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General clarification on works content; "Cursed Gypsies" implies the Romani ARE cursed, not doing the cursing


* Gypsies[[note]]Submitted by Clay Blankenship, U.S.A.[[/note]]: Always on the move, Gypsies can still score one victory point for each region they abandon at the beginning of their turn.

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* Gypsies[[note]]Submitted by Clay Blankenship, U.S.A.[[/note]]: Always on the move, Gypsies can still score one victory point for each region they abandon at the beginning of their turn. They were renamed Nomads in the 2020 version.



* {{Bowdlerise}}: The Gypsies were later renamed the Nomads in the 2020 edition, as the former term is often considered a slur for the UsefulNotes/{{Romani}}.



** GypsyCurse: Possible with Cursed Gypsies, though it's no more thematic than if used with any other race.

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** GypsyCurse: Possible Inverted with Cursed Gypsies, Gypsies (or Nomads), though it's no more thematic than if used with any other race.



* UsefulNotes/{{Romani}}: The Gypsies, added with the ''Grand Dames of Small World'' expansion.

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* UsefulNotes/{{Romani}}: The Gypsies, added with the ''Grand Dames of Small World'' expansion. [[{{Bowdlerise}} They were later renamed Nomads in the 2020 version]].

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Added example(s)


* LowTierLetdown: The Dwarves from the base game are well-known for being underpowered. While their power, which is 1 additional point per mine ''including in decline'', is far from uninsteresting, their numbers are pitifully low. This makes actually conquering the usually dispersed mines very difficult, not to mention defending them when in decline, or getting back up from a curbstomp.

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* LowTierLetdown: The Dwarves from the base game are well-known for being underpowered. While their power, which is 1 additional point per mine ''including in decline'', is far from uninsteresting, uninteresting, their numbers are pitifully low. This makes actually conquering the usually dispersed mines very difficult, not to mention defending them when in decline, or getting back up from a curbstomp.


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* RandomizedDamageAttack: The final attack in a turn gets to roll a die for an attack bonus, to make up for only having limited troops. The Berserk ability allows rolling it before each attack.


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* ReducedResourceCost: The races are free, but if a player chooses to skip races in the queue, they leave one coin on said race. Other players may factor in the additional coins in choosing which race to pick.
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* The Amazons wear bikinis mead out of leaves that cover next to nothing.
* The Priestesses' robes feature both NavelDeepNeckline and SexyBacklessOutfit. Let's just say their clothes don't leave much to the imagination.

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* ** The Amazons wear bikinis mead out of leaves that cover next to nothing.
* ** The Priestesses' robes feature both NavelDeepNeckline and SexyBacklessOutfit. Let's just say their clothes don't leave much to the imagination.
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** Several Races or powers grand more points when capturing specific biomes, e.g. Humans with Farmlands, Dwarves with mines, Caverns with the "Underworld" power…
** The "Mounted" power makes Plains and Farmlands easier to conquer.


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* NoOneGetsLeftBehind: The Elves' power is to never loose troops when they lose a region. Either because they make sure everyone is evacuated safely… or because they fled before danger was even at the gates, depending on how you choose to interpret it !

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''Leaders of Small World'': This expansion adds a "Leader" token for each Race, which can be used as a regular troop token for conquering and defending. When a region with a leader is captured, the Leader alone is taken prisoner (no tokens are lost) and can be ransomed : the player who lost their leader can by it back from the leader who captured it at the cost of one victory point. Leaders disappear when in decline. Any captured leader that hasn't been bought back at the end of the game is worth 2 victory points for the capturing player.



* CompetitiveBalance: The number of troops you get for each race/power combination is inversely proportional to said Race/Power's

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* CompetitiveBalance: The number of troops you get for each race/power combination is inversely proportional to said Race/Power's how strong a race and their special power are. One race (Ratmen) has no special power, just numbers ; and Races introduced in the expansions have even more troops, balanced by a drawback.



* KickThemWhileTheyAreDown: The Goblins' ability given them bonuses for attacking races in decline.

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* KickThemWhileTheyAreDown: The Goblins' ability given gives them bonuses for attacking races in decline.



