How to Play

Small World Underground

2-5 players 30-90 min 7.2 Board Game Geek Rating

Players draft fantasy race and power combinations to conquer underground territories in this strategic area control game. Spend points to acquire creature armies, then use them to claim subterranean locations containing relics and special powers after defeating resident monsters. Score points each turn based on controlled regions, with highest total winning.

Published 2011

Small World Underground

Get Ready

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

1
Select the correct map
Choose the double-sided board matching your player count (2-5 players), place it in the center of the table
2
Position the turn marker
Place the game turn marker on space 1 of the turn track on the map to record game progress
3
Prepare race tokens
Remove the detachable storage tray containing all race tokens, open it and place beside the map for easy access
4
Shuffle race banners
Mix all race banners, randomly draw 5, place them face-up (colored side) in a column
5
Create the race banner deck
Stack remaining race banners face-up below the column
6
Shuffle special power badges
Mix all special power badges, place one beside each race banner (matching the rounded edges)
7
Create the power badge deck
Stack remaining special power badges face-up to the left of the race banners
8
Place monster tokens
Put 2 monster tokens on each map region showing the monster symbol to guard Places and Relics
9
Prepare Places and Relics
Shuffle Place and Relic tokens together, draw equal to the number of monsters on the map, place face-down beside the map
10
Place Black Mountains
Put 1 Black Mountain token on each region showing the mountain symbol
11
Distribute starting coins
Give each player 5 victory coins worth "1" each
12
Create the coin supply
Place all remaining coins ("1", "3", "5", and "10") beside the map as the victory coin supply
13
Distribute player aids
Give each player 1 player summary sheet, plus 1 turn reference sheet for the group

On Your Turn

What you can do during your turn.

1
Select a race/power combination
Choose one of the 6 visible race banner and special power badge combinations from the display
2
Take race tokens
Collect race tokens from the storage tray equal to the number shown on both the race banner and special power badge combined
3
Place combination in front of you
Put the selected race banner and power badge face-up before you
4
Enter from the edge
Your first conquest must be a border region (including regions touching "River" edges)
5
Calculate conquest cost
Place 2 race tokens + 1 additional token per Black Mountain, Mushroom Armor, or Fortress + 1 per monster token + 1 per enemy race token present
6
Conquer River regions
Rivers require only 1 token to conquer, but must be vacated during redeployment unless your power allows otherwise
7
Avoid impassable chasms
Regions with the no-entry symbol cannot be entered or crossed by any player
8
Navigate around volcanoes
Regions with volcano symbols may erupt; must avoid them (see Flames race for details)
9
Defeat monsters
When conquering a monster-occupied region, immediately draw one Place/Relic token from the stack and place it in that region
10
Continue conquering
Each new conquest must be adjacent to a region you already control (unless race/power states otherwise)
11
Force enemy retreat
When conquering an occupied region, the defender takes all their tokens back and must either:
12
Roll the reinforcement die
If you have at least 1 unused token remaining but not enough for a normal conquest, you may attempt one final conquest
13
Choose your target first
Select the region to attack before rolling (can be any region, even heavily defended)
14
Limit remaining tokens
You cannot have more than 3 tokens short of the normal requirement
15
Calculate the result
Add die result to your remaining tokens; if total meets or exceeds the conquest requirement, place all remaining tokens there
16
Accept failure
If the roll fails, redeploy your remaining tokens to regions you already control; your conquests end immediately
17
Redistribute your tokens
After finishing conquests, freely move your race tokens between any regions you control (no adjacency required)
18
Maintain minimum presence
Leave at least 1 race token in each region you wish to keep
19
Vacate River regions
Remove all tokens from River regions unless your race ability allows them to stay (like Kraken)
20
Collect base income
Earn 1 victory coin for each region your race tokens occupy on the map
21
Add bonus income
Gain additional coins from race abilities, special powers, Places, and/or Relics as applicable
22
Include declined race income
Also score 1 coin per region occupied by your declined race tokens (unless the Place/Relic/power states otherwise)
23
Keep coins secret
Stack your coins face-down; totals are only revealed at game end
24
Option A - Continue expanding
Prepare your troops by picking up all but 1 token from each controlled region, then conquer new adjacent regions
25
Option B - Put race into decline
If overextended or facing strong opposition, choose to decline your active race and select a new combination next turn
26
Flip your race banner
Turn it to the gray (declined) side, discard the associated special power badge (unless it specifies otherwise like Muddy, Reborn, Royal)
27
Reduce region presence
Flip 1 race token per region to its declined side, remove all other tokens of that race from the map to the storage tray
28
Maintain only one declined race
If you already have a declined race on the map, remove all of its tokens before declining your current race
29
End your turn immediately
You cannot conquer on the turn you decline; score coins for your newly declined race (1 per region), then your turn ends
30
Select new race next turn
On your following turn, choose a new race/power combination and continue as if it were your first turn

Winning

How to claim victory.

1
Track game length
The game ends when the turn marker reaches the final space of the turn track (round 8, 9, or 10 depending on player count and map)
2
Complete the final round
All players finish their final turn after the marker reaches the last space
3
Reveal all coins
Each player counts and reveals their total victory coins
4
Determine the victor
The player with the most victory coins wins the game
5
Break ties
If tied, the player with the most race tokens on the map (both active and declined combined) wins

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Detailed Rules

Detailed Rules

Instructional

French Vidéorègle of "Small World Underground" by Yahndrev

French Vidéorègle of "Small World Underground" by Yahndrev

Instructional

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FULL rules

Looking for the full details? Grab the complete rulebook as a downloadable PDF.

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