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Reply: Small World: A Spider's Web:: General:: Re: Storage of ice witches winter markers?

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by Temeraire

Tretiak wrote:

That's not that bad. What really annoys me is the fact that I need to carry two extra trays that don't fit in the game box (I own all of the races expansions).
And even then you can't fit all of the power tokens into the boxes.

This might have worked if I'd kept the main inset and just carried two additional boxes. That you can't fit the two trays side by side in the box is a huge fail.

Sorry, vent over.

Reply: Small World: A Spider's Web:: Rules:: Re: SOUL - TOUCH

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by Temeraire

jefe8699 wrote:

When you go into decline your special power is discarded. I thought that you were to get the amount equal to the amount on soul-touch combined with your race and then soul-touch is discarded.
No, it isn't. Otherwise you couldn't keep the sea and the lake while in decline with seafaring.

Reply: Small World: A Spider's Web:: Rules:: Re: A Spider's Web FAQ

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by Temeraire

DragonsDream wrote:


There must be some benefit to the player then. Reviving your previous in decline race is only of benefit if that race/power combo was demonstrably better than any of the 6 currently available (plus whatever coins are on the current 6). And in fact, is so much better that reusing them makes up for playing the Soul Touched race without a power.


While I think you are right about the "immediately" meaning the old race gets an initial conquest on the turn Soul Touch goes into decline, even under the other ruling there would be a small benefit of not having only a single race on the board for the declining turn. Admittedly this is very small, but it is not 0.

Reply: Small World: Necromancer Island:: General:: Re: No leader token?

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by bandit_boy7

IMO, the argument given here that no Leader token is necessary for the Necromancer "because he is played differently" is poorly thought out. In fact, a token for the Ghosts would be a HUGE asset for the Necromancer, who normally has to pay quite a price for each Ghost token he summons to the board. The Leader would cost him only $1 (or $0 under the revised 2nd edition rules)!!! While I don't remember offhand if there is a token for the Ghosts in the 2nd edition Leaders set, you could as always use one of the generic "crown" leader tokens for the Ghosts if your table allows it.

Whaleyland wrote:

All other Small World races have leaders except for those unique to Underground.

Correction: The 1st edition of Leaders did not include tokens for races unique to Underground (since Underground had not been published yet). The 2nd edition (made in conjunction with the "Small World 2" Kickstarter) does include tokens for both Small World AND Underground.

Reply: Small World Designer Edition:: General:: Re: Took five weeks but I finally finished painting my DE minis!

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by bandit_boy7

Gorgeous work.
I wasn't jealous enough yet of people who actually have the DE. LOL
Thanks for showing your set in use.

Reply: Small World: Necromancer Island:: General:: Re: No leader token?

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by Whaleyland

I forgot Leaders 2.0 came with Underground tokens. I don't have Underground so I must have stored the spare tokens elsewhere. I just checked and Necromancer ghosts are not included in 2.0. I thought Necromancer doesn't earn or score points. Isn't the whole point that they win by defeating everybody else or something. Clearly it's been a while since I used the expansion last. I'm still waiting for it to be added to the iPad app (fingers crossed!).

Reply: Small World:: General:: Re: Expansions.

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by bandit_boy7

Honestly, just look at the other "Expansion" related threads in the forum. We've been over this about 100 times already. This is easily the most frequently asked question in the SW forums. So you could have easily found the information you seek without having created another redundant post.

EDIT:

DreamStorm wrote:

Realms needs both the base game and Underground to be useful.

This is NOT true. Only 2 of the 12 scenarios in Realms even include Underground. (Although, it's true you can flip any scenario onto its back to play Underground.) This whole discussion is also very well documented in the forums.

Reply: Small World Realms:: General:: Re: I only have Small World Underground - Is this worth getting?

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by bandit_boy7

Diederik wrote:

...Most of the scenarios are made for Small World and I don't think you can just turn over the map tiles to make it an Underground map?

Actually Realms was designed to be exactly that easy. That's the whole point of the tiles being 2-sided; it expands both games.

Diederik wrote:

...I noticed that the Underground side of the tiles didn't have the corresponding Terrain Types on the other side.
For example:
Tile X has Water/Hill on one side and Water/Crystals on the other.
Tile Y has Water/Farmland on one side and Water/Mining on the other.
Tile Z has Water/Hill on one side and Water/Mining on the other.

If you're not playing with the original Small World why would this matter? The water is in the same place, and the types & number of each type are equally balanced among the tiles used. So you'll have mudpits where farmland was--who cares? You're not playing with Humans.

EDIT:
And if you're looking for a way to play with 6, just put your 2-player board together with your 4-player board--either physically touching or use Tunnels to connect them. You may need more mountains or Monster tiles though...

Reply: Small World:: General:: Re: Thinking of selling the whole bundle - how much?