* LowTierLetdown: The Dwarves from the base game are known for being underpowered. While their power, which is 1 additional point per mine ''including in decline'', is far from uninsteresting, their numbers are pitifully low which makes actually conquering the usually dispersed mines very difficult, not to mention defending them when in decline, or getting back up from a curbstomp.

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* LowTierLetdown: The Dwarves from the base game are known well-known for being underpowered. While their power, which is 1 additional point per mine ''including in decline'', is far from uninsteresting, their numbers are pitifully low which low. This makes actually conquering the usually dispersed mines very difficult, not to mention defending them when in decline, or getting back up from a curbstomp.



** The Homonculi use a similar mechanic, but with troops instead. Passing over them in the race selection queue gives them one additional troop token, making them more powerful the more time they're disregarded.



* ObviousRulePatch: The "Peace Loving" power (earn 3 extra coins for each turn you didn't attack an active race) specifies that in decline Ghouls (who continue to act as if they are an active race) are still considered in decline regardless.

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* ObviousRulePatch: The "Peace Loving" power (earn 3 extra coins for each turn you didn't attack an active race) specifies that Ghouls in decline Ghouls (who continue to act as if they are an active race) are still considered in decline regardless.



** Can be the Amazon's Achilles' heel. They get more troops for attacking and can thus tear through enemy defences, but said troops are removed from the board game at the end of the conquest phase. Being to greedy with you conquests can leave you open for horrible punishment.
%%** The Barbarians and Pixies both have a similar boost to numbers that allows for good offence, but leaves them open for retaliation afterwards.



* {{Stripperiffic}}: The Priestesses' robes feature both NavelDeepNeckline and SexyBacklessOutfit. Let's just say their clothes don't leave much to the imagination.

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* {{Stripperiffic}}: {{Stripperiffic}}:
* The Amazons wear bikinis mead out of leaves that cover next to nothing.
*
The Priestesses' robes feature both NavelDeepNeckline and SexyBacklessOutfit. Let's just say their clothes don't leave much to the imagination.

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!!From ''Ladies First!''
Fan-proposed content that was [[ApprovalOfGod made official]].

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!!From ''Ladies First!''
Fan-proposed
''Grand Dames of Small World''
Fan-submitted
content that was [[ApprovalOfGod made official]].



* White Dames: Not very numerous, the White Dames' make all regions they occupy impossible to take as soon as they enter decline.
* Gypsies: Always on the move, Gypsies can still score one victory point for each region they abandon at the beginning of their turn.
* Priestesses: When entering decline, Priestesses gather in one region to form an "Ivory Tower" that holds one Priestess for each region they occupied. It scores one point per priestess per turn, and is thus very well defended because of their numbers[[note]]Unless someone comes along with a dragon…[[/note]].

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* White Dames: Dames[[note]]Submitted by Jörg Krismann, Germany[[/note]]: Not very numerous, the White Dames' make all regions they occupy impossible to take as soon as they enter decline.
* Gypsies: Gypsies[[note]]Submitted by Clay Blankenship, U.S.A.[[/note]]: Always on the move, Gypsies can still score one victory point for each region they abandon at the beginning of their turn.
* Priestesses: Priestesses[[note]]Submitted by Jason Oman, Australia[[/note]]: When entering decline, Priestesses gather in one region to form an "Ivory Tower" that holds one Priestess for each region they occupied. It scores one point per priestess per turn, and is thus very well defended because of their numbers[[note]]Unless someone comes along with a dragon…[[/note]].



* Historian: Historian win points for each Race in decline in game when they enter the game, and one more point each time someone enters decline.
* Pacifist: Gain 3 additional victory points each turn you don't attack an active civilization – Zombies in decline, though still active, don't count.

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* Historian: Historian Historian[[note]]Submitted by Mike Haverty, U.S.A.[[/note]]: Historians win points for each Race in decline in game when they enter the game, and one more point each time someone enters decline.
* Pacifist: Pacifist[[note]]Submitted by Blaise Hanczar, Franche[[/note]]: Gain 3 additional victory points each turn you don't attack an active civilization – Zombies in decline, though still active, don't count.



