Cover of the game Small World: Grand Dames of Small World

Small World: Grand Dames of Small World

Days of Wonder, Asterion Press, Edge Entertainment · Board game · 2009
Ludopedia
7.8 Ludopedia
BoardGameGeek
7.4 BoardGameGeek
Players
2–5 · best 4
Play Time
40–80 min
Weight
Weight 2.2/5
Year
Year 2009
Minimum age
Minimum age 8+
Buy
7.8 rating Ludopedia
7.4 rating BoardGameGeek
Our Verdict
RECOMMENDED

Grand Dames is the perfect expansion for those who have exhausted the base game combinations and want to shake things up at the table. The new races bring movement and defense mechanics that force everyone to adapt their domination strategies. It is light content that adds an extra layer of tactics without weighing down the playtime. A solid choice to keep Small World in your rotation.

Highlights
  • Creative new race options
  • Game-changing special powers
  • Maintains original game flow
  • Impeccable component quality
Keep in mind
  • Requires base game
  • Can be hard to find
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About the game

What you do in a play session

If you think the world of Small World is already too crowded, get ready, because things are about to get even more chaotic! The 'Grand Dames of Small World' expansion brings a fresh and powerful vibe to your gaming sessions. Born from a Days of Wonder design contest, this box was curated with the best community ideas, delivering content that truly impacts the table without complicating the rules we already love.

The main highlights are the three new races: the Gypsies, who bring a very interesting movement dynamic; the Priestesses, with their touch of protection and mysticism; and the White Ladies, who act as ghosts on the board, offering a unique tactical challenge for those who enjoy map control. Beyond the races, you get two new special power badges: 'Historian' and 'Peace-Loving'. The Peace-Loving power, in particular, is one of those cards that completely changes how you approach territorial expansion, forcing your opponents to rethink their war strategies.

Keep in mind that, like any good expansion, you need the base game to put these pieces into action. The component quality follows the impeccable standard of the series, with tokens that fit perfectly into the theme and illustrations that maintain the charming, vibrant cartoon style of the original game. It is the kind of expansion that doesn't try to reinvent the wheel but adds the necessary variety for when you feel like you've already tested every possible combination of races and powers. If your gaming group has already mastered the basic tactics and wants a little more spice in the territorial struggle, this is an almost mandatory addition. It's guaranteed fun for those who enjoy watching the board change constantly and aren't afraid to see their empire go into decline to make way for a new, shrewder strategy.

Expansion for

Published additional content

2 items

Best player count

BGG community vote

2–5 players
2 REC
3 REC
4 BEST
5 BEST

Where to Buy

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Game details

Mechanics, categories, families and credits

Families

Game: Small World
Publisher Days of Wonder, Asterion Press, Edge Entertainment, Hobby Japan
Designer Blaise Hanczar, Clay Blankenship, Jason Oman, Jörg Krismann, Michael Haverty, Philippe Keyaerts
Artist Cyrille Daujean, Miguel Coimbra

Community

Data from BoardGameGeek

16,948owners
514wishlist
102want to play

Frequently Asked Questions

Quick answers before you buy

5 questions
Do I need the base game?
Yes, this is an expansion and requires a copy of the original Small World game.
How many players can play?
The expansion supports the same 2-5 player count as the base game.
Are the new races overpowered?
They are powerful and bring unique abilities, but they are well-balanced to fit in with the original race pool.
Does it increase playtime?
Not at all! Since it mainly adds new race and power options, the game duration remains between 40 and 80 minutes.
Is it worth it for casual players?
If you play Small World occasionally, it provides a welcome variety to keep your sessions from feeling repetitive.