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Gaming Blog

Tiny Epic Dungeons - First Play!

29/5/2022

1 Comment

 
26th May 2022

It's a Thursday evening and I'm in Aldershot with friends for some gaming goodness that's been a long time coming!

Is it tiny? Yeah pretty much. Is it in a dungeon? Definitely. Is it epic?... Well, you'll just have to see!
Tiny Epic dungeons is a cooperative tile laying (Or card laying really.) dungeon crawler with players taking on the roles of various heroes who will spend much of their time managing a goblin epidemic before being chased around by the big bad before hopefully defeating it.

What's in a game?
  • ​Cards: Tiny Epic Dungeons uses a whole bunch of cards, most of them square shaped.
    In the corner of each card is a tin (sic) icon that indicates type of card it is.
    • ​Room cards: These square cards depict the game's titular dungeon. Each one is a room or a chamber and will have have various ways in and out.
      Typically these rooms contain a challenge or a trap to bother our heroes that they may choose to (Or be forced to!) attempt to overcome. Generally, success at these grants a benefit and a failure confers a penalty. Some will also introduce goblins into the mix.
      Entrance: This is the beginning card.
      Lair: This is where the heroes will find the boss.
    • Encounter cards: These are dungeon rooms that also contain minions. Minions are tougher than goblins.
    • Minion cards: These cards depict minions that characters will encounter. There are 8 of them and they include your standard fantasy monsters such as a troll, minotaur or giant spider, etc.
      Each card has a portrait of the pertinent monster and stats for armour, movement and 3 types of combat. There's also a damage track that runs along the edge of the card.
      Additionally, along the bottom it lists extra actions that can be triggered.
    • Goblin cards: There are 6 of these. Functionally they're almost identical to minions, except much weaker, having only 1 health each. Goblins are easy to kill but also spawn at a quicker rate, if too many are spawned at once... it spells bad news for the players.
    • Loot cards: Players can acquire treasure as they progress through their adventure and loot cards are magic items that confer bonuses on characters. Additionally, some items exist in sets which confer further bonuses if part or all of a set is collected by a single character.
    • Magic spells: Characters can potentially cast spells and these cards are spells that they can acquire.
  • Oversized cards: Tiny Epic Dungeons also uses oversized cards or mats as the rules call them.
    • Torch mat: This card depicts a series of steps going downwards and acts a timer track. At the end of every turn the marker moves down a step, if it lands on a step with an icon, then that action is triggered. Generally these spawn goblins or trigger the extra actions of goblins and minions. If the marker reaches the bottom before they players find the boss lair, it's game over.
      This is a double sided card and it's flipped to the other side once the boss has been encountered. It is also downward heading set of stairs with icons on a timing track and again, if the marker reaches the bottom, the players lose.
      Finally along the top and bottom of both sides are spaces to position 4 goblin cards alongside the torch mat. Each goblin space is marked 1-4 and has a associated meeple.
    • Boss mat: These cards depict both the boss's stats and the boss' lair.
      The lair will contain a number of locations that characters may stand to fight the boss, some of which will benefit the characters and some of which will punish them.
      Bosses also have health track marked with one or more octogram symbols that relate to the altar tokens below and combat stats.
      Each boss card is also double sided and the flip side shows 3 rows of spaces for 2-4 heart tokens. More on these later.
    • Hero mats: Now we're talking. Each character in Tiny Epic Dungeons has their own mat which is essentially a character sheet. It shows their name, race and class such as dwarf fighter or wood elf rogue along with a illustration of the character.
      It also lists their health and focus, special moves (And some standard move too.) and numerical ratings for Speed and Armour.
      The final 3 stats; Strength, Agility and Intellect are rated by cubes. More this below.
      Finally along the edge of each hero mat, it has allotted spaces to place weapons, armour, spells and magic items.
  • Miniature figures: There's an actual proper 3d plastic figure for each of the characters and they look like they're in the 25mm scale.
  • Tokens: There are several types of tokens in the game, they all look they're made of wood.
    Heart & focus tokens: The focus tokens look like tiny lighting bolts that make their icon in game. Red hearts are for heroes and black hearts are for minions!
    Disarmed tokens: These cog shaped tokens also display keyholes and are used to represent neutralised traps. Curiously, they're the largest tokens in the game, noticeable so bigger than most other components.
    Altar tokens: These little black and white tokens have an octagram styled shape and relate to the bosses.
  • Meeples: There are a whole bunch of little wooden meeples in Tiny Epic Dungeons.
    Goblin meeples: Should they be called geeples, gobples? Anyway, there are 4 of these and they are numbered, there's 1 for each that matches the icons on the goblin spaces on the torch mat.
    Minion meeples: Each of the game's minions has its own unique meeple.
    Boss meeple: A beeple? Even though there are 6 different bosses in the game, there's only 1 boss meeple which is a tiny (Sic.) omission, having said that and considering all the other components, it would be a bit mean spirited to be critical.
    It also looks styled after the eye of Sauron; which if you're going to only have 1 boss meeple is a pretty good choice.
  • Dice: There are 4 dice in Tiny Epic Dungeons, 3 are black hero dice and 1 is a red enemy die.
    They are normal six-siders... well sort of anyway.
    Hero dice: The hero dice are numbered +1, +2 and 3-6. The +1, +2, 3 and 4 all also have focus icons, while the 6 also has a heart symbol.
    Enemy die: The enemy die is numbered 2-5, the 1 and 6 have been replaced with icons for a torch icon and a broken shield.

