle adds


The Plot Card adds Hi and
The Lannisters’ total
is
Stark must pay 3 Bto play.

The Starks’ total is .

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.

Special Battle Actions


Listed on the tops of some cards are special icons. These include:

Retreat Conscripts Secret


I Immediately retreat from the Gain from each friendly unit in You must draw the top Plot Card
battle (see above). The other domains adjacent to the one the battle is from the deck and resolve it as if
| player does not gain a Victory in. Gain for each Power Token, and you just played it. If defending,
I Point for winning. If both for each Hero. These units offer their you only pay the 1 gold shown on
I players retreat, the defender strength, but remain in their domain and your chosen card; don't pay the
retreats first. do not lose units or retreat. gold of the card drawn.
15’
f ISitting on the Iron Throne
The domain of King’s Landing operates differently
than other domains. First, you must control at least 3
Castles to either march or sail into it, and you may not o'
retreat into it if it is unoccupied.
When you meet the 3 Castle requirement, only then can
you move into King’s Landing and gain the Iron Throne,
adding it to your Ally Pool. Having it offers these benefits:
• The Iron Throne is a “wild” Power Token in your Ally Pool, meaning
sitting on it counts as 1 Power Token for every non-player house.
• When King’s Landing is attacked, it offers in defense.
• You gain IM during a scoring round if you have enough units recruited (see
House Objectives, pl9).
• Ally Power Tokens may occupy King’s Landing with you, but be careful losing
that alliance means that you must retreat.

Losing Control of King’s Landing
If you no longer control 3 Castles then you must immediately retreat from King's
Landing (see p!5). Then return the Iron Throne to its spot on King’s Landing.

Returning Power Tokens or Heroes


When you are instructed to return or remove any unit,
you are returning it to its House Mat, and you gain a
benefit listed on the spot you return it to, including gold,
Plot Cards, or even Victory Points:
• Your Power Token: Place the token in the rightmost open
space and either gain or draw a Plot Card (@).


• 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).

' A House’s Final Unit on the Map


If a house is down to a single unit (either a Power Token or Hero) on the Map, that
unit cannot, for any reason, leave the Map. That unit cannot attack alone, be attacked by
other players, or be eliminated by an event. This is true for units of both player and
non-player houses. However, that final unit may battle, and be battled, if it shares its
domain with at least 1 ally’s unit that is not the last unit on the map of that allied house.
Heroes and Houses
Each house, except for House Arryn, has a Hero which
consists of two components:
1. A figure that acts as a powerful unit while on the Map,
offering in battle.
2. A card in your hand that can be played for plotting, a powerful event, or as strength
to be secretly played in a battle. Once played for any of those purposes, the card
remains face-up in your play area (it is not removed from the game when played as
an event). Hero Cards are returned to your hand after the end of each round. A Hero
must be on the Map in order for you to have its Hero Card in your hand.
If you lose a Hero, you lose its Hero Card as well until you
have recruited it again (see Recruit plO). Having an alliance
also grants you an Alliance Ability that can be used on ALLIANCt AIMUTV

your turn (see each House Mat’s non-player side).

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).

Having an alliance immediately grants you these benefits:


• All of that house’s Power Tokens on the map are now under your control, along
with the domain(s) they occupy and any Castle(s) they control. Move any Castles
gained to your Gold Track.
• You may occupy domains with those units, as long as they are the only non¬
player house in a given domain.
• You have the option with future Recruit actions to i
recruit their Power Tokens or Hero to domains you ®<
control (see Recruit plO). When you recruit a non-
player house’s Hero, you also gain that Hero’s Card.
(It does not count against your hand limit.)
17i
Losing an Alliance
Just as easily as you gained an alliance, you can lose one as well:
when Checking Alliances if another player has more of an ally’s
Power Tokens than you in their Ally Pool, or possibly by them
controlling the Iron Throne (see pgl6), than that player steals the
alliance from you. Follow these 3 steps:
1. That player immediately takes the house’s Shield and control of all the non-player
house’s units on the Map, including its Hero and Hero Card if on the Map.
2. For each domain that you share with your former ally’s units, your units must retreat
(see pl5).
3. Since that player is gaining an alliance, they then immediately also gain any Castles
that the non-player house controlled (any domain with those non-player units and a
Castle).
Alliances cannot be lost during the round, unless due to an event. If you lose an Ally
Token from your Ally Pool, and that brings you below 2 tokens for that ally, retain that
alliance until alliances are checked at the end of the round. If no players are eligible for
that alliance, then return the Shield and Hero Card (if taken) to its House Mat. The player
still must retreat from all shared domains, and return any lost Castles back to their spots
on the Map.

