# Small World: Leaders of Small World ## General Info - **Year Published**: 2009 - **BGG Rating**: 6.6 - **BGG Rank**: — - **Players**: 2-5 (Best with: 4) - **Duration**: 40-80 min - **Weight**: 1.97 / 5 - **Designers**: Michael Ormesher, Philippe Keyaerts - **Artists**: Cyrille Daujean, Miguel Coimbra - **Publishers**: Days of Wonder - **Categories**: Civilization, Expansion for Base-game, Fantasy, Fighting, Territory Building - **Mechanics**: Area Majority / Influence, Area Movement, Dice Rolling, Variable Player Powers ## Verdict For those who already enjoy Small World and want another trick up their sleeve, Leaders arrive to give that extra boost! It's a promotional expansion that adds a nice risk/reward element.Extra units with a bonusRisk/reward elementEasy to integrateExpands strategyLeaders disappear quicklyCan be capturedFOR GENRE FANS ## Description Hey folks! If you're looking to expand the Small World universe, this one's for you! Small World: Leaders of Small World adds an extra strategic layer with Leaders, acting as a special bonus for your chosen races. When you pick a new race and power combination, you can opt to take its corresponding Leader. It functions as an additional unit, giving you an early advantage and a certain flair on the battlefield. But hey, don't get too attached! The Leader is a brave and slightly stubborn character: they won't stay in regions that offer immunity and, worse (or better, depending on your perspective), they disappear as soon as the race goes into decline. It's a burst of power that vanishes quickly! And there's more: if an opponent manages to capture your Leader, they can be held hostage. If you don't pay the ransom, be prepared, because that Leader will be worth two victory points to the captor at the end of the game. A shame, but a great way to turn the tables in your favor! This expansion, which started as a promo, brings 24 Leader tokens (the second edition has 48) that are neither a race nor a power, but rather an extra that can make a difference. It's a neat way to add an extra layer of tactics without overcomplicating the rules we already love in Small World. Perfect for those who want to spice up their games and add an element of risk and reward. ## How to Play Objective of the Game Consulte o manual para detalhes sobre esta seção. Preparation (Setup) Consulte o manual para detalhes sobre esta seção. Fluxo do Jogo Consulte o manual para detalhes sobre esta seção. Ações e Como Jogar Leader Rules When using this variant, apply these rules to each leader. Leaders may not end the turn on spaces which are immune to conquest. You may ransom your leader back by paying the opponent 1 coin. The capture of the leader occurs instead of losing one token. Leader Abilities Defend the Homeland (Barbarian): The Barbarian leader counts as 2 tokens when defending. Treasure Crazy (Dwarf): The Dwarf leader counts as 2 tokens when conquering or defending Mines. Immortality Now! (Elf): The Elf leader, once per opponent turn, is not captured and must immediately redeploy. If conquered a second time, the Elven leader is captured and may not be ransomed. The More the Merrier (Faun): When the Faun leader conquers a region, the Faun player and opponent player receive one additional token. I’m Not Dead Yet! (Ghoul): The Ghoul leader also persists into decline. Big Man on Campus (Giant): The Giant leader counts as 2 tokens when conquering or defending Mountain regions. Goblin Enslaver (Goblin): When the Goblin leader conquers a player’s in-decline region, that player pays you 1 coin. Hinterland Queen (Gypsy): When the Gypsy leader conquers a region without active or in-decline tokens, gain 1 additional coin. Tunnel Master (Halfling): While the Halfling leader is on the board, during redeployment, you may move 1 Hole-In-The-Ground to any region that does not contain the leader. Master Huntress (Amazon): The Amazon leader counts as 2 tokens when conquering regions. Breeding (Homonculi): When the Homonculi leader conquers a region containing active or in-decline tokens, gain 1 race token to be placed during redeployment. One Last Harvest (Human): If the Human leader is on the board on the turn Humans go into decline, gain 1 additional coin per Farmland region. Winter is Coming (Ice Witch): The Ice Witch leader counts as 2 tokens when conquering or defending Magic regions. Death Discount (Igor): While the Igor leader is on the board, when calculating exchanging conquered tokens for Igor tokens, reduce the # of players by 1. Kumbaya (Kobold): All regions adjacent to the region containing the Kobold leader but not including leader’s region may be occupied by only 1 Kobold