History TabletopGame / Smallworld

14th Feb '18 11:47:58 AM Screedle
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A unique twist compared to comparable board games is that players occasionally need to put their existing [[VestigialEmpire empire into decline]]: players gain victory points from the territory that both their current emprie ''and'' [[OnlyMostlyDead their declined empire control]], but the declined empire cannot continue expanding.
18th Jan '18 2:53:12 PM TwilightLord
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''Small World Races'':
* Amazons: During your Conquests, you may use 4 additional Amazons.
* Dwarves: Collect 1 bonus coin for each Mine you occupy at turn's end, even when in decline.
* Elves: When conquered, you suffer no loss; withdraw ''all'' your tokens from the region.
* Ghouls: Your Ghouls all stay on the map, when going into decline. In addition, they may continue to conquer new Regions during the following turns.
* Giants: Conquer any Region adjacent to a Mountain Region you occupy at 1 less Giant token than usual. A minimum of 1 Giant token is still required.
* Halflings: Your first conquest may be anywhere. Also place a Hole-in-the-ground in the first 2 Regions you conquer to make them immune to opponents' conquests & racial & special powers.
* Humans: Collect 1 bonus coin for each Farmland Region you occupy at turn's end.
* Orcs: Collect 1 bonus coin for each ''non-empty'' Region you conquered this turn.
* Ratmen: No Race benefit other than their sheer number!
* Skeletons: During Troop redeployment, take 1 new Skeleton token from the tray for every 2 non-empty regions you conquered and deploy it.
* Sorcerers: Once per turn per opponent, substitute an opponent's single ''active'' token with a new Sorcerer token taken from the tray, to conquer an adjacent Region.
* Tritons: Conquer all coastal Regions bordering a Sea or Lake at 1 less Triton token than usual. A minimum of 1 Triton token is still required.
* Trolls: Place a Troll's Lair in each Region you occupy, to increase its defense by 1. Troll's Lairs stay when Trolls go in decline.
* Wizards: Collect 1 bonus coin for each Magic Source you occupy at turn's end.

''Special Powers'':
* Alchemist: Collect 2 bonus coins every turn your tokens are on the map.
* Berserk: You may use the Reinforcement die before ''each'' Conquest.
* Bivouacking: Deploy 5 Encampments in your Region(s). Each Encampment increases that Region's defense by 1.
* Commando: Conquer any Region using 1 less token than usual. A minimum of 1 token is still required.
* Diplomat: At the end of each turn, select 1 opponent whose active race you did not attack this turn. He won't be able to attack you next turn.
* Dragon Master: Use the Dragon to conquer a Region using a single token; the Region occupied by the Dragon becomes immune to opponents' conquests & racial & special powers.
* Flying: You may conquer ''any'' Region of the map, not just an adjacent one.
* Forest: Collect 1 bonus coin for each Forest Region you occupy at turn's end.
* Fortified: Once per turn, place a Fortress in a Region to increase its defense by 1 and collect 1 bonus coin (only when ''active''). The Fortresses stay on the map even after your Race goes in decline.
* Heroic: At the end of your turn, place your 2 Heroes in Regions you occupy, to make these immune to opponents' conquests and racial & special powers.
* Hill: Collect 1 bonus coin for each Hill Region you occupy at turn's end.
* Merchant: Collect 1 bonus coin for ''any'' Region you occupy at turn's end.
* Mounted: Conquer any Hill or Farmland Region at 1 less token than usual. A minimum of 1 token is still required.
* Pillaging: Collect 1 bonus coin for each ''non-empty'' Region you conquered this turn.
* Seafaring: When your Race is active, you may conquer Seas & Lakes as if they were empty Regions. You retain these Regions even after going into decline.
* Spirit: When sent in decline, your Spirit tokens do not count toward the "only 1 race in decline" limit.
* Stout: You may go in decline at the end of a regular turn of conquests, after scoring.
* Swamp: Collect 1 bonus coin for each Swamp Region you occupy at turn's end.
* Underworld: Conquer any Cavern Region at 1 less token than usual. A minimum of 1 token is still required. All Regions with a Cavern are considered adjacent.
* Wealthy: Collect 7 bonus coins, once only, at the end of your first turn on the map.
8th Jul '16 3:13:06 AM Statzkeen
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Created by Days of Wonder, ''Small World'' answers the question, "What would happen if a EuroGame company decided to produce a lighthearted ''{{Mythology}} [[BoardGame strategy game]]''?" by throwing [[FantasyKitchenSink just about all the known fantasy races]] together onto the same world map in a simultaneous bid for survival and [[TakeOverTheWorld conquest]] - creating an odd genre-blender: a sort of Euro-fantasy-semi--.

