Bruised and battered, you ascend up to the entrance into the Black Mountains from whence you came. You managed to collect all three Shards of Brahm and break the curse cast upon the clerics of the Red Cloth. Now your adventure truly begins. You must travel to the far city of Oakinshelm to relay the news to the Baron that there is a traider in his ranks and to get some well earned rest. This Journey will not lack agony. You will have to make your way through dark forests, harsh mountains, across unpredictable waters, and try to avoid the vile deadlands. You have seven days to make this journey to Oakinshelm, or die trying...
Tin Realm takes place moments after Tin Helm. You may even use all of the characters, loot, trappings, and enemies from Tin Helm in Tin Realm! The reverse is also true. HOWEVER YOU DO NOT NEED A COPY OF TIN HELM TO PLAY THIS GAME. TIN REALM IS A STAND-ALONE GAME. Having a copy of both however, will only expand your options for both.
(1) In Tin Realm you can choose from 3 unique races and classes for a combination of 6 completely different adventurers! If you combine the 6 previously released races/classes for Tin Helm you will have a staggering 72 combinations!
(2) Tin Realm uses a similar exploration mechanic to the innovative one used in Tin Helm, except now you will be building a panoramic tableau with your cards, trying to match up icons, in an attempt to move your character along the road to Oakinshelm.
(3) The only way to win Tin Realm is to reach Oakinshelm, but there are many ways to die, including a the introduction of poison! You are welcome...
First you pick your race and then you flip the remaining cards to their class side and then you pick a class. In this way you have a total of 6 different combinations to choose from. Each race has a class they cannot be, as that class is on the backside of their card. Races set the base for your starting health, energy, and food, while also each having a unique special power. Your class adds a health and energy bonus, tells you how much damage you can deal in combat, and also shows you what starting trappings you will enter the dungeon with. You may use race and class cards previously released for Tin Helm to increase the number of combinations up to 72!
Working your way through the treacherous overland in Tin Realm is a tense and satisfying experience. You always have a choice and you always are given a bit of information, but you never truly know what lurks behind each corner until you make the commitment to explore...
Just like in Tin Helm, you may choose to resolve the top card in the exploration deck by simply placing the card to the side and then flipping the next card in the deck to its reverse side. Here you will find the results of what is actually in the first room!
(OR)
You may choose to skip the top card by flipping it to its reverse side and then drawing and placing the next card beside it face-up. The first card now gives you the results for what is in the second room! Sometimes this is risky, but what fun is an adventure without a little risk...?
What makes Tin Realm quite different from Tin Helm is that once you resolve an exploration card, you must place it to a tableau. On the edges of each exploration card there is half of an icon. Whenever you match-up two halves of an icon to complete a Forest, Mountain, or Water icon, you get to advance your adventurer down the path on the map cards and closer to your end goal, Oakinshelm! In the extrememly rare case that you are forced to complete a skull icon, you die immediately! Muhahahahaha!
Every time you are asked to move on the map cards, you will move your meeple along the path, node to node, towards Oakinshelm. If you land on, or pass, a campsite or water icon, you may take the corresponding action. There are 4 map cards and they are all double-sided. One side is for normal mode (3 nodes each for a shorter adventure), and the other side is for hardcore mode (4 nodes each for a longer and hance a more difficult adventure). You are free to flip only one or flip all four map cards to create the exact challenge you want.
I love nothing more than including promo cards in my games for other games. This is a fun way to show my love to fans for their continued support over the years. Here is what we have inside of every copy of Tin Realm.
Included in every copy of Tin Realm you will find three all-new cards for Dustrunner! These three new car sections will increase the number of possible combinations for car builds from 8 to a crazy 64! Enjoy!
Also included in every copy of Tin Realm is a promo card for Dragon Spark! Dragon Spark is a solo dungeon crawler desgined by Peter Jenk, the designer of Quest for the Lost Pixel. Dragon Spark is also a tin game and the Crowd Sale is running during the same window as Tin Realm. Every copy of Dragon Spark will include a promo card for Tin Realm, the Catfolk/Advneturer card. It should be noted that the Catfolk/Adventurer card will be released in a future Grey Gnome Promo Pack coming out Q2 of 2024. I know there are a lot of folks that like everything complete and I didn't want to force fans to buy something they didn't want in order to get a single card. With that being said, Dragon Spark is most certainly worth the purchase and you can check it out here >>>
Component | Quantity | Photo |
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Average Rating | 21 reviews |
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Publish Date | January 15, 2024 |
Edition | First |
Department | Games |
Tags | {{tag.properties.name}} |
More Info | Tin Realm web site |
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