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Small World

Small World

Days of Wonder · 2009
2–540–80 min8+ yrs2.4/5 complexity7.2 BGG#408 BGG104,2 KKidsCouples
short answer

How do you play Small World?

The objective of Small World is to accumulate the most victory points by the end of the game. Players achieve this by choosing various fantasy races, each with unique special powers, and using them to conquer and control regions on the game board. As your civilization expands and potentially weakens or becomes overextended, you'll strategically put your current race into decline and select a new one to continue your conquests, aiming to maximize your points over several rounds.

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FromRON 225
Watch It Played · Small World - How To Play
Small World - How To Play

Small World - How To Play

Watch It Played· 17 min· published Aug 13, 2019Community
the rules in 60 seconds▶ auto · 1/6
🧩
01

Setup

Place the game board matching the player count, set the round marker on space 1, arrange race banners and special power badges in columns, place Lost Tribe tokens on specific regions, and distribute starting coins to players.

The rules, step by step

Setup
To set up, select the double-sided game board that corresponds to your player count and place it in the center of the play area. Position the round marker on the first space of the round track. Place the included tray, containing all game tokens, beside the board. Shuffle the race banners into a face-up pile and deal the top five into a column. Do the same with the special power badges, pairing them with the revealed race banners. Place Lost Tribe tokens on regions marked with their symbol and mountain tokens on regions showing mountains. Each player receives five one-value victory coins, placed face down in front of them.
Objective
The objective of Small World is to accumulate the most victory points by the end of the game. Players achieve this by choosing various fantasy races, each with unique special powers, and using them to conquer and control regions on the game board. As your civilization expands and potentially weakens or becomes overextended, you'll strategically put your current race into decline and select a new one to continue your conquests, aiming to maximize your points over several rounds.
On your turn
A game turn begins with the active player. In the first round, or when you need a new race, you must pick a race and special power combo from the available column. The top combo is free, but you must place one of your one-value victory coins on each skipped combo to take one further down. Collect the corresponding race tokens. Then, you conquer regions by deploying your race tokens. To conquer an empty border region, you need two tokens. For regions with Lost Tribe tokens, mountains, or other tokens (like encampments or fortresses), you need one additional token per existing token. You can continue conquering adjacent regions, but each new region must be adjacent to one you already control. If you run out of tokens for a final conquest, you can attempt a last conquest by rolling a die, adding its value to your remaining tokens; if the total meets the requirement, you succeed. Any single enemy or Lost Tribe tokens in a conquered region are returned to the tray. After conquering, you may redeploy your active race tokens among your controlled regions, leaving at least one token in each. Alternatively, you can choose to put your active race into decline.
Scoring
After performing all conquests and redeploying tokens, you score victory points. You collect one victory point from the supply for each region you control with your active race. Additionally, some race and special power combinations grant bonus victory points based on specific region types or conditions. For example, Swamp Dwarves gain an extra point for each swamp region they control, and Dwarves in decline still earn points for mining regions. Any points collected are kept face down, but you can make change from the supply if needed. If you have a race in decline, its tokens on the board also score one point per region they occupy, but they do not benefit from their special power badge (which is discarded) or their race banner's active abilities, unless the banner explicitly states otherwise for its declined side.
Game end
The game is played over a fixed number of rounds, which is determined by the player count and indicated on the round track. Once the round marker reaches the final space on the round track, each player takes one final turn. After all players have completed their last turn, the game ends. Each player then reveals and totals all their collected victory point tokens. The player with the highest total score wins the game. In the event of a tie, the tied player who controls the most race tokens on the board (including both active and declined tokens) wins. If there is still a tie, the tied players share the victory.
Tips
A crucial aspect of Small World is deciding when to put your active race into decline. While it means sacrificing a turn for new conquests, it allows you to choose a new, potentially stronger race on your next turn, which can be vital for adapting to the changing board state and opponent strategies. Utilize the player aid sheets, which summarize race and special power abilities, to quickly reference rules and plan your moves effectively. Consider the costs and benefits of skipping races to get a more desirable combo, as well as how to best redeploy your tokens to defend key regions or prepare for future conquests.
🔬 game anatomy
Complexity2.4 / 5
BGG rating7.2 / 10
Vibe
KidsCouples
Language dependence
No in-game text needed
🌐 plays without English
Play time
40–80 min
Players
2–5
Recommended age
8+ yrs
BGG rank
#408