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

Culling the Ally Pools


After players collect taxes, cull the number of Power Tokens in each player’s Ally Pool
down to just 2 tokens per non-player house, returning excess tokens to their House
Mats. This will not cause any alliance changes. For instance, culling a third Tyrell and a
third Arryn token from your Ally Pool.
If a player controls King’s Landing and now has more Power Tokens
for a house they are not allied with, that will be resolved when
Checking Alliances at the end of the next round.

End of the Round


After checking alliances, collecting taxes, and culling, advance the
Crown 1 space on the Round Track. If the next space is a scoring phase
(marked with a M) then proceed to the Scoring Phase (see next page). If
v
% not, then start the next round.
18. - _ .
- , .. .
H Scoring Phase
There are three scoring phases in the game where players advance their Shields on the
Score Track: one after round 3, one after round 5, and then a final one after round 6. If
your score exceeds 30, flip your Shield to its 30+ side.
•Number of Castles you control compared to all other players:
««• «41 «• 41 If there is a tie, all tied players get the full
Most 5 4 3 points of the level they tie for, and any
players afterward get their full points too.
Second most 4 1 For example, if 2 players in a 3-player game
Third most 1 are tied for most Castles, then both players
Fourth most 1 gain fl, and the remaining player ranks
Fifth most 1 second most, gaining fl.
House Objectives: The specific requirements listed at the bottom of each
player’s House Mat. These objectives are connected to Power Tokens you
have recruited from the Force Track. You must have all Power Tokens
above the objective recruited and control the required domains to score
the points. For instance, House Lannister does not gain fl for their control
of 2 Fief domains since they have recruited only 3 Power Tokens and not 4.
Note: the last objective on each mat does not require control of a domain.
Alliances: Gain fl for each alliance you have (NP Shields in your Ally Pool).

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.

End of the Game


After the final Scoring Phase, the player with the most Victory Points is crowned
the Lord of the Seven Kingdoms! If there is a tie, use these steps to break the tie:
Who has the Iron Throne > Who controls the most Castles > Who currently has
recruited the most of their house’s Power Tokens > Who has the most gold > If
there is still a tie, share victory ... just sleep with one eye open.
191
Solo Play Variant
A rival house stands between you and the Iron
Throne. This house is cunning, utilizing a deck
7 Solo Hero Cards
of solo cards: a dark, clockwork mastermind
making its devious decisions. It is a foe you, and
you alone, must conquer ... or die trying.

Solo Setup Changes


Set up for a 2-player game, with these changes:
1. After you choose your house, take the deck of Solo Hero Cards and remove
your house’s hero from the deck, and then shuffle and draw 1 Solo Hero
Card. This is the Rival Hero and House you will be playing against (you may
also choose a specific hero and house if you wish). Return all unused Solo
Hero Cards to the box, but you may keep one to use the back of it as a Solo
Rules Quick Reference. ®
Set up the Rival House Mat and play area:
A. The Rival does not need a hand of
Plot Cards or its standard Hero Card.
Place the chosen Solo Hero Card
face-up to the right of the House Mat.
B. Do not place a Gold Coin (it does not track gold). ®
C. Shuffle the Rival Cards and form a face-down deck to the left of the mat.
D. Instead of placing your Castle on your Gold Track, place the Rival’s
Castle on space 9 of your track (yours are placed to the side).
3. Flip the Round and Action Mats to their SOLO sides.
4. Place 2 unused Gold Coins near the Action Mat.

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.

Setting Up for Increased Difficulty


• Hard- The Rival starts with 1 alliance: draw Plot Cards until the first non-player
shield icon appears (starting with the leftmost). Place 2 Power Tokens and the
Shield from that house in the Rival’s Ally Pool. Give it 3 starting Victory Points.
Shuffle the drawn Plot Card(s) back into the deck.
• Epic- Use the method above to determine 2 starting alliances, and give the Rival
5 starting Victory Points.
Solo Game Overview
The Rival fills the role of the second player, and its decisions are driven by
its Rival Cards. Remember this Golden Rule: “The Rival wants to complete
its actions to the best of its ability.” For example, if it says to recruit two units
into a domain, but there is only space for one, then it will recruit only one. The
structure of each round is different than a standard 2-player game:
1. Roll Your Dice: you first roll all 3 of your dice.
2. Your Turn: of your rolled dice, place 1 die onto the Action Mat.
3. Rival Turn: Roll 1 of the Rival’s dice and draw 1 Rival Card. Place the
die on the Action Mat’s Rival Slot and resolve its action based on the card
(see below) and the die. Afterward, you may follow the die, but not the
card action.
4. Your Turn: repeat of step #2.
5. Rival Turn: repeat of step #3.
6. Checking Alliances, Collect Taxes, and Dice Cleanup (see p24).
You and Rival continue taking turns, each gaining victory points from
winning battles and Scoring Phases until after round 6, the Score Track
determines the winner.
Your Turns: Steps 2 4
You always take the first turn of the round, selecting 1 die from the 3 dice
you rolled. You may use Hero and Alliance Abilities to change the faces
of your dice. As normal, when you place a die on an Action Mat’s slot,
you may perform its Optional Action. However in later rounds, two slots
are covered with coins which dice cannot be placed on (see p24). For your
second action, choose a die from the 2 remaining dice. The third die is not
used. The Rival never follows your actions.
Rival Turns: Steps 3 8< 5 .
Do two things to start each Rival Turn: V
1. Roll one of its dice and place it in the leftmost Rival JO
cara
Action Slot at the bottom of the Action Mat. {i

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.

