
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.
Link to the Tin Realm Crowd Sale
What Makes Tin Realm Special?
(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…

Choose Your Adventurer
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!

Adventuring in the Overland
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 extremely 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.

Tin Realm will only be on sale from January 16th through the 26th! A link to the campaign is above. Thanks and enjoy!

Congrats on launch! I’m so excited to try it out and to add the promo cards to the other GG games in my collection