Tiny Epic Dungeons packs a lot into a small box.
The cards feel a little flimsy and the dice are plastic and feel a bit average but other than that, the components are all good quality.
The character figures are sizable and a pretty cool touch for a game of this proportion, while for the most part the tokens are small (Other than the disarm tokens.), they're still solid and well made.
But for me, the standout components are the meeples, not only are they nicely shaped wooden tokens, they also illustrated. It shows some thought and care has gone into the production.

The use of art is also good throughout the game, portraits of heroes, minions and bosses are all chunky and colourful, utilising a cartoony style that's used in a lot of modern fantasy games, it's a style I like 
Artwork used on the dungeons cards is also pretty good, there's a nice contrast between somewhat grey looking rooms and the colourful dressing and scenery that inhabit them and even the box lid features some evocative art.

This brings me to iconography. It's rare that I'm critical of a game's iconography and this is one of those occasions.
It's just that there's so much of it. A good proportion of it is instantly comprehensible, but a smaller proportion of it is not and a smaller proportion of a lot is still quite a lot!
Picture
A page of icons - wow, that's a lot!
Picture
No wait... it folds out! There's a 2nd page of icons! I'm sure that's not all of them either!
I know that this is the result of game that is trying to emulate a D&D RPG style dungeon-crawl experience without a dungeon but even so: we played the game several times and I still did not recognised some icons. Between the fairly extensive rules and the extensive iconography, it gives the game a bit of steep learning curve.
Additionally; not only are so many icons, some of them are quite small, icons in the corner of the dungeons cards and the first time we tried to play I didn't notice them!


How's it play?
Setup
  • Dungeon deck: Depending player count a mix of room and encounter cards are shuffled into 3 separate decks, Then they are placed into a single stack called the dungeon deck which will result in the early cards being room cards, the middle being a mix of room and encounter cards, while the lair will be close to the bottom of the deck.
  • Other decks: Shuffle the goblin, minion, loot and magic cards into 4 face-down decks.
  • Boss mat: Shuffle the boss mats and deal 1 face-down. This will be the dungeon's boss encounter.
    On the back are 3 rows of heart symbols that correspond to a 2-4 player count and have hearts equal to the number of players. E.g., the 3-player row will have 3 spaces.
  • Torch mat: Put out the torch mat and out the torch token on the first place. Then put the 4 goblin meeples on their respective spots.
  • Dungeon entrance: Put the dungeon entrance cards into the central playing area and put an altar token on the entrance, the others will come into play later. Then draw 4 cards from the dungeon deck and place them face-down, alongside the entrance card. This all forms the game's starting area.
  • Hero mats: Either choose or randomly allocate a boss mat to each player. Each player should then take a heart and focus token and put them on to their relevant starting spots. Finally, the miniature for each hero should be placed on the entrance card.
  • First player: Determine a starting player.
That's pretty much it for the setup.