token. If the Kobold leader is captured, you must be legal during your next turn’s redeployment. Charmed and Lucky Defense (Leprechaun): The Leprechaun leader counts as two tokens when defending a region containing 1 or more Pots of Gold. You may place 2 Pots of Gold in the region containing the leader. Ruthless (Orc): When the Orc leader conquers a region, remove 2 tokens from the game instead of 1. Queen of the Pixies (Pixie): The Pixie leader counts as 2 tokens when conquering or defending. The Pixie leader must remain on the board. The Bigger the Tower… (Priestess): The Priestess leader may go into decline and join the tower. The leader is worth 2 coins while in the tower and if the tower is conquered, the leader is captured. Avenge Me! (Pygmy): If the Pygmy leader is captured, roll the reinforce die twice and receive that amount of Pygmy tokens to be placed at the end of that player’s turn. You may not ransom your leader from the opponent. Bureauc-Rats (Ratmen): You may buy up to 3 additional Ratmen leaders at one coin each (for a total of four leaders). If any region containing 1 or more leaders is captured, the conquering player captures all leaders in that region. Can’t Get Enough of Ent (Shrubmen): The Shrubmen leader counts as 2 tokens when conquering Forest regions. The leader must redeploy outside of the forest. If not possible, hold the Shrubmen leader off the board until next turn. Bribery (Skags): When the region containing the Skags leader is conquered, if the loot token is not the Skag Attack, you may choose to pay the opponent the amount of loot shown on the loot token to not conquer that region. Improved Necromancy (Skeleton): When you use the Skeleton leader to conquer a region with active or in-decline tokens, it counts as 2 conquered regions for raising skeletons. Fly, You Fools (Slingmen): The Slingmen leader counts as 2 tokens when conquering or defending a non-adjacent non-connected region. Sorcery For All (Sorcerer): While the Sorcerer leader is on the board, you may once per turn conquer a race-in-decline token or Lost tribe token by replacing that token with an additional Sorcerer token. I’m On A Boat (Triton): When conquering from a Coastal region and using the Triton leader, you may conquer any region along that coast, even if not adjacent. Troll Shaman (Troll): While the Troll leader is on the board, you may once per opponent’s turn pay one coin to bank instead of losing a conquered Troll token. Cry of the Banshee (White Ladies): If the White Ladies leader is captured, you may immediately decline the White Ladies by sacrificing a region (in addition to the one just conquered). Teleportation (Wizard): When conquering with the Wizard leader, all Magic locations are considered adjacent. Fim de Jogo e Pontuação Consulte o manual para detalhes sobre esta seção. Dicas para Vencer Consider carefully when to ransom your leader. Paying 1 coin can be a small price to pay to keep a powerful ability on the board, especially if it's a leader like the Elf who can redeploy immediately after a first capture. Utilize leaders with conquest bonuses, such as the Amazon leader counting as 2 tokens when conquering, to expand your territory efficiently and gain more regions. Be mindful of leaders that provide defensive advantages, like the Barbarian leader counting as 2 tokens when defending. These can help you hold key regions against opponents. ## FAQ ### Do I need the base game Small World to play with this expansion? Yes! Leaders of Small World is an expansion and requires the base game Small World to be played. ### How many players can play with this expansion? The expansion maintains the player count of the base game, which is for 2 to 5 players. ### Does the game's complexity increase a lot with the Leaders? No, the addition of Leaders is quite intuitive and doesn't significantly complicate Small World's rules, merely adding an extra tactical layer. ### What happens if my Leader is captured? If your Leader is captured and the ransom isn't paid, they count as two victory points for the player who captured them at the end of the game. ### Can Leaders stay in any region? No, Leaders are brave and cannot stay in regions that offer immunity. ### Does this expansion add new races or powers? No, the expansion adds Leader tokens that accompany existing races and powers, not introducing new ones. ## Price Comparison ### Best International Offers - **BoardGamePrices.com**: $ 8.29 (https://boardgameprices.com/item/go?source=A&storeitemid=2087611&utm_source=boardgamesbot.com) - See all on BoardGamePrices: https://boardgameprices.com/item/show/13318/leaders-of-small-world?utm_source=boardgamesbot.com