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Tiny Epic Tactics box art

Tiny Epic Tactics

Game ID: GID0358325
Game Info
Year
2019
Players
1-4
Age
14+
Playtime
60 min
Collection
Rating
Mechanic profile
Not enough video data yet
Vibe profile
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Description

Tiny Epic Tactics utilizes a simple combat system with variable player powers and 3-D terrain to achieve endless layers of strategy and fun.

Tiny Epic Tactics offers competitive play, cooperative play and solo play!

Conquer your opponents in tactical combat where every calculated move matters... or journey across the land and through the caves in a grand cooperative/solo adventure!

Nesting inside the game box are 5 smaller boxes and a map/scroll. Players will set up the game by placing these 5 boxes, plus the box bottom, onto the scroll in designated areas. This creates the environment that players will explore and battle across.

In Tiny Epic Tactics, players will have a team of four unique heroes: a Fighter, a Wizard, a Rogue and a Beast. Each hero type, and each character within that type, offers unique advantages to movement, attacks, and/or support. Finding the synergy in your team is key to victory.

In competitive play, players will pit their teams against one another in effort to score the most victory points by the end of the game. Each turn, players will have three actions to assign across their team. They can move and/or attack with their heroes. Victory points are rewarded for area control, enemy heroes captured, and keeping your own heroes alive. Gaining complete control of one, or multiple, specific areas offers the most victory points in competitive play. Gaining control of said areas requires your heroes maintaining majority presence in these areas over the course of a few turns. This requires a careful balance of offense and defense. The control of these areas can easily shift from one player to another based on which player has the majority heroes present in the designated spaces. Once a set number of areas are captured, or one of the players has lost all of their heroes, the end game is triggered.

Tiny Epic Tactics offers a distinctly different experience for solo and cooperative play. In these modes, players will adventure across the map, fighting spawning enemies and exploring caves (printed on the interior of each of the boxes). The goal is to acquire treasures, that belongs to the enemy, from these caves while keeping your heroes alive. Once the end of the game is triggered, victory points are tallied based on how many treasures you took from the enemy and how many of your heroes you kept alive.

Description

Tiny Epic Tactics utilizes a simple combat system with variable player powers and 3-D terrain to achieve endless layers of strategy and fun.

Tiny Epic Tactics offers competitive play, cooperative play and solo play!

Conquer your opponents in tactical combat where every calculated move matters... or journey across the land and through the caves in a grand cooperative/solo adventure!

Nesting inside the game box are 5 smaller boxes and a map/scroll. Players will set up the game by placing these 5 boxes, plus the box bottom, onto the scroll in designated areas. This creates the environment that players will explore and battle across.

In Tiny Epic Tactics, players will have a team of four unique heroes: a Fighter, a Wizard, a Rogue and a Beast. Each hero type, and each character within that type, offers unique advantages to movement, attacks, and/or support. Finding the synergy in your team is key to victory.

In competitive play, players will pit their teams against one another in effort to score the most victory points by the end of the game. Each turn, players will have three actions to assign across their team. They can move and/or attack with their heroes. Victory points are rewarded for area control, enemy heroes captured, and keeping your own heroes alive. Gaining complete control of one, or multiple, specific areas offers the most victory points in competitive play. Gaining control of said areas requires your heroes maintaining majority presence in these areas over the course of a few turns. This requires a careful balance of offense and defense. The control of these areas can easily shift from one player to another based on which player has the majority heroes present in the designated spaces. Once a set number of areas are captured, or one of the players has lost all of their heroes, the end game is triggered.

Tiny Epic Tactics offers a distinctly different experience for solo and cooperative play. In these modes, players will adventure across the map, fighting spawning enemies and exploring caves (printed on the interior of each of the boxes). The goal is to acquire treasures, that belongs to the enemy, from these caves while keeping your heroes alive. Once the end of the game is triggered, victory points are tallied based on how many treasures you took from the enemy and how many of your heroes you kept alive.

