How to Play

Small World

2-5 players 40-80 min 7.2 Board Game Geek Rating

Players control fantasy races competing for territory on an overcrowded world. Each turn, expand your active race across adjacent lands or let it decline while choosing a new race. Different races possess unique special powers that affect gameplay. Score points for each occupied territory at turn's end. Victory goes to whoever accumulates the most points after all rounds conclude.

Published 2009

Small World

Get Ready

Setup the game with these step-by-step instructions before diving into your turn.

1
Configure player count rules
Apply 2-player only rules or 2-6 player rules based on your game size
2
Two races each variant (2 players)
Each player controls 2 races, combining gold into a shared pile from both races
3
Remove Kobolds (2 players only)
Exclude Kobolds from the game as they are overpowered and boring in 2-player games
4
Adjust Marauding token counts
Reduce race tokens for races with 6+ tokens when paired with Marauding:
5
Adjust Historian tokens
Receive 3 tokens instead of 5 when selecting Historians

On Your Turn

What you can do during your turn.

1
Pay tribute before conquests
Pay 1 gold to the bank before new conquests (except your 1st conquest of the game)
2
Alternate race order (2 players)
Player 1 plays race 1, then Player 2 plays race 2, then Player 1 plays race 3, then Player 2 plays race 4; repeat every round
3
Attack your own race if needed
You may attack your own 2nd active race and in-decline races according to base rules
4
Use Sorcerers power (2 players)
Once per turn, use on stacks of more than 1 token to automatically defeat it, but pay 1 gold per token past the first
5
Use Drakons dragons (2 players)
Dragons provide -2 to conquest instead of automatic victory
6
Attack mines with Dwarves (2 players)
Dwarves attack mines with -1 to the conquest requirement
7
Redeploy Elves
Return only half (rounded up) of killed elves to your hand instead of all
8
Defend with White Ladies
Active White Ladies receive +1 to defense when attacked
9
Roll for Pygmies
At the start of every turn (except before first conquest), roll a reinforcement die and receive that many extra Pygmies from storage
10
Steal Leprechaun coins
Enemies must roll 1-3 to obtain the leprechaun coin from a conquered region
11
Position Drow freely
Drow may be adjacent to lost tribes and monsters without losing their ability
12
Collect Corrupt tribute (2 players)
Opponents pay you 1 gold starting with the second region conquered, not the first
13
Collect Liches tribute (2 players)
Opponents pay you 1 gold starting with the second in-decline region conquered
14
Score with Historians
Gain 1 gold for each in-decline region (yours or opponent's, not lost tribes) adjacent to your Historians
15
Enter with Airborne (first turn only)
Enter anywhere on the board, attack with -1, and fly over water areas making regions across water adjacent
16
Use Vengeful markers
Give one vengeance marker per conquest made against you; each marker allows one attack at -1, killing two enemy tokens; if only one token exists, also kill one adjacent token
17
Infect with Were- power
Instead of discarding one enemy token during conquest, that token remains (decline side up) as an infected token you control
18
Redeploy Tomb in decline
In-decline Tomb race may redeploy before your active race's turn

Winning

How to claim victory.

1
Score in-decline Dwarves
Dwarves keep all race tokens when going into decline and score normally, but cannot redeploy them
2
Score Priestesses ivory towers
When going into decline, stack one extra token (two in 2-player games) from any region to form one or two ivory towers; score 1 gold per token as usual
3
Conquer Tomb tokens permanently
When conquering in-decline Tomb tokens, discard all conquered tokens permanently (they cannot return)
4
Track shared gold (2 players)
Add gold from both of your races into a single shared pile for final scoring

watch & Learn

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FULL rules

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