Tile Kingdom guide

Lay landscape tiles to build roads, cities and fields, then place your followers to claim them. Score as each feature completes. Play with friends online.

How to play Tile Kingdom

  • 2 to 5 players
  • Base deck: 72 tiles
  • 7 meeples each

Overview

Objective

Score the most points by strategically placing tiles and claiming features with meeples. The player with the highest score at the end of the game wins.

Game Flow

  • Draw a tile (automatic each turn).
  • Place the tile on the board - all edges must match adjacent tiles.
  • Optionally place a meeple on a feature of the tile you just placed.
  • Score completed features immediately. Incomplete features score at end of game.

Players

2-5 players (or 6 with the Inns & Cathedrals expansion), turn-based. The game ends when all tiles have been placed.

Tiles

Edge Types

  • Road - Brown paths connecting edges.
  • City - Dark walled sections with grey fill.
  • Field (grass) - Green open areas between roads and cities.

Placement Rules

  • ALL edges of the placed tile must match the edges of all adjacent tiles.
  • Roads must connect to roads, cities to cities, and fields to fields.
  • If no valid placement exists for the drawn tile, it is discarded and a new tile is drawn.

Rotation

Click the rotate button or press R to rotate the tile before placing it. The tile can be rotated to any of 4 orientations (0, 90, 180, 270 degrees).

Special Features

  • Pennants (shields) - Found in some city segments. Worth bonus points.
  • Monasteries - Standalone buildings surrounded by fields. Score based on surrounding tiles.
  • Crossroads - Tiles where multiple roads meet, ending each road segment.

Scoring

Scoring Table

FeatureCompleteIncomplete
Road1pt / tile1pt / tile
City2pt / tile + 2pt / pennant1pt / tile + 1pt / pennant
Monastery9pts (self + 8 surrounding)1pt / tile (incl. self)
Farm / FieldN/A3pts / adj. completed city

When Features Score

  • Completed features score immediately during the game.
  • Incomplete features score at end of game with reduced points (except roads, which score the same).
  • Farms ONLY score at end of game - 3 points per adjacent completed city.

Meeples

Basics

  • 7 meeples per player at the start of the game.
  • Place on a feature of the tile you just placed: road, city, field, or monastery.
  • Cannot place on a feature that is already occupied by ANY player's meeple (even your own).
  • Meeples are returned to your supply when their feature is completed.

Farmers

Meeples placed on fields become farmers. Farmers stay on the board until the end of the game and score 3 points per adjacent completed city. Use farmers strategically - they are never returned during the game.

Majority Rule

If separate features merge (through tile placement), multiple players can end up on the same feature. When scoring, the player with the most meeples on the feature gets the points. If tied, all tied players score the full points.

Expansions

River (Starting Expansion)

  • The game starts with river tiles forming a winding river.
  • No U-turns allowed - the river cannot curve back on itself.
  • The lake tile terminates the river phase, then normal play begins.

Inns and Cathedrals

  • Inn on Road: Completed roads with an inn score 2 points per tile (instead of 1). Incomplete roads with an inn score 0 points.
  • Cathedral in City: Completed cities with a cathedral score 3 points per tile/pennant (instead of 2). Incomplete cities with a cathedral score 0 points.
  • Big Meeple: Counts as 2 meeples for majority scoring. Each player has 1 big meeple.

Traders and Builders

  • Builder: Place on a road or city where you already have a meeple. When you extend that feature, you get a double turn.
  • Pig: Place on a field where you already have a farmer. Adds +1 point per adjacent completed city at end of game.
  • Trade Goods (wine, wheat, cloth): Earned when completing cities containing trade goods. At end of game, the player with the most of each type scores 10 bonus points.

Variants

The host can adjust these optional rules when creating the lobby. Each defaults to standard play, so a default game behaves exactly as before.

Deck Size

Quick uses a smaller, seeded deck (~55% per section) for a faster game. The river is never trimmed, and every quick deck still has at least one monastery, city, and road tile. Standard is the full deck (default).

Score Target

First to 50/75/100 wins immediately on reaching the target; incomplete features are NOT scored on a target win, so only in-play points count. Off runs until the deck is exhausted (default).

Field Scoring

Off removes farmer and pig placement entirely and fields never score - a faster game focused on roads, cities, and monasteries. On scores farms at game end (default).

Unplaceable Tiles

Discard removes an unplaceable tile from the game (strict canonical rule). Recycle returns it to the deck so it may become placeable later (default).

Controls

Keyboard and Mouse

Arrow Keys (tile phase)Cycle through valid tile positions
Arrow Keys (meeple phase)Cycle through meeple spots
1-4Select unit type (meeple, big meeple, builder, pig)
R / Click RotateRotate tile before placing
Click on BoardPlace tile or meeple (or use the keyboard)
Scroll WheelZoom in/out
Click + DragPan the board
Space / EnterConfirm tile or meeple placement
SSkip meeple placement
EscapeUndo tile placement (during meeple phase) or deselect
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