Rival Actions: March and Sail


For both of these actions, the Rival moves its hero and
companion Power Tokens in the Hero’s Domain directly to
the domain listed on the Rival Card. First, note the row of S
Map Cards that the Rival Hero is in: North, Central, or South.
Listed on the card, there are different domains for either
March or Sail actions. Move the Rival Hero and companion
units to the target domain, always leaving 1 Power Token
behind in its starting domain if able to (prioritizing a choice
of its own house’s units over allies). For instance, marching
from easterly Rock moves the Rival Hero Jaime to the Shield
Islands, and it leaves 1 Power Token behind.
There are several outcomes that can occur due to this movement:
• If unoccupied (moving ends without further issue). If this is a Castle
Domain, the Rival immediately gains the Castle.
• If occupied by Rival units or its allies. The Rival instead moves directly to
its NEXT TARGET (see below).
• If occupied by your units, which results in a battle (see next page).
I
NEXT
TARGET
Rival moves to NEXT TARGET
When the Rival is told to move to NEXT TARGET, refer to text under the
House Objectives at the bottom of its House Mat to make a movement
decision. Using the last Power Token absent from its Force Track, from left
to right, target the first domain not already controlled by the Rival:
NEXT TARGET: NEXT TARGET NEXT TARGET:
easterly Rock Unoccupied Fief King's landing

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.

Rival Action: Plot


Immediately draw the top card from the Plot Deck and resolve the shield(s) listed
on it (discard the card afterward):
• Non-player house: place 1 of that house’s Power Tokens in its Ally Pool.
• Your house: you must transfer any one token of your choice from your Ally Pool
to the Rival’s.
• Rival’s house: the Rival places 1 Power Token from their strongest ally (the one
with the most Power Tokens in the Rival’s Ally Pool) in its pool. If there is a tie,
you choose which non-player house it takes.

Rival Actions: Whisper and Event


Whisper and Event actions are combined into a special action listed on the Rival
Card, similar to the regular Event action. In addition to resolving this action, draw
the top Plot Card and remove it from the game as if the Event had occurred.

Battling the Rival


When the Rival battles, it gains its strength from three sources:
1. Its Hero (whose strength is listed on its Solo Hero Card) and Power Tokens.
2. A random card drawn from the Plot Deck, which is added.
3. Any additional strength from Whisper/Events or Hero Card Abilities.
Determining the outcome is the same as in the Standard Game, with some changes:
• You must always decide whether to commit your optional card to the battle first,
before the Rival draws and reveals its card.
• Whether attacking or defending, the Rival does not need to pay any gold cost.
• If the Rival plays a Retreat (^), the Rival always retreats. If it’s the attacker, it
returns to the previous domain that it just moved from. If it’s the defender, it
would retreat to the nearest unoccupied or Rival-controlled domain.
• The Rival Hero can never be removed from the Map. If the hero is defeated in
battle, the Rival still loses 1 unit, prioritizing an Ally Power Token over its own
house’s units. If none of the losing units in a battle can be removed, then all of
them retreat. /
Checking Alliances, Collecting Taxes, and Cleanup: Step 6
After you and the Rival have taken your actions, you check alliances and collect
taxes as normal. The Rival does not collect gold. Instead, clean up the dice from
the Action Mat, and place the Rival’s coins:

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.

Want more Tiny Epic Game of Thrones'?


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Game«1hr®nes’ GAME®F 1HRCDNES’ GAMEwlHRDNES"

KE&IRRE HEROES JMCK HandleJONG


In this cooperative expansion, Seven alternative leaders Take command of the
players must set aside the adds to the game's already Iron Throne with 2 new
differences of their houses, vibrant cast. Each lord and additions to the game:
and all must fight as one to lady possesses a unique Tyrion Lannister, the
vanquish the Night King and strategy and a rich tapestry Hand of the King, and
his army of White Walkers... of possibilities to enhance a detailed Iron Throne
Winter is coming! your gameplay. Miniature.

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
©3
i
usaopoly
HB®
HOME BOX OFFICE"
specific permission. Tiny Epic, Gamelyn Games, and the TE logo are trademarks of Gamelyn Games, LLC.
Designedby Gamelyn Games
MADE IN JIANGSU, CHINA.
WARNING: Choking Hazard- contains small parts. Not suitable for children under 36 months.

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