
Tiny Epic Dungeons Adventures - Deluxe
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A whole dungeon in a pocket-sized box. Every open envelope changes everything. Every chapter tells a story you won't forget.
What it's about
The campaign dungeon crawler that fits in a pocket-sized box
Tiny Epic Dungeons: Adventures takes Scott Almes' system to the next level. It's no longer just a dungeon to explore — it's a story to experience, chapter after chapter, with secrets to uncover and choices that change the fate of the expedition.
An Adventure Booklet guides the narrative. A spiral-bound Dungeon Booklet reveals rooms one by one. Secret envelopes — opened only at the right moment — introduce plot twists, powerful loot, and unexpected challenges. Each game adds something to the story. Every envelope is a moment.
The new Exploration system changes how you move through the dungeon: seek keys to open forbidden doors, use bombs to break down walls, find items to survive. Fully compatible with the base game — heroes, loot, rooms, and enemies mix freely.
From the game experience
Opening a secret envelope at the wrong time can overturn the entire campaign. It's not an option — it's a choice that carries weight.
The secret of Adventures in one line
Gloomhaven weighs three kilograms. Adventures weighs three hundred grams and tells the same kind of story. Some have explored both — and don't forget either.
From the game experience
Tiny Epic Dungeons: Adventures
You control all heroes by yourself. The chapter-based campaign is designed to be experienced solo — without compromises in pace or narration.
Your arsenal
What you'll find inside the box
Adventure Booklet
Guides the narrative chapter by chapter. It's not just a rulebook — it's the storyteller that keeps the story alive between sessions.
Spiral-bound Dungeon Booklet
Reveals dungeon rooms one by one, as you flip through. The board grows before your eyes — and you never know what's on the next page.
Secret chapter envelopes
Opened only at the right moment. They contain plot twists, exclusive loot, and challenges that turn the rules upside down. Each envelope is a new story.
Exploration System
Search for keys to open doors, use bombs to break down walls, find loot to survive. The new mechanic that changes your relationship with the dungeon.
In a few hours, you will have opened envelopes you cannot reopen, made decisions you cannot undo — and you will want to start over to discover what else is hidden.
A five-act campaign
What happens at the table
Not the rules. The experience.
The box opens. The Dungeon Booklet opens.
Choose your heroes, decide who does what, and place the torch at its maximum. The dungeon is still dark — only the first room is visible. Someone is already reading the Adventure Booklet looking for clues. Someone else has already spotted the envelope not to be opened. You haven't even entered yet and the discussion has already begun.
The first goblin. The first failed check.
You move one room, turn the page — a goblin appears. You roll the dice for the strength test: a low result. The torch drops one step. It's not a crisis yet, but the tension is already building. From now on, every move has a cost.
The envelope. Someone wants to open it. Others say wait.
The chapter envelopes are there, closed, in plain sight. The moment indicated by the Adventure Booklet is approaching. Some want to anticipate — "it could change everything." Others hold back — "we can't handle it now." That decision weighs as much as a critical dice roll.
The torch is almost out. The boss is near.
The heroes are weakened, the loot is distributed better than you hoped but not enough. The torch has four spaces left. The boss is behind the door — you know it because you glimpsed him last turn. No more talking. Time to plan.
The chapter ends. This was the envelope.
You win, or you lose — but what remains is the story. The revelation of the envelope, the boss defeated with a lucky die roll right before the torch ran out, the hero fallen one turn too soon. Everything is put back, wondering what will happen in the next chapter.
How to play
The flow of each hero's turn
Three main actions that chain together. Learned in one session, mastered in a campaign.
The hero moves through the dungeon, revealing new rooms by flipping pages in the Dungeon Booklet. They can search for keys to forbidden doors, use bombs to break through walls, or collect hidden loot — every movement is a choice.
Each hero performs a main action: attacking an enemy with a skill check, casting a spell, using an item, studying the adventure rules, or entering the Boss's Lair. The die decides the outcome — focus allows you to adjust it.
At the end of the last hero's turn, the torch drops one step. If the track indicates a symbol, goblins and minions activate or spawn. Losing the torch means losing the game — there's no negotiation.
