# Small World: Power Pack 2 ## General Info - **Year Published**: 2017 - **BGG Rating**: 7.7 - **BGG Rank**: — - **Players**: 2-5 (Best with: 4) - **Duration**: 40-80 min - **Weight**: 2.27 / 5 - **Designers**: Blaise Hanczar, Clay Blankenship, Jason Oman, Jörg Krismann, Leif Steiestol, Michael Haverty, Paolo Mori, Phil Walker-Harding, Philippe Keyaerts - **Artists**: Cyrille Daujean, Miguel Coimbra - **Publishers**: Days of Wonder, Hobby World - **Categories**: Expansion for Base-game, Fantasy, Fighting, Territory Building - **Mechanics**: Area Majority / Influence, Area Movement, Dice Rolling, Variable Player Powers ## Verdict If you already enjoy Small World and want more race and power options to mix and match, this pack is a treat! It brings a lot of cool stuff to spice up your games.More races and powersIncreases replayabilityComponents and organizationExpands Small World universeRequires base gameMore initial complexityNo new rules addedFOR GENRE FANS ## Description Hey everyone! Ready to expand the fun chaos of Small World? The Power Pack 2 has arrived to supercharge your games with more crazy races and powers. If you enjoy the Cursed!, Grand Dames of Small World, and Royal Bonus expansions, this little gem brings them all together and even includes an organizer tray so you don't lose any tokens amidst the battle. Think of races like the Cursed Fauns or the Aquatic Priestesses – each with their unique way of conquering the world. Combined with ten special powers, the strategy possibilities multiply. Want to dominate the world with an army of Seer Gnomes or a group of multiplying Dragons? The choices are yours! This expansion is perfect for those who are already die-hard fans of Small World and want more variety and replayability. It doesn't change the basic rules of the game but adds an extra spice that makes all the difference, maintaining that atmosphere of fierce competition for territories, but with a touch of unpredictability and new synergies between races and powers. It's guaranteed fun for those who already know and love the original game! ## How to Play Game Objective The objective of the game is to conquer regions and accumulate the maximum number of Victory Coins. Players choose combinations of Races and Special Powers to expand their empires in a small and contested world. The victory condition is determined by the score at the end of the game, where the player with the most Victory Coins will be the winner. Preparation (Setup) Consult the manual for details on this section. Game Flow Consult the manual for details on this section. Actions and How to Play Conquering Regions Goblins: You may conquer any Declining Region at the cost of 1 less Goblin token than normal. A minimum of 1 token is still required. Kobolds: You can never occupy (nor conquer) a Region with fewer than two Kobold tokens. Ransacking Were-: Each time you successfully conquer a Region containing an opponent's active Race token, they must immediately pay you 1 Victory Coin from their personal supply (unless they have no more coins). You cannot ransack Declining Ghouls. Marauding Hordes of Peace Loving: Once your conquests end (but before any final conquest attempt using the Reinforcement Die), take your troops back into hand, leaving at least one token per region, and go through another full cycle of conquests; then make your final conquest attempt, if any. Cursed Fireball: During Troop Redeploy, collect 1 Fireball marker for each Magic Source you occupy. Fireballs count as 2 Race tokens, but can only be used during an attack on one of your subsequent turns. They are discarded once used. Multiple Fireballs can be used to conquer a single Region. You still need a minimum of 1 Race token to occupy the Region. Aquatic Behemoth: Your two Behemoths are each represented by a stack of tokens that corresponds to the number of Swamp regions you currently occupy. These 2 stacks can never be split or mixed. Each Behemoth's stack counts as an equivalent number of Race tokens for attack AND defense. The number of tokens in each stack is adjusted each time you capture or lose a Swamp region. A Behemoth must always be accompanied by at least one Race token. If the region it occupies is conquered, only the accompanying Race token is lost; reposition your Behemoth (keep it as a single stack) at the end of your attacker's turn, as normal. Race Abilities and Special Powers Shrubmen: All Forest regions occupied by Shrubmen become immune to opponents' conquests, racial, and special powers, even when Declining. Igors: During Troop Redeploy, collect 1 new Race token for each active region you conquered this turn. Your victims also receive 1 new Race token for each of their regions you conquered. You collect all Race tokens (Lost Tribes, Monsters, and all Player Race tokens, including your own) lost in conquests. At the start of your turn, you can trade them for new Igor Race tokens at a rate equal to the number of players in the game (if 4 players, 4 tokens collected = 1 new Race token). If you have collected enough tokens, you can get more than 1 new Race token. White Ladies: Once Declining, your White Ladies become immune to opponents' conquests, racial, and special powers! Kobolds: When they go Declining, however, keep a single token in each Region, as normal. Nomads: Place 1 bonus