Game: Small World
Manufacturer: Days of Wonder
Designer: Philippe
Keyaerts
Year: 2009
For a gateway level game, we added
Small World to our collection quite
late. Like most Days of Wonder games
it is a very high quality production with great artwork and is simple enough to
teach to new players, so we are very happy to have added it to our shelves and
are still trying to add a few more Days
of Wonder titles – it won’t be soon before I run out of patience and buy Quadropolis too.
In Small World, each player selects an available combination of a race
and a special power and takes a pile of tokens equivalent to the total number
shown on the race/power cards. This allows strong powers to counter balance
slightly weaker races, although every so often there is a killer combination
that becomes available by chance. Your tokens are then used to take over
different areas of the fantasy land (hills, mountains, swamps etc.) by
outnumbering the number of tokens which are already on that piece of land
–wither neutral tokens or your opponent’s tokens.
Points are scored for the number
of areas you control at the end of your turn, plus any bonuses that your power
or race can obtain. After a few turns your number of tokens will start to
dwindle as your opponents have killed them of or because you can expand no
further. You should then put your race into decline which means you still
control the territories (for now) but that you will in essence skip a turn and
you can expand that race no further. On your next turn you take a new
race/power combo. On future turns your point score is equal to the number of
territories you control with both your declined and active races.
The tokens representing all of the races, plus the neutral tribesmen in the bottom right. |
One of the main positives in Small World is the variability. The way in which races and
abilities are rotated makes it very hard for someone to say ‘I always play as
Skeletons’ and even if they are desperate for a certain race, the need to pay
VP tokens to claim it gives everyone else a more balanced experience.
We also really benefit from the way that Small World deals with different player
numbers. The box contains two double sided maps so you play on a different
sized map for 2, 3, 4 or 5 players. This is pretty perfect for scaling the
competition – my only caveat would be that since you can only enter the board
from the edges there is more conflict for starting position in higher player
count games.
The two maps of different sizes to suit different player counts. |
I was surprised to find that Small World is actually a pretty light game. It’s definitely THE
entry level area control game and personally I don’t want to venture much
further into the genre after my recent experience with Twilight Struggle. The fantasy theme will definitely appeal to
traditional gamers, but even for people like me who have never been into
fantasy the artwork is just really nice and makes most player powers quite
intuitive. The only downside I can think of is that the variety of abilities
and races does mean you need the reference sheet handy, even after you’ve
played the game numerous times.
For us Small World
is a really solid two player game and with the right players it is a very slick
game at all player counts. We can play the game in around 40 minutes with just
the two of us, making it a game that I’m sure will regularly hit the table. The
Yellow Meeple gives Small World a 7/10.
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