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All mentions
Browse transcript mentions, sentiments, pros/cons, mechanics, topics, quotes, and references.
Total mentions: 6
This page: 6
Sentiment: pos 3 · mix 1 · neu 1 · neg 1
Mentions per page
Showing 1–6 of 6
Video 9XsaN2q7e70 Meeple University Review at 0:00 sentiment: positive
video_pk 64927 · mention_pk 158531
Meeple University - Tiny Epic Tactics video thumbnail
Click to watch at 0:00 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Small size but medium complexity
  • Streamlined gameplay with two basic actions
  • Offers multiple game modes including solo, cooperative, and team modes
  • Innovative use of the game box and inserts for 3D scenery and a sprawling map
  • Careful timing is critical for success, especially with flag captures
Cons
  • Attacking can result in a penalty for the attacking unit if it performs two actions without weakening
  • The game box and inserts are stretch goals and may not be in the final product
Thematic elements
  • tactical fantasy themed skirmish
Comparison games
  • Final Fantasy Tactics
Mechanics (from transcript analysis)
  • Action Point Allowance — Each player takes a total of three actions per turn, which can be spread across units or doubled on one unit with a penalty.
  • Area Control — Players battle for control of the map, with victory points awarded for controlling control points and villages.
  • card drafting — Tactics cards are drawn each round and provide special abilities for surprise actions or extra moves.
  • Dice rolling — Dice are used to increase the cost or consequence of attack actions.
  • set collection — Control points become activated when a player has majority control of its spaces, leading to capturing flags for victory points.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • Meeple University bringing you a Frankie of quality working videos
  • tiny epic tactics is small on size but pushes from light to medium complexity
  • the entire sprawling map and three-dimensional scenery is made up from the game box and it's inserts
  • the biggest points are gained not by being the first to capture a flag but by being the last meaning that careful timing is critical to success
References (from this video)
No references stored for this video.
Video XmpIbJFtyXs Meeple University Playthrough at 0:01 sentiment: positive
video_pk 64926 · mention_pk 158530
Meeple University - Tiny Epic Tactics video thumbnail
Click to watch at 0:01 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Gives a flavor for how the game flows.
  • Shows the mechanics in action.
  • Control point activation and its benefits are highlighted.
Cons
  • Strategy might not be perfect as it's a playthrough.
Thematic elements
Comparison games
none
Mechanics (from transcript analysis)
  • Action points — Players have a set number of actions per turn (e.g., three actions).
  • Combat — Involves rolling dice and attacking other units, with potential for weakened attacks or special effects like fireball.
  • control points — Players can gain control of points on the board, which trigger effects or grant advantages.
  • Healing/Restoration — Units can be healed at villages or through card effects.
  • Movement — Units have different movement ranges (e.g., rogue moves 6 spaces, wizard moves 4 spaces).
  • tactics cards — Used to gain bonuses or special actions during the game.
  • terrain — Affects movement and can grant bonus actions or strategic positioning.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • Tiny Epic Tactics you've come to the right place
  • we're going to play through a couple of rounds of tiny epic tactics describe what we're doing it and give you a flavor for how the game flows
  • we're going to show you a one round playthrough of Scott answers tiny epic tactics published by gangland games
  • we're here for the one round playthrough of tiny epic tactics
  • We'll explain the sorts of things we're thinking as we go through it
  • tiny epic tactics is soon to be an active project on Kickstarter
References (from this video)
No references stored for this video.
Video wZeVaJGAJjU Watch It Played Rules Teach at 0:13 sentiment: neutral
video_pk 64667 · mention_pk 158163
Watch It Played - Tiny Epic Tactics video thumbnail
Click to watch at 0:13 · YouTube ↗
Overall sentiment (raw)
neutral
Pros
none
Cons
none
Thematic elements
  • capture enemies and control areas to score points
  • the evergreen forest
  • instructional, rule-by-rule explanation
Comparison games
none
Mechanics (from transcript analysis)
  • ballista_action — A unit on a ballista space can perform a ballistic action to target an enemy within four spaces, dealing damage, knocking back, potential counter.
  • counter_and_reactive_abilities — After an attack, a unit may counter with another attack if it has the symbol; weakened state may prevent counter; counters require range; and reactive symbols trigger when damaged.
  • deck manipulation — Players draw tactic cards each turn; some cards can be revealed and resolved as free actions; if deck is empty, reshuffle discard into new deck; used cards discarded.
  • end game bonuses — Game ends when a condition is met (units captured or flags removed). Final scoring awards points for flags, surviving units, captured enemies, and villages. Tie-breakers exist.
  • end_game_and_scoring — Game ends when a condition is met (units captured or flags removed). Final scoring awards points for flags, surviving units, captured enemies, and villages. Tie-breakers exist.
  • majority_control — Three control areas; majority requires most units on a control area; trigger spaces; flag advancement; endgame effects; majority can be stolen by other players; tie rules.
  • melee_attack — Any unit can melee attack an adjacent enemy on the same elevation; damage equals melee strength; terrain can modify damage; knock-back option after damage.
  • missile_attack — Requires ammo; range depends on unit; elevation modifies range; line of sight not required; roll dice to determine damage; ammo spent; can be blocked by resources.
