Hello blog viewers! As promised, I will introduce a new board game on my blog every week. This week, we take a look at a game about a fantasy world with a multitude of fictional races and monsters at your command. The only problem is that this made-up world isn't big enough for all of them. It's up to you and your tribe to fight off the other players by beating them as much as you can for the most points and dominate the world. This is Small World.
Small World is a RISK type of game (RISK, as in the board game). It is a multi-player board game (2-5 players) published by Days of Wonder. The objective is to control an army and try to conquer and occupy as much land as you can.
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| Global domination? oooooooooooh snap! |
After the game has been set up the players pick a race with a special power at the beginning of their turns, and they, for example, may become the:
Flying Orcs
Diplomatic Skeletons
or Pillaging Elves
in other words (adjective) and (noun)
Each Race and Power has added benefits to help you beat your opponent
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| Added benefits, added benefits, benefits, added, beat people with added benefits... :) |
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| Powers to the left. Races are to the right. |
In case you were wondering there are a total of 14 races and 20 powers to randomly generate and choose from.
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| The races |
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| The powers |
Once players have picked their race and have been given their troops they may begin their conquest on one of the 4 different world layouts ( this game has 2 different boards, each double-sided. Awesome right?). The board selected will depend on how many players are playing, smaller boards for less players, and bigger boards for more players.
This is what the average board looks like
Each region/territory is divided by white borders. Players on their turn place their armies on different territory until they run out of troops or don't have enough to take any more territories. Players get a set amount of army tokens to place based on the number shown on their race and power pieces.
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| Each of these races get 10 tokens |
These tokens are all the player gets unless they manage to roll a number on the redeployment dice. The dice is used if they don't have enough tokens to take a certain territory. The user rolls a 6 sided dice with only 1/2 chance to redeploy because only 3 of the sides have numbers, and the other 3 are blank. If the roll is successful, the player may receive up to 3 extra units.
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| Like a D6 |
Later in the game the players will have stretched their race thin across the board and may need to decline their race and start a new one. The declined race cannot be controlled by the player, but they remain on the board until they are eliminated.
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| Sweet dreams, my Diplomatic Trolls.... |
At the end of each turn the player is rewarded with points based on how many regions they occupy, and based on their racial benefits or special powers. The player with the most points after a set amount of turns is the ruler of Small World and the winner of the game.
My Play Through
I have made it my goal in this blog to try and sit down and play the games I'm over viewing at least once with some friends. This week, I played with my beautiful girlfriend, sassy Sister-in-law (brother's wife), genius brother, and awesome sister. Since there's 5 of us we play with the big, bad, 5 player board. None of us have previously played before and the only advantage I had over them is:
1) I read the rules.
The player with the pointiest ears plays first ( no joke), naturally that's me which works out since I take my turn explaining the rules to them. I take a race that i thought interesting from the group of five ( Spirit Ghouls) even though I knew there was better choices. I didn't want to pick a race that would completely dominate the game since it's their first time playing... even though it screws me over in the end.We take a lot of time asking questions and looking up rules but the over all game play was still fun. We all start picking our races and getting settled in on the board.
My beautiful girlfriend sits to the left of me so she plays next and picks the Dragon Master Haflings, why? Because dragons (duh).
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| Her pet dragon burning everything alive. |
Next is my sassy Sister-in-law, she picks the Forest Giants. She takes them up into the hills where she gets an advantage and holds that hill for most of the game and a couple of forests to generate extra points. She doesn't expand much but manages to hold her ground when the invaders came knocking
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| Go away, stupid ghouls. |
Everything is good until my genius brother starts his turn... I see my brother eyeing the Flying Sorcerers I was looking at earlier...
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| My reaction |
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| My "I'm screwed" sudden realization. |
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| "We come in peace" |
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| Yay jail! so much fun. |
