Victory coin (taken from the Victory supply) on each Region you abandon. You cannot conquer these Regions again this turn, but you receive the coins they contain as a bonus at the end of the turn. Priestesses: When they go Declining, take one Priestess token from each occupied region and stack them to form a single "Ivory Tower" stack in one of the Regions they occupy, abandoning all others. Each turn, score 1 bonus Victory coin for each Priestess token in the Ivory Tower, instead of their usual Declining score. But beware: Your Ivory Tower can still be conquered like any other Region (with enough Race tokens or a Dragon)! If your Priestesses were Fortified, your Ivory Tower can be built on a single Fortress. Historian: Collect 1 bonus Victory coin for each Declining Race at the moment you select the Historians. While you are active, collect 1 bonus Victory coin each time another Race goes Declining, and 1 final bonus coin when your own Historians go Declining! Aquatic: Collect 1 bonus Victory coin for each Coastal Region you occupy. Each non-Coastal Region brings 1 less Victory Coin than usual. Cursed: You must pay 3 Victory coins, not 1, to skip the Race that is Cursed when selecting a Race and Special Power combination. It brings no additional Special Power. Peace Loving: Collect 3 bonus Victory coins at the end of each turn during which you have not attacked any active Race. You have no love for Declining Ghouls, however, and can attack them without losing your Peace-loving bonus. Were-: Each night (even-numbered game turn), you can conquer all Regions with 2 less Race tokens than normal. A minimum of 1 token is still required. Your Special Power has no effect during the day (odd-numbered game turn). Hordes: You can use your 2 Hordes of tokens exactly as if they were additional active Race tokens of your own Race. They disappear when you go Declining, however. End of Game and Scoring Consult the manual for details on this section. Tips for Winning Carefully consider choosing Races and Special Powers that complement each other, such as the Shrubmen who make Forest regions immune, or the White Ladies who become immune when Declining, to maximize your presence on the board and make life difficult for opponents. Take advantage of bonus scoring abilities, such as the Historians who reward for Declining Races, or the Aquatic who score for Coastal Regions, to accumulate Victory Coins efficiently. Manage your tokens and the timing of going Declining. Nomads, for example, offer coins when abandoning Regions, while Priestesses create an Ivory Tower that scores continuously but can be a target. ## FAQ ### Do I need the base Small World game to play with this pack? Yes, absolutely! The Power Pack 2 is an expansion and requires the base Small World game to be played. ### How many new races and powers come in this pack? This pack brings together 8 races and 10 special powers from other expansions, adding a lot of variety! ### Does this pack change the basic rules of Small World? No, it focuses on adding new race and power combinations, keeping the core rules of the base game the same. ### Is it too complicated to add these new races and powers? For those who already know Small World, adapting is quite smooth. The complexity increases a bit with the variety, but it's nothing too daunting. ### Is it worth it for those who have the original expansions that make up this pack? If you don't want multiple boxes scattered around, this pack is great for consolidating these races and powers, plus it includes an organizer tray. ### How many players can play with this expansion? The number of players remains the same as the base game, from 2 to 5 players. ### What else comes besides the race and power cards? Besides the cards, the pack includes a tray to organize the race and power tokens, which is very useful! ## Price Comparison ### Best International Offers - **BoardGamePrices.com**: $ 22.86 (https://boardgameprices.com/item/go?source=A&storeitemid=3439093&utm_source=boardgamesbot.com) - **BoardGamePrices.com**: $ 23.99 (https://boardgameprices.com/item/go?source=A&storeitemid=4820182&utm_source=boardgamesbot.com) - **BoardGamePrices.com**: $ 24.00 (https://boardgameprices.com/item/go?source=A&storeitemid=6791930&utm_source=boardgamesbot.com) - **BoardGamePrices.com**: $ 25.38 (https://boardgameprices.com/item/go?source=A&storeitemid=973251&utm_source=boardgamesbot.com) - **BoardGamePrices.com**: $ 26.34 (https://boardgameprices.com/item/go?source=A&storeitemid=1435018&utm_source=boardgamesbot.com) - **BoardGamePrices.com**: $ 26.99 (https://boardgameprices.com/item/go?source=A&storeitemid=955463&utm_source=boardgamesbot.com) - **BoardGamePrices.com**: $ 28.08 (https://boardgameprices.com/item/go?source=A&storeitemid=1665417&utm_source=boardgamesbot.com) - **BoardGamePrices.com**: $ 28.08 (https://boardgameprices.com/item/go?source=A&storeitemid=1665407&utm_source=boardgamesbot.com) - **BoardGamePrices.com**: $ 29.04 (https://boardgameprices.com/item/go?source=A&storeitemid=971620&utm_source=boardgamesbot.com) - **BoardGamePrices.com**: $ 32.41 (https://boardgameprices.com/item/go?source=A&storeitemid=6077849&utm_source=boardgamesbot.com) - See all on BoardGamePrices: https://boardgameprices.com/item/show/23317/small-world-power-pack-2?utm_source=boardgamesbot.com