What do you want to do now
Ask anything about Tiny Epic Game of Thrones: rules, setup, components, complexity, price, or whether it fits your group.
Video: How to Play
Start here, then follow the written guide
Step by step
Game Objective
In Tiny Epic Game of Thrones, players assume the role of great houses of Westeros, competing for control of the Iron Throne. Victory requires dominance on both the battlefields and in political intrigues. The game ends after 6 rounds, and the player with the most Victory Points at the end is crowned the winner.
Setup
- Assemble the map with the 6 Map Cards, organized into 3 rows of 2 cards each.
- Place the Scoreboard and the Round Track (STANDARD side face up) near the map.
- Each player chooses a house (except Arryn) and receives:
- 9 Power Tokens on the Strength Track of their House Board.
- 1 Hero and their Hero Card.
- 4 Intrigue Cards (in addition to the Hero Card).
- Prepare the 4 non-player houses (including Arryn) with 3 Power Tokens in their starting domains.
- Place the Iron Throne in King's Landing and the 12 Castles in the marked domains.
- The starting player receives the Hand of the King.
Game Flow
The game has 6 rounds, with scoring phases after rounds 3, 5, and 6. Each round follows this structure:
- Dice Selection: The player with the Hand of the King rolls the 5 dice. Players choose dice in counter-clockwise order.
- Turns: The active player (with 2 dice) chooses a die to place on the Action Board and performs:
- An Optional Action (if applicable).
- The main action of the die.
- Other players may follow the main action.
- End of Round: Check alliances, collect taxes, and pass the Hand of the King to the next player.
Actions and How to Play
Main Actions (Dice)
- Recruit: Pay gold to place Power Tokens on the map (from your track or allied houses).
- March: Move armies up to 2 adjacent domains. Battles occur when entering hostile domains.
- Sail: Move armies by sea to distant domains (up to 2 map cards away).
- Whisper: Discard cards to gain gold and draw new ones.
- Intrigue: Play an Intrigue Card to gain Power Tokens from non-player houses.
- Event: Activate unique card effects (with costs or prerequisites).
Battles
When entering a hostile domain:
- The attacker may play a hidden Intrigue Card.
- The defender may play a card (paying gold, if a player).
- Calculate total strength (units, heroes, castles, and card bonuses).
- The winner gains 1 Victory Point. The loser retreats.
End of Game and Scoring
After the 6th round, Victory Points are calculated based on:
- Castles controlled (majority gives more points).
- House Objectives (listed on the House Board).
- Alliances (each allied house shield is worth points).
In case of a tie, the player with the Iron Throne wins. If ties persist, the winner is the one who controls more castles or has more gold.
Tips for Winning
- Control castles: They limit your maximum gold, but are essential for scoring and accessing King's Landing.
- Use alliances: Non-player house tokens in your Ally Pool can turn into powerful alliances at the end of the round.
- Manage cards: Discard useless cards with Whisper to gain gold and refresh your hand.
More videos
More rules explanations from the community
In English
Rules manual
Official PDF file