Game Objective
In Tiny Epic Crimes: Bosses, players take on the role of an elite task force to expose a criminal network and take down the true Boss controlling the underworld of Echo Ridge. The objective is twofold: first, identify the Boss by uncovering their true nature through clues; second, dismantle the remaining Dens to finally take them down.
Players win if they manage to take down the Boss before the Police Cruiser's Time Tracker passes the final space on the Time Track. If time runs out or if the players fail to take down the Boss before everyone closes their own Closed Cases, they lose.
Setup
Follow the steps below to set up the game:
- Dens: Shuffle the 16 Den Tokens face down and place them on the 16 District Cards corresponding to the diagram in the bottom left corner of the board.
- Monuments:
- Take the Hangar, the Obelisk, and 2 other random Monuments. Place them in the 4 districts immediately diagonal to the Police Station (positions 2-0, 2-0, 4-0, and 4-0).
- Place the other 2 random Monuments in the top and bottom central districts (1-3 and 5-3).
- Identity and Plans: Place the Identity Board near the city. Shuffle the 7 Plan Cards and form a deck next to the board. Place the Plan Envelopes (At Large and On the Run!) on the other side.
- Bosses: Place the 6 Bosses and their respective Boss Boards nearby. >
- Police Cruiser: Place the Police Cruiser on the Police Station and the Police Cruiser's Time Tracker at the base of the tracker stack.
- Police Cruiser Card: Give the Police Cruiser Card to the player whose Time Tracker is immediately above the Police Cruiser's Time Tracker.
- Closed Cases: Shuffle the Closed Case Cards and deal one to each player, face down. Players may look at their own cards but must not share the information. Unused cards should be returned to the box without being revealed.
- Abilities and Events: Shuffle the 4 Ability Cards with the others to distribute to players. Shuffle the 6 Event Cards with the others to form the event deck. Place the additional Event Tokens with the others.
Gameplay Flow
The game progresses through agent turns and the Police Cruiser turn. The structure follows this logic:
Police Cruiser Turn
The player holding the Police Cruiser Card performs the Police Cruiser turn. The goal of this vehicle is to drive through the city to dismantle Dens. The Police Cruiser can move up to 5 orthogonal districts, advancing the Police Cruiser's Time Tracker by 1 hour for each district traveled.
Events and Plans
Whenever the Police Cruiser's Time Tracker passes over an Event icon on the track, a villainous Plan is resolved at the end of the Police Cruiser turn. To do this, draw the top card from the Plan Deck and place it inside one of the Plan Envelopes (At Large if the Boss has not been identified, or On the Run! if they have already been identified).
Plans can affect Monuments or the Police Station, forcing nearby agents to advance their Time Trackers.
Actions and How to Play
During the game, players perform actions with their agents and with the Police Cruiser:
Police Cruiser Actions
- Drive the Police Cruiser: Move the vehicle through orthogonal districts (maximum of 5 per turn).
- Dismantle Dens (Free Action): Upon stopping in a district with a Den, you may flip the token and reveal its icon. The token is then placed on the Identity Board in the space corresponding to the icon (e.g., Money, Violence, Extortion, or Power).
- Dismantle Adjacent Den: A player may spend 1 additional Police Cruiser's Time Tracker to dismantle a Den adjacent to the current district. This grants the player 1 Badge Level.
Agent Actions
- Scout Dens (Bonus Action): When passing through or stopping in a district with a Den, you may scout the Den (maximum of 3 scouts per turn). This information is private and must not be shared.
- Other Actions: Consult your Closed Case Card for details on specific permitted actions or restrictions.
End of Game and Scoring
The game has two conclusion phases:
Phase 1: Identifying the Boss
The Identity Board monitors the characteristics of the dismantled Dens. When 3 Dens of the same characteristic are placed on the board, that characteristic becomes "locked." When a second characteristic also has 3 Dens, the Boss is identified.
Upon identifying the Boss:
- Add the Boss and the Boss Board to the game.
- Return the Identity Board and the Dens dismantled on it to the box.
- If a fourth Den of a characteristic has already been dismantled, place it on the Boss Board as the final Den.
Phase 2: Taking Down the Boss
After identification, the goal is to find the fourth Den with the two characteristics of the Boss. If a non-matching Den is dismantled during this phase, it is discarded, but the player still gains 1 Badge Level.
To Take Down the Boss:
- When the fourth Den of each characteristic is dismantled, remove the Police Cruiser, the Time Tracker, and its card from the game.
- Place the Boss in the district with the Monuments listed on their Boss Board.
- If you are in the same district as the Boss on your turn, you may spend 10 to Take Down the Boss.
Victory: Players win if they take down the Boss. If the Police Cruiser's Time Tracker reaches the end of the track or if the players fail to take them down before everyone closes their Closed Cases, they lose.
Tips for Winning
- Focus on Identity: When controlling the Police Cruiser, try to dismantle Dens that possess the characteristic you are looking for in your Closed Case Card to accelerate the identification of the Boss.
- Time Management: Keep a close eye on the Police Cruiser's Time Tracker; time is a limited resource and the end of the track means immediate defeat.