
2009 · Fantasie
Small World
Players command one fantasy race at a time to expand across a crowded map and seize territory from rivals. Each turn, a player selects a race and special power combination, deploys its tokens to occupy adjacent regions and resolve conflicts, or chooses to put their current race into decline and adopt a new one. Territories earn coins at the end of each turn, and players may have one active race and one in decline simultaneously. Strategic timing of conquest and decline drives scoring until the final round determines the winner.
- Spelers
- 2–5 best met 4
- Speeltijd
- 40–80 min
- Leeftijd
- 8+
- Complexiteit
- 2,3 / 5
Over het spel
- Ontwerp
- Illustraties
- Publisher
Uitbreidingen
Bekijk ze in Ludoya
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Grootse Dames van Small World2010
Small world: Verhalen & Legendes2010
Small World: Realms2012
Small World: Necromancer Island2010
Small World: Leaders of Small World2009
Small World: Royal Bonus2013
Small World: A Spider's Web2014
Small World: River World2016
Small World: Tunnels2011
Small World: Sky Islands2017
Small World: Power Pack 22017
Small World: 6 Player Board2013
Small World: Power Pack 12017
Small World: The Lost Tribes' Crusade2021
Community's Compendium I (fan expansion for Small World)2010
Random Map Expansion (fan expansion for Small World)2009
Community's Compendium II (fan expansion for Small World)2010Speelt samen met
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Winkelprijzen en tweedehands exemplaren, elke dag gecontroleerd.
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Aan de tafels van Ludoya
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- 672
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- 221
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6,8/10
uit 146 Ludoya-recensies
Garfield9,0 55 Easy to teach, fast and funny. Only the special powers and races are sometimes complicated. [c] Theme: :star::star::star::nostar::nostar: <!-- size 7]Good --> Gameplay: :star::star::nostar::nostar::nostar: <!-- size 7]Repetitive --> Interaction: :star::star::star::star::nostar: <!-- size 7]Fighting against others --> Artwork: :star::star::star::star::nostar: <!-- size 7]Very nice --> Luck: :star::nostar::nostar::nostar::nostar: <!-- size 7]Dice rolling --> Strategy: :star::star::star::star::nostar: <!-- size 7]Yes, of course --> Components: :star::star::star::nostar::nostar: <!-- size 7]Good, nothing special --> Play duration: :star::star::star::star::nostar: <!-- size 7]Very good --> Easy to teach: :star::star::star::star::nostar: <!-- size 7]Quite easy --> Setup time: :star::star::star::nostar::nostar: <!-- size 7]Ok --> No downtime: :star::star::star::nostar::nostar: <!-- size 7]Normally plays quite fast --> Replay value: :star::star::star::star::star: <!-- size 7]Race combinations, a lot of expansions --> [/c]
Mestremuten7,0 Rating: 3/5 Production value: 4/4 Is the game in my collection/Love to have?: 0/1
Regelvragen
Beantwoord vanuit het spelregelboek door de regelassistent van Ludoya.
How much does it cost to take a Race & Special Power from the display?
The cost is determined by position in the column: the top combo is free and each step down costs one extra Victory coin paid by dropping a coin on each combo above the one you pick; any coins already on the chosen combo are picked up by the player (p. 3).
How many Race tokens do I get when I take a combo?
You take a number of matching Race tokens equal to the sum of the values shown on the Race banner and its Special Power badge, limited by the physical tokens available in the tray (p. 3).
How many tokens do I need to conquer a region?
A conquest normally costs 2 Race tokens plus +1 for each Encampment, Fortress, Mountain, or Troll's Lair in the region and +1 for each Lost Tribe or other player's token already there (p. 4).
Does each new conquest have to be adjacent to my existing regions?
Yes: after your first conquest, each new Region you conquer must be adjacent (share a border) to a Region already occupied by your active Race tokens, unless a Race or Special Power says otherwise (p. 4).
What is the Reinforcement Die and when can I use it?
If on your final conquest attempt you are 3 or fewer tokens short and still have at least one unused token, you may select the target region then roll the Reinforcement Die once; if the die plus your remaining tokens equals the needed total you conquer it, otherwise you must place the remaining token(s) in a Region you already occupy and end your conquests (p. 5).
What happens when I put my race In Decline — tokens, special power, and scoring?
To go In Decline you flip the Race banner, discard the Special Power badge, flip one Race token in each previously occupied Region to its In Decline side and return all other race tokens to the tray; you score 1 coin per Region occupied by In Decline tokens but the banner and discarded Special Power no longer grant bonuses, and you may not make conquests on the turn you decline (pp. 6–7).
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