  • Movement — Movement points equal to a value on the unit; can move up to that many spaces; no diagonal; elevation costs; water adds cost; villages grant health and resources when entered; portals connect spaces; peaks add extra cost to enter; ballista special rules.
  • Movement points — Movement points equal to a value on the unit; can move up to that many spaces; no diagonal; elevation costs; water adds cost; villages grant health and resources when entered; portals connect spaces; peaks add extra cost to enter; ballista special rules.
  • spell_casting — Spend mana to cast spells; power up with extra mana dice; range mechanics similar to missile; some spells deal damage, others provide effects/passives.
  • tactic_cards — Players draw tactic cards each turn; some cards can be revealed and resolved as free actions; if deck is empty, reshuffle discard into new deck; used cards discarded.
  • turn_structure — Turn has four steps: check majority, take up to three actions, remove weakened tokens, draw tactic card; there is also an optional free action by tactic.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • "it's time to find out who so join me at the table and let's learn how to play the game"
  • "on your turn you'll perform four steps"
  • "you can move melee attack missile attack or cast a spell"
  • "as soon as a single figure performs a second action during the same turn it becomes weakened"
  • "the game also comes with a variety of other modes competitive team play free-for-all battle team play a solo game and a cooperative adventure mode"
  • "final scoring each player gains 5 points for every flag token they captured and 2 points for every one of their units that they still have which weren't captured"
  • "the player with the most points wins"
  • "you'll also find forums for discussion pitchers other videos and lots more over on the game's page at BoardGameGeek"
  • "if you have any questions but anything you saw here feel free to put them in the comments below"
References (from this video)
No references stored for this video.
Video 1dYYJPVMHP4 Allies or Enemies Top List at 1:38 sentiment: positive
video_pk 61137 · mention_pk 153633
Allies or Enemies - Tiny Epic Tactics video thumbnail
Click to watch at 1:38 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • A variety of character options and powers give variety to each round
  • Engaging control-point objective with quick, tactical skirmishes
Cons
  • Can feel quick and punishing for new players as units can be eliminated early
  • Two-player pacing can be brisk and somewhat abrupt
Thematic elements
  • Team-based fantasy conquest over control points
  • Fantasy tactical battlefield with modular maps and grid-based skirmishes
  • Abstract tactical battles with varied character options
Comparison games
  • Shining Force
  • Final Fantasy Tactics
  • Overwatch
Mechanics (from transcript analysis)
  • character cards with unique powers — Each figure has its own abilities that shape how you approach fights and objectives.
  • grid-based tactical movement — Players move their characters on a grid to contest control points and engage opponents.
  • modular maps / variable maps — Different layouts and maps change the tactical flow of each game.
  • Unique player powers — Each figure has its own abilities that shape how you approach fights and objectives.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • "I found it a bit tricky because it went a bit quick my people got killed off too fast before I really got a sense of how to use them"
  • "there are a bunch of cool options with the characters and I did find them interesting"
  • "it's a 4X game all in a small box"
  • "the expansion apparently it adds a ton of this a ton a ton more to this game"
  • "two-player viability with added pieces"
  • "two-player play works surprisingly well"
  • "the follow mechanic ... keeps you invested every turn"
  • "Man the box fits the minis in that box... tardis-like"
  • "this is a Zelda vibe... Zelda e as you can get"
  • "the divisive part comes from this poker hand mechanic"
  • "the bullet dice are pretty cool"
  • "it's the best one"
References (from this video)
No references stored for this video.
Video 3Mx3r3qEUAY Getting Games Discussion at 13:02 sentiment: negative
video_pk 6941 · mention_pk 20554
Getting Games - Tiny Epic Tactics video thumbnail
Click to watch at 13:02 · YouTube ↗
Overall sentiment (raw)
negative
Pros
  • Received a final production version via publisher; indicates a forward-looking evaluation process.
Cons
  • Not aligned with host's preferred game style.
Thematic elements
Comparison games
none
Mechanics (from transcript analysis)
  • unknown — Not discussed in transcript.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • I'm not doing great
  • this is my entire income right now
  • I miss doing the work I miss the people that I've worked with
References (from this video)
No references stored for this video.
Video koKWNhWH7Oo The Cardboard Herald Discussion at 4:08 sentiment: mixed
video_pk 3267 · mention_pk 9658
The Cardboard Herald - Tiny Epic Tactics video thumbnail
Click to watch at 4:08 · YouTube ↗
Overall sentiment (raw)
mixed
Pros
  • ambitious homage to tactical RPGs
  • hands-on tactical play
Cons
  • artwork may be polarizing
  • some may view it as a crowded system
Thematic elements
  • tactics, squad-level combat
  • fantasy tactical battlefield
  • heroic tactical skirmish
Comparison games
none
Mechanics (from transcript analysis)
  • Card-driven actions — cards influence unit actions and abilities
  • Tactical grid combat — grid-based movement and combat resolution
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • the coolest sounding thing about this game to me is that it sounds like your characters can get bounties on their heads which other players can collect
  • hot damn those character designs look so freaking cool
  • I’m super duper excited for this thing
  • I don’t love Key Forge; it’s not you, it’s me
  • I pick up the 15-point spot in Five Tribes
References (from this video)
No references stored for this video.
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