On this principle, the game Tiny Epic Galaxies, created by Scott Almes in 2015, begins, and this for a game of 30 to 45 minutes. Third born of a large family of Tiny Epic, this latest management game has found its place. Familiars will be able to see the refinement of a still-new game premise, with the first released in 2014’s Tiny Epic Kingdoms. Very strategic, the galactic version can frighten the less adepts of strategy games but pass the first apprehensions, it turns out to be very affordable and manageable. Since its release, expansions are still released regularly, such as the latest Tiny Epic Dungeons in 2021.
This game can be played both alone and with others, up to 5 players. Before the game begins, two secret mission cards are dealt to all players. Each player chooses one of the two cards and puts the second in the corresponding deck. Keep in mind the mission you have to accomplish, it will take on its importance at the end of the game… Good luck everyone, you will need it!
We can see the energy and culture gauge (left) and the Empire gauge (right). Before starting the game, each player chooses their galaxy board. On the latter is indicated a gauge of culture and energy points, and a gauge with the age of the galaxy. We then speak of the age of the galaxy or the level of the Empire. Players start with 2 energy points and 1 culture, the maximum being 7 resource points.
Depending on the age of the galaxy, players can get up to 7 dice and 4 rockets. The galaxy also acquires, as it evolves, victory points inherent to the galaxy and not cumulative. The higher the level of the Empire, the more advantages the player gets.
At the start of the game, the players have 4 dice at their disposal which allow them, depending on the faces, to perform various actions. The activation of the dice does not have the same repercussions depending on their order of activation. This is one of the qualities of the game: with the same hand and the same game, the players may not play in the same way and may thus obtain a different result… A strategy is therefore essential depending on the desired effects!
Dice Power Details:
Energy side: You earn energy points according to the number of rockets on an energy planet. The galaxy produces energy on its own, so you also earn energy points based on the rockets left in the galaxy. The energy is used to re-roll the dice, can age the galaxy, and help in the realization of the powers of the planets.
Culture side: You earn culture points based on the number of rockets on a culture planet. If there are no rockets on the correct planets, this side is useless. Culture is used to track an opponent’s action without it being the player’s turn. She can also age the galaxy and help realize the powers of the planets.
This face allows a rocket to fly toward a planet. There, she has two choices: 1. Land vertically on the planet and immediately activate the card’s power. 2. Orbit and set at the first level of the track that surrounds the planet.
The rocket climbs the ranks using the Economy Side and Diplomacy Side which only serve to gravitate. Once the track is finished, the player who arrives first at the last rung wins the card and his victory points. He can activate his powers with the Empire Face…
Empire side: This side allows the galaxy to evolve in age against resource, energy, OR culture points, equivalent to the level of the galaxy. Once players have acquired planets, this side also allows the power of one of the conquered planets to be realized.
Inactive dice deemed useless can be re-rolled once for free. Beyond that, the player must pay 1 energy point per dice to be re-rolled. They don’t have to play all their hands. Although quite expensive, another maneuver allows you to manipulate the dice. Indeed, it is allowed to sacrifice two inactive dice to choose the face of a third.
The first player to reach 21 victory points announces it and, then, we end the turn to count the points. All of them reveal their secret missions and see if they completed it. If so, they have additional victory points. These secret cards make it possible to decide between the victories of the tied players.
The only downside attributable to this very good strategy game is its share of randomness and luck. The game sometimes stagnates for several turns because of useless dice, uninteresting planets or the same symbol (economic or diplomatic planets). Conversely, after some practice, the game may become a bit simple for an experienced player.
But the strategy remains very important in this game, with lots of sub-rules and tricks that we discover as the games progress. And players can decide to complicate the rules, once it becomes too accessible!
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