WARNING: CHOKING HAZARD
Small parts. Not for children under 3 yrs.
Product DescriptionDesigned by Philippe Keyaerts as a fantasy follow-up to his award-winning Vinci, Small World is inhabited by a zany cast of characters such as dwarves, wizards, amazons, giants, orcs and even humans; who use their troops to occupy territory and conquer adjacent lands in order to push the other races off the face of the earth. Picking the right combination from the 14 different fantasy races and 20 unique special powers, players rush to expand their empires -- often at the expense of weaker neighbors. Yet they must also know when to push their own over-extended civilization into decline and ride a new one to victory. Small World's design emphasizes the playful fantasy theme with rich details and components that beg to be played. The game includes: Two double-sided game boards, one for each of four possible player configurations, 14 Fantasy Races with matching banners & tokens, 20 Special Power badges, a variety of Troll Lairs, Mountains, Fortresses, Encampments, Holes-in-the-ground, 2 Heroes and even a Dragon, along with Victory Coins, 6 Player Summary Sheets, a Reinforcement Die, Rules Booklet and a Days of Wonder Online Access Number. Product Information
Contents:
Customer Reviews
Days of Wonder just can't make a bad game. I have most of their games in my collection, and have never been disappointed. SmallWorld is no exception. The base mechanics are simple, almost Risk-like: your pieces take over sectors of the board by out-numbering the defending forces. Dice are only used occasionally, so usually you can plan on the outcomes. The two twists are 1.) your race and special powers and 2.) putting those powers into decline. You get a race and a special power combination (races are plural nouns, like "giants", "elves", "skeletons" etc. Special Powers are adjectives, like "mounted", "wealthy", "flying" and so on. So you can have "flying skeletons" vs. "mounted giants" or whatever. The pairs are formed randomly) and this combination predicts your "strategy" (tactics really) for the 1-3 turns during which you use it. Different powers grant different bonuses, all of them thematically appropriate. For example, Wizards get one extra gold for each turn in which they control a region with the magic symbol, dwarfs get extra gold by controlling mines, the "flying" special ability allows a race to attack any spot on the board, while the seafaring ability gives you access to the normally-inaccessible water regions. Once you've made as much progress as you can in one turn you collect your coins and play moves on. After a few turns you will usually find that you are over-extended. That's where the "decline" thing comes into play. You can then put your current race in decline and choose a new one. You still get points for the land they own, but they can no longer attack or use their special abilities (except for one or two special cases.) Your new active race then sweeps across the board, and on it goes. There are ten rounds, the player (not race) with the most coins at the end wins. The board(s) (there are two, both double-sided, so you have a different map for each of 2,3,4 or 5 players) are beautifully painted, the tokens are made of the typical sturdy cardboard that is in use in other Days of Wonder games like Colosseum or Queen's Necklace, and the artwork is amazing throughout. (One great example is the Wizards' Race Banner, which has a wizard holding the book "Magick for Dummies" on the active side and "1000 Card Tricks" on the In Decline side). The box is well thought out, with specific spots to hold all the pieces (a trick I dearly wish Mayfair would learn some day) and a guide in the rulebook that shows you where to put everything. There is a full-color, double-sided summary sheet for each player that has a summary of each race and power as well as a turn summary, so you don't need to spend much time in the rule book at all. Like I said, Days of Wonder just can't make a bad game. SmallWorld is fun, well designed, a joy to look at, and everything a game should be. Those looking for deep, involved strategy will be disappointed but those that are looking for an enjoyable hour or so of playtime couldn't do better.
Designed By: Philippe Keyaerts Published By: Days of Wonder Art By: Miguel Coimbra After some gaming under my belt with this game I have to say that it is just what I expect from a product of Days of Wonder. (And that's a very good thing.) Components: Object of the Game: Gameplay: Scores are usually close, so getting extra victory points for taking over Hills as one race does, mines as another does add up. Possible races to replace one that you have put in decline are ranked in order. In order to skip one or more you pay a victory point for each one skipped. Each as some unique powers and the time they are used in the game can be crucial. In one game I had to carve out some territory near some strong races. One about turn four I played the trolls. These guys build a lair which acts as a defensive point. One troll in his lair on a mountain forces another race to spend a lot of men to mess with you. In the following game when the trolls came up I played them in the last round. Sure, no one messed with them, but I couldn't score for them again. I would have been better of going with another race which had more men and had special powers for invasion. I could have taken some areas from the leader (who had yet to score in the last round) and I would have scored more myself. When the leader won by two points it was hard for me to blame it on luck. The first games you are really getting to know the races and the special powers that go with them. In that there are several possible combinations for each game it reminded be of getting to know the game Cosmic Encounter. Comments of Skillful Play: You are playing cribbage here not Contract Bridge. What I mean by that is that this is a game of tactics as opposed to overall strategy. Keep your eye on the play just made, the race and SP just turned up. Think what round this is, and what is the best for this play and what gives you the best chance to come next. Don't hang on to a race because it is scoring good now, don't look at what you will do three plays a head. Everything will soon change. If it is a last round and their is a pile of tokens on the first race get the cash fast. Don't play a combination with few men early on. Even if you get a few extra victory points, you'll not make a dent in your opponents and you'll score little in decline. Final Verdict:This game is lovely to look at, but I have to say that Days of Wonder has always wowed me with great plastic pieces (Memoir '44, Cleopatra, Ticket to Ride) Neat little tokens (The Mass bell and resin monks in Mystery of the Abbey or ships treasures in Pirate's Cove) This was basically a cardboard creation. Nicely done, but a bit less produced as standard Days of Wonder fare. I see this game as crying for expansions and new mapboards. It is a game system as much as a game. In this respect I hope they are careful. The sheet which lists the races and special powers contains enough to focus on for one game. Serious gamers are going to rip this game apart. I have to say it is a great deal of fun. It's a good combination of skill and luck. The rules are a bit confusing for non-gamers, but the learning curve is slight. It really ends up being a good time. I love the thing. Days of Wonder has a new hit. Other Resources for Small World:
|
Shopping Cart
Your shopping cart is empty.
We've listed all our current promotions on one page to help you get great games and save a bundle too! Click here to see our promotions.
Keep up to date on the latest deals and offers from Funagain on our mailing list! Read full details...
|
|||||||||||||||||||||||||||||||||||