On to play
In Tiny Epic Dungeons, the players must explore and reveal the dungeon, fighting goblins and acquiring loot and magic until they defeat enough minions in order get into the boss' lair and defeat them.
The dungeon in Tiny Epic Dungeons is always a 7x7 grid in size, with the entrance always being the exact centre of the dungeon.
When it comes to the active player's turn, they can broadly speaking: move, perform exactly 1 'heroic' action and any number of free actions.
  • Move: During the active player's turn, they can move their character through a number of cards equal to their speed stat.
    Exploring: If a character's movement would take them on to a face-down card, then the active player flips the card, places it (Honouring all previous room connections.) and must move on to it, they then resolve the revealed the card.
    Encounter: After moving on to a card, it's encounter must be resolved. This might be a ambush by a goblin or minion, a trap or actually nothing! Additionally the card may provide a challenge for the character to overcome.
    If a goblin is encountered, flip a goblin card face-up and place it next to an available space adjacent to the torch mat. Then place that space's meeple on to the revealed card.
    If it's a minion, flip over and reveal a minion card. Put it's meeple on the revealed card and a black heart token on the minion card's health track.
    Expansion: Finally, the active player draws cards from the dungeon deck face-down and places them face-down next to exits from the revealed room. They must adhere to the 7x7 grid limit.
  • Heroic actions: Characters may perform exactly 1 heroic action. This occurs after movement and movement cannot occurs after a heroic action. There are numerous different actions available.
    Skill check: A character may need or want to make a skill check. This may be because they want to overcome a challenge, cast a spell perform a search, need to avoid or disarm a trap or something else.
    Regardless of what has invoked the check, broadly speaking, they all function identically.
    All checks use 1 of a character's 3 stats; Strength, Agility and Intellect. Sometimes the nature of the check will determine which is used, other times, the player can choose. Checks also have an numerical value which is its difficulty.
    All stats are rated 1-3, this is how many hero dice the player will roll for the check. Thus a character with Strength 3 will roll 3 hero dice.
    Once the dice are rolled, the player keeps 1 die as their result which is compared to the difficulty of the challenge, if it meets or beats the number, the check is successful. However, there's a bit more to it than that.
    If any of the unused dice show a +1 or +2, then those results can be added to the die that was used, increasing its score.
    Furthermore, any used dice that show any resources are acquired by the player are the check is resolved.
    Combat: Combat is a little different to skill checks and is broken down into melee, ranged and magic, each type relates to 1 character stat.
    When the player rolls their hero dice, they also roll the enemy die at the same time.
    After making their combat roll, the player compares their result with their enemies armour value, every point that exceeds the armour value inflicts a point of damage on the enemy.

    Once the player's attack has been resolved, if the enemy is still standing, then they counterattack using the result of the red enemy die. This is a value that is added to the enemy's combat value and compared to the characters armour value and inflicts damage in the same way as a character attack. Additionally, there are 2 other results on the enemy die:
    The torch symbol deals no damage to the character and instead moves the torch token down 1 step on the torch mat.
    The broken shield result means that the character's armour value is ignored​ and the enemy deals their base damage to the character.
    Rest: As their heroic action, a character may rest. htlyIt may not seem heroic but it is useful as it replenishes some of their health and focus.
  • Free actions: Characters may perform any number of free actions, additionally, free actions can be performed at any time, before or after both movement and heroic actions.
    Free actions tend to be support actions that don't have direct effects, some of which are listed below:
    Modify results: A character may expend focus points to alter the results of a skill check/combat roll.
    Research: The active character may spend focus points to acquire spell cards.
    Trigger/modify abilities: The active character may have abilities or loot items which confer benefits, typically these can be triggered by paying it's activation cost.
    Explore: This free action allows the player to reveal face-down cards adjacent to their character's current position. This is fairly costly though and to activate this action, the torch token must be moved 1 space down the torch mat track. More on the torch mat below.
  • Turn end: Once a character has finished all their actions, it triggers the final action of the turn, which is to move the torch token down a space on the torch track. This can have no effect or may trigger one of the following 2 actions:
    Enemy actions: If this is triggered, all goblins and minions may move and/or attack the heroes.
    Spawn goblin: When this action is triggered, turn over a goblin card and place it on a relevant space adjacent to the torch track. For goblins spawned in this manner, their meeple is always placed on the entrance card.
  • Next player: Play now progresses to the player on the left.
Other rules
There are also some other rules that need covering.
  • Defeating enemies: When a goblin is defeated, it's card is put into a discard pile (And thus may be spawned again) and the meeple is returned to it's starting spot on the torch mat.
    It's slightly different for minions: Firstly, minions have a health track that must be depleted before it is defeated. When this occurs, it's black heart token is placed on the heart row on the face-down boss card. Unlike a goblin, when a minion is defeated, it is out of the game.
    Defeating enemies usually gives the players a reward in the form of a loot or magic card.
  • Being defeated: If a character's health is dropped to 0, they are knocked unconscious. This means in the player's following turn, the hero must take the rest action and no other actions.
  • Boss lair: Even if the lair is found, it cannot be entered until all the black hearts are placed on the back of the boss mat. I.e., all the minions are defeated. Once this is done, characters can get into the boss lair...
That's not quite it, once the lair is opened, the game goes into Act 2 and there's more for the boss.
  • Reveal Boss: Flip over the boss mat, revealing the boss.
    Put the boss meeple on it's starting spot.
    Put the black heart tokens that were put on the back of the card on to the health track - it means that the boss will have multiple health tracks!
    Finally, put altar tokens on the cards that spawned minions.
  • Torch mat: Flip the torch mat to it's other side and put the torch token at the top of the torch track, essentially resetting the track for the boss fight.
  • Lair actions: Characters can move into spaces in the lair and fight the boss, this can inflict penalties or grant bonuses.
    However, at some point, they'll need to get the boss out into the dungeon.
  • Damaging the boss: Attacks deal damage to the boss' health tracks like normal. However, the black heart tokens cannot move past the altar symbol(s) until all the alter tokens had been put on top of them. How's that done? Read on.
  • NEW ACTION - taunt boss: Characters now have a new free action that allows them to spend focus to get the boss to chase them. When the boss moves on to a card containing an altar token, that token is put on to the relevant space on the boss mat, once all the tokens are there, the boss can take more damage.
Phew, there are some additional rules, such as about acquiring gear and magic etc - but that's more or less the gist of it.