from Trișache · verified

Frequently asked questions

Q1What is the goal of the game?
The objective of Small World is to accumulate the most victory points by the end of the game. Players achieve this by choosing various fantasy races, each with unique special powers, and using them to conquer and control regions on the game board. As your civilization expands and potentially weakens or becomes overextended, you'll strategically put your current race into decline and select a new one to continue your conquests, aiming to maximize your points over several rounds.
Q2How do you set up the game?
To set up, select the double-sided game board that corresponds to your player count and place it in the center of the play area. Position the round marker on the first space of the round track. Place the included tray, containing all game tokens, beside the board. Shuffle the race banners into a face-up pile and deal the top five into a column. Do the same with the special power badges, pairing them with the revealed race banners. Place Lost Tribe tokens on regions marked with their symbol and mountain tokens on regions showing mountains. Each player receives five one-value victory coins, placed face down in front of them.
Q3How does a turn work?
A game turn begins with the active player. In the first round, or when you need a new race, you must pick a race and special power combo from the available column. The top combo is free, but you must place one of your one-value victory coins on each skipped combo to take one further down. Collect the corresponding race tokens. Then, you conquer regions by deploying your race tokens. To conquer an empty border region, you need two tokens. For regions with Lost Tribe tokens, mountains, or other tokens (like encampments or fortresses), you need one additional token per existing token. You can continue conquering adjacent regions, but each new region must be adjacent to one you already control. If you run out of tokens for a final conquest, you can attempt a last conquest by rolling a die, adding its value to your remaining tokens; if the total meets the requirement, you succeed. Any single enemy or Lost Tribe tokens in a conquered region are returned to the tray. After conquering, you may redeploy your active race tokens among your controlled regions, leaving at least one token in each. Alternatively, you can choose to put your active race into decline.
Q4How is scoring calculated?
After performing all conquests and redeploying tokens, you score victory points. You collect one victory point from the supply for each region you control with your active race. Additionally, some race and special power combinations grant bonus victory points based on specific region types or conditions. For example, Swamp Dwarves gain an extra point for each swamp region they control, and Dwarves in decline still earn points for mining regions. Any points collected are kept face down, but you can make change from the supply if needed. If you have a race in decline, its tokens on the board also score one point per region they occupy, but they do not benefit from their special power badge (which is discarded) or their race banner's active abilities, unless the banner explicitly states otherwise for its declined side.
Q5When and how does the game end?
The game is played over a fixed number of rounds, which is determined by the player count and indicated on the round track. Once the round marker reaches the final space on the round track, each player takes one final turn. After all players have completed their last turn, the game ends. Each player then reveals and totals all their collected victory point tokens. The player with the highest total score wins the game. In the event of a tie, the tied player who controls the most race tokens on the board (including both active and declined tokens) wins. If there is still a tie, the tied players share the victory.
Q6What tips are there for beginners?
A crucial aspect of Small World is deciding when to put your active race into decline. While it means sacrificing a turn for new conquests, it allows you to choose a new, potentially stronger race on your next turn, which can be vital for adapting to the changing board state and opponent strategies. Utilize the player aid sheets, which summarize race and special power abilities, to quickly reference rules and plan your moves effectively. Consider the costs and benefits of skipping races to get a more desirable combo, as well as how to best redeploy your tokens to defend key regions or prepare for future conquests.
Q7How much does Small World cost?
Small World costs around 225 RON in Romania.
Q8Where can I buy Small World cheapest?
The lowest price for Small World right now is 225 RON at Hobby Planet. The Prices tab lists every store currently tracking it.
Q9How do you play Small World?
Small World is a fantasy game, for 2–5 players, taking ~40–80 minutes, featuring area majority / influence. Check the Rules tab for setup, gameplay, and scoring, or ask Trișache anything about Small World — our AI assistant built by howtoplay.ro and trained specifically on board game rulebooks.
Q10How many players does Small World support?
Small World is played by 2–5 players.

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