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Tin Helm box art

Tin Helm

Game ID: GID0358009
Collection Status
Description

The Brotherhood of the Red Cloth long made their home deep in the abandoned mines of the Black Mountains. But sickness came upon them as they delved too deep, and their minds have been twisted and their attention has shifted to creating wicked evils. Darkness now lives here and only a true hero can cure the madness that has consumed all... Are you that hero?

Tin Helm is the little brother to the hit solo dungeon crawler Iron Helm. Tin Helm shares some mechanics with it's older brother, but applies many new twists. Tin Helm also is quite small in size and makes the perfect dungeon-on-the-go game. It literally fits in a shirt pocket.

Year Published
2021
Transcript Analysis
Browse transcript mentions, sentiments, pros/cons, mechanics, topics, quotes, and references.
Total mentions: 1
This page: 1
Sentiment: pos 1 · mix 0 · neu 0 · neg 0
Mentions per page
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Video hw5T9RA9Nn8 toally tabled playthrough at 0:06 sentiment: positive
video_pk 31911 · mention_pk 94133
toally tabled - Tin Helm video thumbnail
Click to watch at 0:06 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Engaging solo dungeon-crawl experience
  • Tight integration of exploration, combat, and resource management
  • Replay-friendly due to map card layout and day-limit tension
Cons
  • Can be punishing with poison, labyrinths, and skull traps
  • Noted misprint on Vile Shore crossroads card affecting pathing
Thematic elements
  • Dark fantasy dungeon crawl with survival and exploration, using cards and a map-tile style path
  • A harsh, post-curse landscape en route to the city of Oaken Helm, with a seven-day timer to reach the final destination
  • Story progression via interconnected map cards and deck-drawn encounters; prequel linkage to Tin Helm
Comparison games
  • Tin Helm
Mechanics (from transcript analysis)
  • Combat: Damage Based — Spend energy on attacks to increase damage; certain levels provide higher bonuses; the health of enemies is combined with the current day to determine their total health.
  • Deck-driven exploration — Use a shuffled exploration deck with two-sided map cards to reveal locations, enemies, traps, and rewards.
  • Dice-based attack resolution — Roll dice for combat; doubles can cause a miss per the playthrough; equipment can modify dice outcomes (e.g., broadsword allows doubles).
  • Encounters with undead and traps — Encounter undead enemies, traps, and boss-like foes; some enemies have special abilities (e.g., poison per hit).
  • energy-based combat — Spend energy on attacks to increase damage; certain levels provide higher bonuses; the health of enemies is combined with the current day to determine their total health.
  • Favor and health tracking — Track health, energy, favor, food; certain spaces grant favor; special abilities interact with the favor track.
  • Movement via completed circles on the map — Completing terrain circles (mountain, water, forest) advances you along a track; misaligned placements can block advancement.
  • Track advancement — Completing terrain circles (mountain, water, forest) advances you along a track; misaligned placements can block advancement.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • Tin Realm is a tiny solo only Dungeon Crawler by designer Jason Glover
  • you must travel through a harsh landscape to reach the city of Oaken Helm within 7 days or die
  • rolling a double means a Miss
  • I think we should try to just take them out in one go
References (from this video)
No references stored for this video.
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