
Small World: Be Not Afraid
2-5
8+
40+
Some are born great, some achieve greatness, and some have greatness thrust upon 'em.
There are many frightening inhabitants of Small World, but to survive you must Be Not Afraid...! This expansion for Small World includes a nasty lot of five new Races including Barbarians, Homunculi, Pixies, Pygmies, and greedy little Leprechauns. You'll also get five new Special Powers among which Catapult which allows you to leap over regions to conquer new lands.
User Reviews (3)
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Yet another expansion for Small World. I am a sucker for expansions… so I got it, but is it worth your heard earned tokens? Let’s take a closer look at what you get…
New Races…
Leprechauns
The Leprechauns have pots of gold. You put them into any of your regions at the end of your turn. If the gold is still there on your next turn you collect it for a VP. However, other players can conquer the region to take the VP.
Pygmies
When you lose a Pygmy, you roll the die and get as many Pygmies back as shown on the die. You may still lose him… or get even more!
Barbarians
You can get up to 14 of these guys. It works like other races with large numbers. They do not get to redeploy after conquering.
Homunculi
These guys are interesting. When they get passed over you add 1 VP AND 1 race token to their banner. The player who finally picks them gets all those race tokens, but they do not have any power on their race card. You’ll need a good combo.
Pixies
There are 11 Pixies at your disposal , but only 1 Pixie can be put in a region. This is a good early game option, as you can spread fast… but weak.
New Powers…
Catapult
You can conquer a region 2 spaces away from one of your regions at 1 less token. Obviously, this is great for jumping defenses.
Barricade
When you occupy 4 or fewer regions, you earn +3 VP each turn. This is great for races without large numbers to begin with.
Corrupt
Makes an opponent pay you 1 VP each time they conquer one of your regions. This would make Pixies more valuable, as they are easy to conquer.
Imperial
With Imperial you get 1 VP for every region you control above 3 at the end of your turn (5 regions equals 2 VP).
Mercenary
Mercenary lets you spend a VP to conquer a region for 2 less tokens.
Conclusion
This expansion does not have too many new twists. However, there is always something to covet, and Catapult is the New Power I crave. And, even though the rest of the races and powers are not fantastic, there are more total options (10) than the previous two expansions provided (5 and 7 respectively). I think this makes Be Not Afraid a good deal.
This expansion is totally worth the money, and time.
First of all, you receive 5 new races and 5 new tokens. And why does this help your playing?. Because by playing these will increase your chance of winning.
You get the Homonculi. A mystical, alien-like creature in a slime tank. You receive and extra token when you pick them each time they are bypassed in the choosing your races phase.
Then there are my personal favorite: Pixies.
You get eleven of these when starting a game, although when it is redeployment time, you have to keep all of your Pixies off the board except the one that stays on the region.
Pygmies, the scary looking tribe has the ability to roll a die each time you lose a Pygmie token. For each of the dots on the die displayed, you take that much Pygmie tokens.
The ruthless, but surprisingly strange art race: The Barbarians. They are not that useful, they cannot redeploy their troops at the end of each turn.
And lastly, the Leprechauns. After you conquer a region you may optionally chose to put a Pot of Gold to that region. After each turn, the region with the Pot of Gold gets one extra victory coin. However, if someone else conquers that region with the Pot of Gold, they receive it and may use it for their good.
Now that are some interesting characters right?
Moving on to the special powers.
Barricade allows you to collect three bonus coins your barricade troops occupy four regions.
Catapult, as its name states, may catapult you to a region that is one region away (but no adjacent) and conquer it for one token less, until the end of the turn, it is immune towards any enemy conquer attempt.
Corrupt gives you one more coin after you conquer your own region, so there is basically no point of it, unless you look at it from the other perspective.
Imperial. For each region in excess of 3, which your Imperial troops occupy at the end of the turn, collect one bonus coin.
And finally, Mercenary. Each time you conquer a region, you may spend one victory coin to reduce the number of tokens you need to conquer it by 2.
Overall, this expansion clearly expands the game, makes it more interesting to play, and raises your chance to win.
A great expansion to add more variety to your Small World games.