Tiny Towns: Underground

2026 · Dyr

Tiny Towns: Underground

Players expand their village by building both on the surface and below ground, adding new underground buildings that free up surface space for resource cubes. Cards and rules introduce Turf Homes and other subterranean constructions that change layout and placement options, letting players start their town centered rather than at the edge. Gameplay still revolves around collecting and spending resources to fulfill building patterns, but the underground layer creates new spatial strategies and planning decisions.

Spillere
1–6 bedst 6
Spilletid
45–60 min
Alder
14+
Udvidelse til grundspilletAbstrakt strategiVariable spillerkræfterSolo / SolitærspilVariabel opsætning

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How does an Underground building hold and use a resource?

Its square can hold one resource named by another player. You can use that resource in a building layout under the normal construction rules; after you build, the square can hold one resource again (rulebook, p. 4).

Can I build using only resources on Underground squares?

No. A building needs an empty square for its building token, so Underground resources alone can’t complete a building layout (rulebook, p. 4).

Can I place an Underground building on a square that already has a resource?

If you’re placing the Underground building without using resources, you can’t place it on a square that already contains a resource (rulebook, p. 4).

Do I have to move a working villager when I put a resource on an Underground building?

If you’re playing with Tiny Towns: Villagers, no—you don’t have to move a working villager when placing a resource on an Underground building square (rulebook, p. 4).

How many Underground buildings should we use, and what do we use instead of the Cottage?

The rules recommend using no more than three buildings with the Underground ability. You can use Turf Home instead of Cottage, or shuffle the blue cards for a randomized setup (rulebook, p. 3).

How does Sanctuary score if it’s next to empty squares?

Sanctuary scores at most 4 points: 2, plus 2 if it is both adjacent to at least one empty square and adjacent to exactly one empty square (rulebook, p. 5).

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