Endgame
In the first act, if a 5th goblin comes into play before any of the 4 adjacent to the torch mat are defeated, then the players collectively lose.
If at any time the torch token reaches the end of the track on either side of the torch mat, then the players lose.
If the players get to act 2 and reduce all the boss's health tracks to 0, they collectively win!


Overall
So, Tiny Epic Dungeons has quite a lot rules, I feel it's not particularly complicated but there's certainly a lot going on and that means that there's a lot to remember in this fairly ambitious attempt to recreate the D&D style dungeon-crawling experience. The question is, does it succeed? Well... sort of.

The thing is, Tiny Epic Dungeons can't hide it's cooperative board game DNA. it utilises a commonplace cooperative mechanic of making the players choose between working towards their objectives (In this case exploring the dungeon, finding and defeating minions and finding the boss lair.) with managing an ongoing, constantly expanding threat (In this case preventing 5 goblins spawning in the game.). Players will be faced with choosing between the two. Furthermore, the constant ticking countdown of the torch track will encourage players not to dawdle and cooperate as much as possible.
Another challenge facing players is placement of dungeon tiles all current passageways must be honoured and the game has a strict 7x7 size. If player don't think a step ahead, there's a risk that a pathway may lead to a dead-end too early, leaving a portion of the 7x7 grid inaccessible.
Mechanically, these are all good, they put players in the position of having to make meaningful decisions. However, they do feel a little un-RPG-ish.

During this early stage of the game we did encounter a noteworthy quirk; one character could not leave the entrance for about a quarter of the game! At the start of their turn, there was always a goblin on the entrance card thanks to spawning from the torch track. Once they defeated the goblin, they could no longer move and by the time of their next turn, there was another goblin on the entrance!

One thing I like is how the game clearly differentiates between the early and late game. When the boss is revealed, everything changes and priorities shift somewhat. Exploration and goblin management become less important and dealing with the boss more so which thanks to the altar tokens requires more than just dealing damage to the big bad.

All of this should serve to make Tiny Epic Dungeons a good game but truth be told - it's all a little unremarkable.
​
Combat feels unexciting, particularly when dealing with goblins again and again, it felt repetitive and frustrating. They're not a threat because they're tough (They're not tough!), they're a threat because the rules say that you lose if you don't defeat them quick enough.
The dice mechanic used is pretty cool though. I like that the unused dice can give a benefit, e.g., not using a 6 as the result of a skill check because as it provides a point of health gives players a meaningful decision to make when choosing which die to use for a skill check.

The dungeon exploration experience it provides is pretty standard and OK but the lengthy rules and having to interpret fiddly icons mires the game in slowness and interfere with the pacing. Even after several play throughs, I look at the icons and think, 'Wait, what does that do?'.
After more play throughs I'm sure that the rules will provide no obstacle but I feel little compulsion to play it again, which is a bit of shame as it looks really nice.

While there's nothing wrong with Tiny Epic Dungeons and I can't find any fault with it, I also can't find a reason to like it.
1 Comment
Bokamoso
25/8/2024 07:22:24

You misunderstood the rules about action order and movement. You can move away from a goblin in the same room that you start your turn in. You can also move after taking your heroic action; you cannot however, divide your movement before and after heroic actions.

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