In Small World, players vie for conquest and control of a world that is simply too small to accommodate them all.
Designed by Philippe Keyaerts as a fantasy follow-up to his award- winning VinciTM, Small World is inhabited by a zany cast of characters such as dwarves, wizards, amazons, giants, orcs, humans, and more who all 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!
"Easy to learn & quick game play."
Would you recommend this to a friend? Yes
"Smallworld is a fun game. It is simple to learn, but thanks to the random combination of races and powers, there are plenty of tactical considerations as you play. Still, it is important to note that it is NOT a wargame in the traditional sense. Chokepoints do not matter, troops do not need to be moved to frontlines, there is no combat mechanic (numerical superiority auto wins), not all troops are lost in a given combat, etc. The game is still a land grab, just not really war/combat. You are in effect rushing for resources (land) and trying to use your race's inherent and random bonus powers to best effect, while also determining when your current race is played out and the time has come to lose a turn in order to get a new race and sweep in again from the edges of the board. Simple enough for kids (my 7-year-old loves it) but tactical enough for dad, and the best part is, games are limited to 10 turns and turns go quickly, so not a lot of boredom waiting for your turn."