Tiny Towns Board Game Rules

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Evolution and enhancement have been the most significant aspects of the modern world. Every sector of growth,  entertainment,  economics, etc., has seen this transformation, and this shift in processes has also proved to gain very positive responses in mundane life. People have started to face reality and technology in a new impactful manner. The gaming industry has also been quite impactful to this evolution and enhancement. Especially evolution of tabletop games like board games has shown how technological development produces better services.

Various developments of game creation like; using AI-based systems, enhanced graphic platforms development, the evolution of games with the use of VR(virtual reality), etc., have been some of the quiet benchmarking aspects of the growth of gaming and engaging audiences. The association of enhanced technology with strategy-based building games like Tiny town may have made it more appealing to users.

Tiny towns: One more fascinating building game

Tiny towns primarily originate as a famous board game well known for its competitiveness and its good building strategy through which the game goes through. Peter McPherson has designed the game, and Alderac Entertainment Group has published it worldwide. This game is a smooth mixture of strategy-based skills and well-planned organization, appealing to users. The game has also seen a digital version update and is available on steam under the same name, “Tiny Towns.”

In Tiny Towns,  the player plays as the mayor of a tiny town present in a forest. The in-game forest beholds a fascinating civilization created by little creatures in a location to stay away from outsiders. Thus leaving a new part of land small and scarce resources offers the player to utilize most of the present resources and start evolving a new town using building materials. The player needs to plan and construct a sustainable town cleverly by keeping in mind the management of proper resource utilization and avoiding wastage. The game decides the winner by determining which player has built the most prosperous town.

Directives for playing tiny towns

The much important aspect of understanding and planning your gameplay is knowing about the rules from tip to toe. Rules are very beneficial in making a player understand the game’s working and help the user in circumstances that are crucial to game-winning or losing situations. Especially in the case of strategy-building games, a player must be well-versed in the game’s rules. Although it may seem like a mundane city-building game accompanied by a simple required formula, it challenges players in mastering their conceptual planning and understanding the importance of spatial arrangement. 

Here is a detailed illustration of how the game needs to be executed and relished:

1. Purpose of the Game 

A player’s town represents a 4×4 grid, on which the player would place Resource cubes in significant layouts to construct structures. The construction of each building allows the player to score Victory Points significantly. Consequently, the game ends when the players can no longer construct newer structures. In this scenario, blank squares are counted to decide the points. Each blank square counts to one point, the player with the highest points wins.

2. Emplacing the Jest

  • To start with, every player is provided with their game boards.
  • Resource cards continue to stay in the box unless players tend to plat the Town Hall Rules or a Solo Variant mode. 
  • On the center of the game, a face-upped cottage card in placed
  • The leftover building cards are now segregated into separate piles based on symbols they have. 
  • The segregated four piles are shuffled and are made ready for the game
  • Now, a player picks up a card from these piles and places them on the Cottage cars for the other players to see it
  • That player puts back the cards in the box that seems to be unusable for the game then.
  • All the wooden cubes except the monuments are shifted to regular supply.
  • Choose a player who starts the game by providing them the Master Builder hammer. Most often, a player who lately builds something is offered to incept.

3. Bringing the game to life

The Master Builder shall start by naming a specific type of utility. (Wood, Wheat, Brick, Glass, or Stone). All players follow it by grasping the resource cube and placing it within an empty square located in their town grid.  Each Player should do this turn by turn.

Players can construct any building with the matching resources provided it is in the correct shape.  Each player should do it together, and they must announce what structure they are building. Accordingly, a new round can begin after all players place their utilities and construct specific buildings. The Master Builder token then changes from the player to the one sitting left to the Master Builder.

Crucial Express Regulations( resource placement rules)

  • Resources may never be moved to a different square after being placed
  • Resources can only be removed by constructing a building
  • Only 1 resource or building may occupy a square
  • When resources are removed from a board they go back to the general supply

4. Furnishing the Civilization

When any player’s town is occupied with utilities, the player cannot (instead choose not to) construct any structures, then their town is finally completed. The player then exits the game and may start calculating their score. (That player also no longer takes chances in announcing resources as the Master Builder). When each player completes their towns, the game ends there and then. Remember to remove all leftover utility cubes (except Warehouses). Each empty square provides a score of -1 VP.

Players then add total structures in their town and subtract empty squares to achieve their final scores. The player who has the most score then wins!

5. Comprehending Exceptional Cases 

Here are some exceptional cases and how to tackle these scenarios:

  • If a tie happens between two or more players, the one with the least number of Master Builders  can be the leading one, thereby more chances to win.
  • If it persists regarding the number of Master Builders, then the player with least empty squares is considered to lead. 
  • Further, the player with most number of cottages can be declared the winner of the game
  • If the tie persists despite the above postulates, then all the players with ties are declared winners.


Board games are one of the most enjoyable and skillful offline multiplayer games. Some board games may seem to have rules that may be complicated to users, but these rules are easy to interpret once the players start playing. 

Board games like Tiny Towns are also one of the most vital enthusiasm points for tabletop geeks. Further, the digital edition of enhancements is one of the most crucial game fulfillment and development aspects. 

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