# Small World ## General Info - **Year Published**: 2009 - **BGG Rating**: 7.2 - **BGG Rank**: #404 - **Players**: 2-5 (Best with: 4) - **Duration**: 40-80 min - **Weight**: 2.35 / 5 - **Designers**: Philippe Keyaerts - **Artists**: Cyrille Daujean, Miguel Coimbra - **Publishers**: Days of Wonder, asmodee, Asterion Press, Compaya.hu: Gamer Café Kft., Edge Entertainment, Enigma (Bergsala Enigma) - **Categories**: Fantasy, Fighting, Territory Building - **Mechanics**: Area Majority / Influence, Area Movement, Dice Rolling, Hidden Victory Points, Increase Value of Unchosen Resources, Variable Player Powers ## Verdict If you're looking for a lighthearted area control game with tons of replayability, Small World offers endless combinations of fantasy races and powers to conquer a shrinking world. It's a delightful blend of strategy and tactical decisions that keeps every game fresh. Endless race and power combinations Accessible area control mechanics Satisfying tactical decisions Quick playtime for its depth Can feel repetitive over many plays Direct conflict might not suit everyone Luck of the draw for race combos RECOMMENDED ## Description Small World is a game where the entire world is smaller than the sum of all the fantasy races that live in it. Dwarves, wizards, amazons, giants, orcs, elves, and even humans all fight over the same piece of land, and the only way to guarantee space is to push everyone else out. Each round, you pick a race and a special power to dominate adjacent territories, crushing weaker rivals along the way. When expansion stops paying off, it's time to let that race go into decline — flipping the tiles face down — and swap in a new combo that might be far more aggressive. You can keep one active race and one in decline on the board at the same time, which makes knowing when to retreat just as important as knowing when to push forward. At the end of each turn, you collect one coin for every territory your races control, and the value of each territory can shift based on the race's power and the terrain type. There are 14 different races and 20 unique special powers to mix and match — from the sturdy dwarves to the sweeping giant move — and the trick is finding the right pair for the right moment. After a handful of rounds, when the board is crowded with declining races, the game ends and the player with the most coins wins. The pace is fast, the decisions are tough, and the table gets heated. Easy to learn, but deep enough to make you think twice before placing a tile. It's the kind of game that ends and the group immediately asks to play again, because each session changes completely depending on which races and powers came out early. The map is randomly generated, so you never play the same scenario twice, and that adds an extra layer of replay value that keeps the game feeling fresh for a long time. ## How to Play Game Objective Welcome to Small World, a land that's just a little too small for everyone! In this fantastic game, you and your friends will lead whimsical fantasy races, each with unique powers, in a grand conquest for territory and victory points. Your ultimate goal? To be the wealthiest conqueror by the end of the game! Preparation (Setup) Let's get this tiny world ready for some epic battles! Here's how to set up your game: Choose a game board appropriate for your player count. Place the Victory Point (VP) tokens in a general supply, easily accessible to all players. Shuffle the Race banners and Special Power badges separately. Create six unique Race/Special Power combos by pairing one of each, face up, in a column. Place any remaining Race banners and Special Power badges back in the game box. Each player receives 5 Victory Point tokens as starting wealth. The player who most recently conquered a territory goes first. The Turn of Play Your turn in Small World is all about expanding your empire and raking in those precious VPs. Here's a breakdown of what you'll do: Taking Your First Race As the first player, you'll choose one of the six available Race/Special Power combos. The first combo is free. For any combo further down the line, you must pay 1 VP token for each combo skipped. These VPs are placed on the skipped combos, making them more attractive for future players. Conquering Territories Once you've chosen your race, it's time to conquer! To conquer a territory, you need to place at least 2 Race tokens on it. If the territory is already occupied, you'll need 2 Race tokens plus 1 additional Race token for each opposing token already there. If you don't have enough tokens, you can use the Reinforcement Die once per turn to add 0, 1, 2, or 3 extra tokens to your attack. Redeploying Your Troops After conquering, you can redeploy your remaining Race tokens from the territories you occupy to any adjacent territories you also control. This is a great way to consolidate your forces for future attacks or defend key positions. Collecting Victory Points At the end of your turn, you'll collect Victory Point tokens. You get 1 VP for each territory your active race occupies. Some Special Powers or Race abilities might grant you additional VPs. Going Into Decline Sometimes, your race might become stretched too thin, or a new, more powerful combo might appear. When this happens, you can choose to put your active race in decline. Flip their Race banner and Special Power badge to their gray side, remove all but one token from each territory they occupy, and place a single token from that race on each of those territories. These "declined" tokens still earn VPs, but your active race tokens are now free to be used for a new conquest! Choosing a New Race After putting a race in decline, you'll choose a new Race/Special Power combo from the available options, just like at the start of the game. Remember, you'll pay VPs for any skipped combos. End of Game and Scoring The game ends after a predetermined number of rounds (usually 10 for 2-3 players, 9 for 4 players, and 8 for 5 players). The player with the most Victory Point tokens at the end of the final round is the undisputed ruler of Small World and the winner! Tips for Winning Want to dominate this tiny world? Here are a couple of pointers: Timing is Everything for Decline: Don't be afraid to put a race in decline when it's no longer efficient or when a fantastic new combo appears. A well-timed decline can set you up for a powerful comeback. Maximize Your VP Collection: Always be thinking about how to get the most VPs. Sometimes, conquering one more territory is worth it; other times, consolidating your forces to defend existing territories and ensure your current VP income is more strategic. ## FAQ ### How many players does it support? 2 to 5, but the sweet spot is 3, 4, or 5 — with fewer than 3 the tension drops significantly. ### How long does a game last? 40 to 80 minutes, depending on the number of players and how competitive the table gets. ### Is it hard to learn? No. The rules are simple and intuitive — the depth is in the strategy, not in complexity. ### What's in the box? Modular board, race pieces, special power tiles, scoring coins, and rulebook. ### Is it good for beginners? Perfect for newcomers. No heavy rules, but enough strategic layers to stay interesting. ### Can you play it solo or online? No official solo mode, but there are digital versions on Board Game Arena, Steam, and Google Play. ### Is the replayability good? Very good. With 14 races and 20 powers, the combinations are huge and the map changes every session. ## Price Comparison ### Best Offers in Brazil - **Rejoga**: R$ 265,40 (/partner/go.php?p=rejoga&g=119&u=https%3A%2F%2Frejoga.com.br%2Fanuncio%2F1b374ffc-16d4-48e3-951e-8715033d29a9%3Forigem%3Dboardgamesbot) ### Best International Offers - **BoardGamePrices.com**: $ 49.27 (https://boardgameprices.com/item/go?source=A&storeitemid=1318753&utm_source=boardgamesbot.com) - See all on BoardGamePrices: https://boardgameprices.com/item/show/8672/small-world?utm_source=boardgamesbot.com