Another expansion made of fan-submitted ideas.



* Goblins: Goblins can conquer regions occupied by an empire in decline with one less token than usual. A minimum of 1 token is still required.
* Kobolds: Kobolds can't conquer or occupy any region with less than 2 Kobolds, except when in decline. To counterbalance this disadvantage, they are very numerous.

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* Goblins: Goblins[[note]]Submitted by Gustav Åkerfelt, Finland[[/note]]: Goblins can conquer regions occupied by an empire in decline with one less token than usual. A minimum of 1 token is still required.
* Kobolds: Kobolds[[note]]Submitted by Jörg Krismann, Germany[[/note]]: Kobolds can't conquer or occupy any region with less than 2 Kobolds, except when in decline. To counterbalance this disadvantage, drawback, they are very numerous.



* Cursed: The Curse brings no additional troops. Instead, '''not''' taking it in the queue costs 3 victory points instead of one – the player who eventually chooses it also gets those points.
* Daring: before using the reinforcement die for your last conquest this turn, you can take back your tokens (leaving one per region) for a second conquest phase!
* Horde: The Horde gets two "Horde" tokens that can be used just like normal troops token for an offensive AND defensive bonus, but they disappear when entering decline.
* Thieving: Each time you take a region occupied by another player, you can steal one victory point from they reserve. The power doesn't work against people in decline – including Zombies
* Were-: On "Night" (even) turns, each region can be taken with two less tokens than usual. A minimum of one token is still required. On "Day" (odd) turns, the power is inactive.

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* Cursed: Cursed[[note]]Submitted by Paolo Mori, Italia[[/note]]: The Curse brings no additional troops. Instead, '''not''' taking it in the queue costs 3 victory points instead of one – the player who eventually chooses it also gets those points.
* Daring: Daring[[note]]Submitted by Daniel Zielinski, U.S.A.[[/note]]: before using the reinforcement die for your last conquest this turn, you can take back your tokens (leaving one per region) for a second conquest phase!
* Horde: Hordes Of[[note]]Submitted by Leif Steiestol, Canada[[/note]]: The Horde gets two "Horde" tokens that can be used just like normal troops token for an offensive AND defensive bonus, but they disappear when entering decline.
* Thieving: Thieving[[note]]Submitted by Travis Lauro, U.S.A.[[/note]]: Each time you take a region occupied by another player, you can steal one victory point from they reserve. The power doesn't work against people in decline – including Zombies
* Were-: Were-[[note]]Submitted by Philip Harding, Australia[[/note]]: On "Night" (even) turns, each region can be taken with two less tokens than usual. A minimum of one token is still required. On "Day" (odd) turns, the power is inactive.



* CompetitiveBalance: The number of troops you get for each race/power combination is inversely proportional to said Race/Power's



** Orcs get more points by attacking occupied region. Pillaging Orcs get even more points by doing just that.

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** Orcs get more points by attacking occupied region. region, likely because they pillage it. Pillaging Orcs get even more points by doing just that.twice as much pillaging !



** The Halfling's power makes two of their regions impossible to attack. "Dragon-Master" and "Heroic" do exactly the same, except the tokens can be repositioned, and the Dragon can be used in offense at the cost of there only being one.
** "Horde" in the ''Be not afarid!'' expansion adds troops tokens, which pushed the Ratmen, Barbarians, Homonculi, Pygmies and Pixies' typical advantage even further.

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** The Halfling's Halflings' power makes two of their regions impossible to attack. "Dragon-Master" and "Heroic" do exactly the same, except the tokens can be repositioned, and the Dragon can be used in offense at the cost of there only being one.
** "Horde" in the ''Be not afarid!'' afraid!'' expansion adds troops tokens, which pushed pushes the Ratmen, Barbarians, Homonculi, Pygmies and Pixies' typical advantage even further.


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* LowTierLetdown: The Dwarves from the base game are known for being underpowered. While their power, which is 1 additional point per mine ''including in decline'', is far from uninsteresting, their numbers are pitifully low which makes actually conquering the usually dispersed mines very difficult, not to mention defending them when in decline, or getting back up from a curbstomp.