At any time during their turn, players can spend Focus points to adjust a die value up or down by one — dice wrap around, so 6 becomes 1 and vice versa. This can be done as many times as desired. It's the heart of the strategy.
Why it's different from others
Six mechanics that make a difference
Pocket-sized but not simple
It fits in an 18x12x4 cm box. Inside is a chapter-based campaign with branching narratives, secret envelopes, and unique bosses. The physical size does not limit the gameplay depth.
Secret envelopes that change the game
These are not just cosmetic surprises. Chapter envelopes introduce new rules, events that overturn strategy, and exclusive loot only available to certain heroes at certain times.
The torch as an relentless clock
It cannot be ignored. It cannot be slowed beyond a certain point. Every turn the situation deteriorates — you only win if you are fast enough and skilled enough.
Exploration as an active mechanic
Keys, bombs, hidden loot. The Exploration system added in Adventures changes the relationship with the dungeon: you no longer just pass through — you investigate.
Asymmetric heroes and unique powers
Each hero has different stats, abilities, and playstyle. Choosing the group composition is already a strategic decision — even before entering the dungeon.
Compatible with the base game
Heroes, loot, rooms, enemies, and spells mix with the original Tiny Epic Dungeons. Those with the base game can expand the campaign. Those starting with Adventures have everything they need.
How it ends
Victory, defeat, and the next envelope to open
Cooperative means falling and rising together. The campaign continues — for better or worse.
Chapter Victory
- Defeat the chapter Boss before the torch runs out
- Complete all objectives indicated in the Adventure Booklet for that chapter
- The next envelope unlocks — and the campaign continues with new revelations
Defeat
- The torch runs out — the dungeon swallows you in darkness
- All heroes lose hit points before defeating the Boss
- The chapter can be replayed — the campaign is not compromised, but failure has narrative weight
Tiny Epic Dungeons: Adventures is the narrative campaign dungeon crawler that finally fits in your pocket. For those who want true stories — without sacrificing depth.
Frequently asked questions
FAQ about Tiny Epic Dungeons: Adventures
Is it worth it if I already own the original Tiny Epic Dungeons?
Yes, for several reasons. Adventures is not an improved version of the base game — it's an expansion of the formula with a true narrative campaign, secret envelopes, and the new Exploration system. Content mixes freely: you can bring heroes from the base game into Adventures and vice versa. If you liked the base game, Adventures adds the narrative structure that was missing.
Is it truly standalone? Or do I need the base game to understand anything?
Completely standalone. Adventures includes everything you need to play — heroes, dungeons, complete rules. You do not need to own the base game. Those who have it can use it to expand the experience, but it is not required.
How many sessions does the campaign last?
The campaign is structured in chapters, each lasting 60–90 minutes. The exact number of sessions depends on the chosen difficulty level and how many times failed chapters are replayed. On average, a complete campaign takes 4–6 play sessions.
Does it work well solo?
Yes, with official support. You control all heroes by yourself — the game scales well because complexity is distributed per hero, not multiplied. The chapter-based campaign is designed to be enjoyable even solo, without the narrative pace suffering. It is one of the most appreciated modes of the Tiny Epic Dungeons system.
Are the secret envelopes single-use?
Yes. Once opened, the content is permanent — and this is part of the design. The campaign is meant to be experienced with a fixed group. If you want to replay it with others, the contents of the envelopes will already be known to the original players — keep this in mind before starting.
Is it available in Italian?
This is the English edition. Unlike many board games, here the text has narrative weight — the Adventure Booklet tells a story. Basic understanding of English is recommended to fully experience it.
Tiny Epic Dungeons: Adventures is a cooperative standalone dungeon crawler board game for 1–4 players (ages 14+, duration 60–90 min per chapter). Designed by Scott Almes, artwork by Ian Rosenthaler and Nikoletta Vaszi, published by Gamelyn Games. Main mechanics: dungeon crawler, cooperative game, dice rolling, modular board, tile placement, variable player powers. It expands the Tiny Epic Dungeons system with a narrative chapter-based campaign, secret envelopes, Adventure Booklet, and Exploration system. Fully compatible with the base game. English edition. Available at FroGames.it.

Tiny Epic Dungeons Adventures - Deluxe
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