to:

Created by Days of Wonder, ''Small World'' answers the question, "What would happen if a EuroGame company decided to produce a lighthearted ''{{Mythology}} [[BoardGame strategy game]]''?" by throwing [[FantasyKitchenSink just about all the known fantasy races]] together onto the same world map in a simultaneous bid for survival and [[TakeOverTheWorld conquest]] - creating an odd genre-blender: a sort of Euro-fantasy-semi--.
Euro-fantasy-semi-war-game.
8th Jul '16 3:12:54 AM Statzkeen
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Created by Days of Wonder, ''Small World'' answers the question, "What would happen if a EuroGame company decided to produce a lighthearted ''{{Mythology}} [[BoardGame strategy game]]''?" by throwing [[FantasyKitchenSink just about all the known fantasy races]] together onto the same world map in a simultaneous bid for survival and [[TakeOverTheWorld conquest]].

to:

Created by Days of Wonder, ''Small World'' answers the question, "What would happen if a EuroGame company decided to produce a lighthearted ''{{Mythology}} [[BoardGame strategy game]]''?" by throwing [[FantasyKitchenSink just about all the known fantasy races]] together onto the same world map in a simultaneous bid for survival and [[TakeOverTheWorld conquest]].
conquest]] - creating an odd genre-blender: a sort of Euro-fantasy-semi--.
25th Feb '16 2:08:37 PM Adeon
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* RatMen: The Ratmen race.



* RatMen: The Ratmen race.
25th Feb '16 2:07:54 PM Adeon
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* RodentsOfUnusualSize: The Ratmen race.

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* RodentsOfUnusualSize: RatMen: The Ratmen race.
22nd May '15 6:45:03 AM EllaV
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* EvilSorceror: The Sorceror race certainly looks the part, what with their [[BeardOfEvil goatees]], [[GoodHairEvilHair slicked black hair]] and [[HighCollarOfDoom pointy-collared capes]].

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* EvilSorceror: EvilSorcerer: The Sorceror Sorcerer race certainly looks the part, what with their [[BeardOfEvil goatees]], [[GoodHairEvilHair slicked black hair]] and [[HighCollarOfDoom pointy-collared capes]].
31st Dec '14 2:30:42 AM HopeFox
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* VestigialEmpire: When a race declines, it turns into this, ready for the newest rising empire to take its place, but not quite gone yet.
21st Jun '14 8:49:38 AM tryrar
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Created by Days of Wonder, ''Small World'' answers the question, "What would happen if a EuroGame company decided to produce a lighthearted ''{{Mythology}} [[BoardGame strategy game]]''?" by throwing [[FantasyKitchenSink just about all the known fantasy races]] together onto the same world map in a simultaneous bid for [[FightingForSurvival survival]] and [[TakeOverTheWorld conquest]].

to:

Created by Days of Wonder, ''Small World'' answers the question, "What would happen if a EuroGame company decided to produce a lighthearted ''{{Mythology}} [[BoardGame strategy game]]''?" by throwing [[FantasyKitchenSink just about all the known fantasy races]] together onto the same world map in a simultaneous bid for [[FightingForSurvival survival]] survival and [[TakeOverTheWorld conquest]].
29th May '14 7:06:48 PM VeronicaWakefield
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* MassiveRaceSelection: Sentient mushrooms, giant talking rats, tritons, elementals, ogres, spider-centaurs, trolls ... the list goes on seemingly forever.
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