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Fan-proposed content that was [[ApprovalOfGod made official]].



This expansion adds 5 Races, 5 powers, and a convenient box that can hold all of them plus everything in the previous 2 expansions ! Also adds the "Leaders of Smallworld" option.



* Barbarians
* Leprechauns
* Homonculi:
* Pixies
* Pygmies

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* Barbarians
Barbarians: Even more numerous than the Ratmen, but can't redistribute their troops after conquering.
* Leprechauns
Leprechauns: After conquest, Leprechauns can place pots-o'-gold in their occupied territories. Each pot o' gold that's still in place at the beginning of the next turn is added to the Leprechauns' player's victory points; but if another player conquers the region, they take the pot instead.
* Homonculi:
Homonculi: Homonculi take time to grow. Each time a player disregards the homonculi in favour of a more recent Race/poer combination, the Homonculi get one more troop token for when they will be chosen.
* Pixies
Pixies: Pixies are extremely numerous, but can only leave one token per region they have at the end of the conquest phase.
* PygmiesPygmies: Each time you loose a Pygmy Token, roll the reinforcement die and take an number of tokens equal to the roll form the reserve.[[note]]Since the reinforcements die's faces are 0-0-0-1-2-3, this means one has 1/2 chance of gaining nothing, 1/2 to gain their pygmy back, 1/3 to gain one more and 1/6 to gain 2 more.[[/note]]



* Catapulted:
* Corrupt:
* Entrenched:
* Imperialist:
* Mercenary:

to:

* Catapulted:
Catapulted: Place the catapult in one of your regions. Once per turn, you can conquer a region by jumping over another that's adjacent to the catapult, and with 1 less token than usually (a minimum of 1 token is still required). The Catapult also makes the region untakeable and immune to other Race's powers and abilities.
* Corrupt:
Corrupt: Every time one of your regions is taken by an opponent, they must give you 1 victory point from their reserve.
* Entrenched:
Imperialist: If you occupy more than 3 regions at the end of your turn, each region above 3 nets you one more victory point.
* Imperialist:
Mercenary: Each time you conquer a region, you may spend 1 victory point to conquer that region with 2 less tokens than usually. A Minimum of 1 token is still required.
* Mercenary:Retrenched: Gain 3 additional victory points if you occupy no more than 4 regions at the end of your turn.

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* Priestesses: When entering decline, instead of leaving one troop per region, priestesses concentrate in one region to form an "Ivory Tower". The tower has one priestess per region they occupied and scores an equal amount of points per turn, but is much better defended than if they were spread out[[note]]Unless someone comes along with a dragon…[[/note]]

to:

* Priestesses: When entering decline, instead of leaving one troop per region, priestesses concentrate Priestesses gather in one region to form an "Ivory Tower". The tower has Tower" that holds one Priestess for each region they occupied. It scores one point per priestess per region they occupied and scores an equal amount of points per turn, but and is much better thus very well defended than if they were spread out[[note]]Unless because of their numbers[[note]]Unless someone comes along with a dragon…[[/note]]dragon…[[/note]].


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* Historian: Historian win points for each Race in decline in game when they enter the game, and one more point each time someone enters decline.
* Pacifist: Gain 3 additional victory points each turn you don't attack an active civilization – Zombies in decline, though still active, don't count.


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* Goblins: Goblins can conquer regions occupied by an empire in decline with one less token than usual. A minimum of 1 token is still required.
* Kobolds: Kobolds can't conquer or occupy any region with less than 2 Kobolds, except when in decline. To counterbalance this disadvantage, they are very numerous.


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* Cursed: The Curse brings no additional troops. Instead, '''not''' taking it in the queue costs 3 victory points instead of one – the player who eventually chooses it also gets those points.
* Daring: before using the reinforcement die for your last conquest this turn, you can take back your tokens (leaving one per region) for a second conquest phase!
* Horde: The Horde gets two "Horde" tokens that can be used just like normal troops token for an offensive AND defensive bonus, but they disappear when entering decline.
* Thieving: Each time you take a region occupied by another player, you can steal one victory point from they reserve. The power doesn't work against people in decline – including Zombies
* Were-: On "Night" (even) turns, each region can be taken with two less tokens than usual. A minimum of one token is still required. On "Day" (odd) turns, the power is inactive.


