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Small World (2009) Board Game

Small World is a fantasy board game designed by Philippe Keyaerts and published by Days of Wonder in in 2009. The game features a unique blend of area majority, territory building, and fighting mechanics, set in a whimsical world filled with colorful races and special powers.

Game Components of Small World

  • Map: Two-sided boards with different maps for various player counts.
  • Tokens: Various tokens for each faction, including units, mountains, lairs, and encampments.
  • Factions: Fourteen folk-types and twenty unique powers, creating numerous race-power combinations.
  • Coins: Used for victory points and to skip races during setup.
  • Player Aids: Box-sized aids with full descriptions of every race and power.

    How To Setup Small World

    Setup involves each player choosing a race-power combination from a randomly revealed queue. Players draw five combinations and select one, with the option to skip races by placing coins on them, which equate to victory points. The first race is free, but skipping races incurs a coin cost. Each player starts with a set of tokens based on their chosen combination and begins conquering regions from the edge of the map.

    Gameplay Mechanics and Game Objective

    Mechanics

  • Area Control: Players compete to control regions on the map.
  • Token Placement: Players place tokens to conquer territories, considering terrain and existing tokens.
  • Decline Mechanic: Players can send their race into decline to select a new race-power pairing.
  • Random Combinations: Random race-power pairings each game.
  • Hidden Victory Points: Points are kept secret until the end of the game.

    Game Objective

  • Conquer and control regions on the map to earn victory points.
  • Manage your tokens and race-power combinations to maximize points.
  • Balance expansion and defense to maintain dominance.

    Player Experience

    **Small World** offers a dynamic and engaging experience with a balance between simplicity and strategic depth. The game is easy to learn but provides enough complexity for tactical players. Each turn involves constant token placement and strategic decisions about when to expand, defend, or decline your race. The game’s short to medium length (45-90 minutes) and variable setup ensure high replayability.

    Pros

  • High Replayability: Random race-power combinations and multiple maps ensure each game is unique.
  • Simple yet Strategic: Easy to learn but offers depth for tactical players.
  • Dynamic Gameplay: Constant changes in the board state keep the game engaging.
  • Innovative Decline Mechanic: Avoids player elimination and adds a new layer of strategy.
  • Variety in Expansions: Additional content expands the game’s possibilities.

    Cons

  • Limited Choices Later in the Game: As the game progresses, the number of available choices can narrow.
  • Some Combinations Can Be Overpowered: Certain race-power pairings can be significantly more powerful than others.
  • Cluttered Board: Regions can become cluttered with multiple tokens and features.

    Personal Thoughts on Small World

    **Small World** is ideal for players who enjoy area control and strategic planning without the complexity of overly complex rules. It’s a great game for both new and experienced players, offering a fun and competitive experience. The game’s accessibility and hidden victory points make it a compelling choice for family game nights or casual gaming sessions. However, players seeking games with a high level of complexity or those who dislike direct player interaction may find it less appealing.

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