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Small World
What is Small World?
Philippe Keyaerts’ Small World is a game of conquest in a world that is much too small for the grand ambitions of its inhabitants. As the player, you control different fantasy races (one at a time) with their (randomly assigned) special abilities and attempt to expand your empire across the map before they fall out of power, only to be replaced by your next race of creatures.
How does it play?
In the beginning of the game, you determine which board you will be using to ensure that the world is indeed quite small for the number of players you have. Then, you’ll set-up the board with impediments to your civilization’s expansion (in the form of mountains and Lost Tribes) where it instructs you to, and then (finally!) you’ll get into purchasing your starting races! Every player starts the game with a small handful of coins which are then used to purchase races throughout the game (those leftover at the end become your victory points!) and are gained by holding land.
Alongside the board is a deck (of paired race and ability tiles) with a few of them face-up on display to be chosen from (though it’ll most likely cost you some gold). Once each player has picked up the race tokens from their chosen race, the game is ready to begin! Each player will enter from the outside of the board and conquer the surrounding tiles until they eventually choose to go into ‘decline’ (make your current race inactive and pick a new one next turn).
What makes Small World a unique experience?
The act of putting a race into decline is what really gives Small World its unique flair. This “feast or famine” style of play creates an additional layer of complexity and strategy as you must determine when you should put your race into decline and where you should enter the board to maximize your empire in the small world–-not to mention which race/ability combo you’re currently playing or going to bring in.
Final Thoughts
One of my small, but (personally) significant grievances with Small World comes from how underwhelming it feels to conquer Lost Tribes in the base game. Fortunately, that problem has already been addressed in the standalone expansion (Underground) with the addition of “relics”.
Overall, however, Small World is a great for what it is–a gateway game into modern boardgaming–but, the randomness of the game might take a bit away from its longevity. The game does not draw from a deep well of replayability due to the fact that you can’t play again to try a different strategy since all of your strategies are developed on the fly due to the random race/class combos. A House Rule that allows you to select which Race and/or Class you want to play (at an increased price) might put more emphasis on strategy and less on luck of the draw. That change would allow for brainstorming out of the game (and thus more cravings to play the game).