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* Barbarians
* Leprechauns
* Homonculi:
* Pixies
* Pygmies


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* Catapulted:
* Corrupt:
* Entrenched:
* Imperialist:
* Mercenary:

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Several expansions have been released, adding new Powers and Races, and one that allows for a bigger board and team-based six-players games.
There is also ''Small World: Underground'', a sequel which pits other Races with other Powers to control the Underground. It uses the same rules that its predecessor, with a few new rules to spice the game. ''Underground'' is playable on its own, but you can combine ''Small World'' and ''Small World: Underground'' to have an even bigger pool of Powers and Races. A licenced retheme based on World of Warcraft, named Small World of Warcraft also exists.

[[folder:Races and powers from the base game]]




Several expansions have been released, adding new Powers and Races.

There is also ''Small World: Underground'', a sequel which pits other Races with other Powers to control the Underground. It uses the same rules that its predecessor, with a few new rules to spice the game. ''Underground'' is playable on its own, but you can combine ''Small World'' and ''Small World: Underground'' to have an even bigger pool of Powers and Races. A licenced retheme based on World of Warcraft, named Small World of Warcraft also exists.

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\nSeveral expansions have been released, adding new Powers [[/folder]]

[[folder:Races
and Races.

There is also ''Small World: Underground'', a sequel which pits other Races with other Powers to control
powers from the Underground. It uses expansions]]
!!From ''Ladies First!''
''Races:''
* White Dames: Not very numerous,
the same rules that its predecessor, White Dames' make all regions they occupy impossible to take as soon as they enter decline.
* Gypsies: Always on the move, Gypsies can still score one victory point for each region they abandon at the beginning of their turn.
* Priestesses: When entering decline, instead of leaving one troop per region, priestesses concentrate in one region to form an "Ivory Tower". The tower has one priestess per region they occupied and scores an equal amount of points per turn, but is much better defended than if they were spread out[[note]]Unless someone comes along
with a few new rules to spice the game. ''Underground'' is playable on its own, but you can combine ''Small World'' dragon…[[/note]]
''Special Powers'':
!!From ''Cursed!''
''Races:''
''Special Powers'':
!!From ''Be Not Afraid!!''
''Races'':
''Special Powers'':
[[/folder]]

%%[[folder:Races
and ''Small World: Underground'' to have an even bigger pool of Powers and Races. A licenced retheme based on World of Warcraft, named Small World of Warcraft also exists. powers from ''Underworld'']]
%%
%%[[/folder]]

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* DepartmentOfRedundancyDepartment: You'd think Tritons would be able to capture sea areas on their own, but (just like any other race) they need to be ''Seafaring'' Tritons in order to do that.

to:

* DepartmentOfRedundancyDepartment: Several Races's unique ability also exists as a special powers, and it is not uncommon to get both.
**
You'd think Tritons would be able to capture sea areas on their own, but (just like any other race) they need to be ''Seafaring'' Tritons in order to do that.that.
** Orcs get more points by attacking occupied region. Pillaging Orcs get even more points by doing just that.
** "Bivouacking" and "Fortified" add a defensive bonus. Amazons have an offensive troops bonus, and Trolls have a huge defence bonus.
** The Halfling's power makes two of their regions impossible to attack. "Dragon-Master" and "Heroic" do exactly the same, except the tokens can be repositioned, and the Dragon can be used in offense at the cost of there only being one.
** "Horde" in the ''Be not afarid!'' expansion adds troops tokens, which pushed the Ratmen, Barbarians, Homonculi, Pygmies and Pixies' typical advantage even further.
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There is also ''Small World: Underground'', a sequel which pits other Races with other Powers to control the Underground. It uses the same rules that its predecessor, with a few new rules to spice the game. ''Underground'' is playable on its own, but you can combine ''Small World'' and ''Small World: Underground'' to have an even bigger pool of Powers and Races.

to:

There is also ''Small World: Underground'', a sequel which pits other Races with other Powers to control the Underground. It uses the same rules that its predecessor, with a few new rules to spice the game. ''Underground'' is playable on its own, but you can combine ''Small World'' and ''Small World: Underground'' to have an even bigger pool of Powers and Races. A licenced retheme based on World of Warcraft, named Small World of Warcraft also exists.
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Crosswick

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* DigitalTabletopGameAdaptation: Available for Steam and mobile, with expansion packs available as DownloadableContent.

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* AbsoluteCleavage / SexyBacklessOutfit: The Priestesses and their... robes. Let's just say their clothes don't leave much to the imagination.


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* {{Stripperiffic}}: The Priestesses' robes feature both NavelDeepNeckline and SexyBacklessOutfit. Let's just say their clothes don't leave much to the imagination.

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I Have The High Ground is no longer a trope


* GeoEffects: Mountains are the only natural terrain that grants a defensive bonus.
** The Giants' racial ability is a downhill charge, giving them a bonus when attacking into areas adjacent to mountains they control.



* IHaveTheHighGround: Mountains are the only natural terrain that grants a defensive bonus.
** The Giants' racial ability is a downhill charge, giving them a bonus when attacking into areas adjacent to mountains they control.
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Nice Hat is no longer a trope; dewicked it


* NiceHat: The Skeletons wear cowboy hats (and boots). No explanation is given.
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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-war-game.

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-war-game.



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* MassiveRaceSelection: Sentient mushrooms, giant talking rats, tritons, elementals, ogres, spider-centaurs, trolls ... the list goes on seemingly forever.

to:

* MassiveRaceSelection: Sentient mushrooms, giant talking rats, tritons, elementals, ogres, spider-centaurs, trolls ... spider-folk, different flavors of magicians, trolls, ghostly women... And with the impressive amount of fan made races, the list goes can go on seemingly forever.



* RatMen: The Ratmen race.

to:

* RatMen: The Ratmen race. Their strength is having an especially large amount of unit tokens.
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Disambiguating; deleting and renaming wicks as appropriate


* InstantAwesomeJustAddDragons: The Dragon Master special power gives a race access to [[OneManArmy a dragon token that can conquer any territory by itself regardless of terrain or number of enemy units and makes that space immune to enemy abilities]].
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* GuestFighter: The ''A Spider's Web'' expansion adds the Skags from ''Franchise/{{Borderlands}}'' as a race, with their power being the ability to place loot tokens in the regions they conquer, which are then revealed to either be conquest-cancelling traps or a number of coins when that region is conquered or the Skags go into decline.

to:

* GuestFighter: The ''A Spider's Web'' expansion adds the Skags from ''Franchise/{{Borderlands}}'' ''VideoGame/{{Borderlands}}'' as a race, with their power being the ability to place loot tokens in the regions they conquer, which are then revealed to either be conquest-cancelling traps or a number of coins when that region is conquered or the Skags go into decline.
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* GuestFighter: The ''A Spider's Web'' expansion adds the Skags from ''Franchise/{{Borderlands}}'' as a race, with their power being the ability to place loot tokens in the regions they conquer, which are then revealed to either be conquest-cancelling traps or a number of coins when that region is conquered or the Skags go into decline.
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* MagikarpPower: The "Cursed" power has absolutely zero benefit, but players must pay 3 coins to pass over it during race selection instead of the usual 1. As the game goes on, it is therefore possible for the Cursed race to come with a very tempting jackpot for the player that finally chooses it.


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* ObviousRulePatch: The "Peace Loving" power (earn 3 extra coins for each turn you didn't attack an active race) specifies that in decline Ghouls (who continue to act as if they are an active race) are still considered in decline regardless.


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* OurWerebeastsAreDifferent: The "Were-" power allows any race to become werebeasts, which allows you to conquer regions with a two token discount when it's nighttime (aka even-numbered turns).
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* CreepyCave: ''Small World: Underground'' is set in an expansive subterranean cavern. The overall tone and color palette are darker than the original game, the races are more malevolent (including [[OurLichesAreDifferent liches]], cultists, and {{spider people}}), and the gameplay is more difficult.

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