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by bandit_boy7

Magic Pink wrote:

I have to my knowledge bought every dang expansion for this game since 2009 and it's never once made it to the table...

I cannot even imagine.
This is truly sad/crazy/unfortunate/implausible/missed opportunity/cause for new friends/unimaginable/maddening/curious/shameful/dumbfounding...but mostly just sad...and a little crazy...

Reply: Small World:: Variants:: Re: How NOT to make a special power or racial ability

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by bandit_boy7

Desiree & Allstar, you guys are great.
I wish I had time like I used to to haunt the Variant forums...or any forums for that matter. LOL Someday I shall return in full force, but meanwhile I'm glad you guys are here.

Reply: Small World:: Variants:: Re: How NOT to make a special power or racial ability

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by DragonsDream

bandit_boy7 wrote:

Desiree & Allstar, you guys are great.
I wish I had time like I used to to haunt the Variant forums...or any forums for that matter. LOL Someday I shall return in full force, but meanwhile I'm glad you guys are here.

please, come back! It's been so quiet all summer. It's like every Small World poster went on vacation

Reply: Small World:: Variants:: Re: Allright, lets hear some homemade races / abilities!

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by bandit_boy7

zhashiya wrote:

Porcupines (6): "When the enemy conquers one of your regions, they also discard one of their tokens back into the storage tray."

Something similar to this has already been done by DOW--the Skags, from the Spider's Web expansion. And honestly, dying every time I attack you (while you have a base token count of 6) would be WAY overpowered. More powerful by far than the Corrupt power even.

I think this "conquest with risk of loss" concept was implemented more interestingly (if more fiddly) with the Skags. But they are far from being my favorite race to play with, especially since this core idea has been proposed at least a dozen times previously by various fans in the forums, both here & at DOW.

Reply: Small World:: Variants:: Re: Allright, lets hear some homemade races / abilities!

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by bandit_boy7

Peabody88 wrote:

Another power I just thought of:

Vanishing
• 5
• At the end of your turn (before scoring), roll the reinforcement die and remove that many of your race tokens from the board. Collect 2 bonus coins for each token removed in this way.
• This power persists while in decline, except a maximum of 1 race token can be removed in this way each turn.

There is already a power called "Vanishing" in the Underground base game. In your case, I don't like that there's no choice for the player who has this power. There's no "when to use / when not to use" dilemma that calls for an exercise of tactical thinking.
Verdict: Needs more thought and a new name.

Reply: Small World Realms:: General:: Re: I only have Small World Underground - Is this worth getting?

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by Diederik

bandit_boy7 wrote:

Diederik wrote:

...Most of the scenarios are made for Small World and I don't think you can just turn over the map tiles to make it an Underground map?

Actually Realms was designed to be exactly that easy. That's the whole point of the tiles being 2-sided; it expands both games.

Diederik wrote:

...I noticed that the Underground side of the tiles didn't have the corresponding Terrain Types on the other side.
For example:
Tile X has Water/Hill on one side and Water/Crystals on the other.
Tile Y has Water/Farmland on one side and Water/Mining on the other.
Tile Z has Water/Hill on one side and Water/Mining on the other.

If you're not playing with the original Small World why would this matter? The water is in the same place, and the types & number of each type are equally balanced among the tiles used. So you'll have mudpits where farmland was--who cares? You're not playing with Humans.

EDIT:
And if you're looking for a way to play with 6, just put your 2-player board together with your 4-player board--either physically touching or use Tunnels to connect them. You may need more mountains or Monster tiles though...


Thanks for the info!

Reply: Small World:: General:: Re: Expansions.

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by DreamStorm

bandit_boy7 wrote:

Honestly, just look at the other "Expansion" related threads in the forum. We've been over this about 100 times already. This is easily the most frequently asked question in the SW forums. So you could have easily found the information you seek without having created another redundant post.

EDIT:

DreamStorm wrote:

Realms needs both the base game and Underground to be useful.

This is NOT true. Only 2 of the 12 scenarios in Realms even include Underground. (Although, it's true you can flip any scenario onto its back to play Underground.) This whole discussion is also very well documented in the forums.


I have the PDF in front of me and I count 4 scenarios that require Underground, not counting the one with 3 versions.

Reply: Small World:: General:: Re: Thinking of selling the whole bundle - how much?

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by KingD21

bandit_boy7 wrote:

Magic Pink wrote:

I have to my knowledge bought every dang expansion for this game since 2009 and it's never once made it to the table...

I cannot even imagine.
This is truly sad/crazy/unfortunate/implausible/missed opportunity/cause for new friends/unimaginable/maddening/curious/shameful/dumbfounding...but mostly just sad...and a little crazy...



Problem now is that the game appears daunting given all the expansion and no one ever playing the game.

Every new person I bring into SmallWorld I always have to give them a disclaimer to not look at my side of the table as I'm always the 'banker' in terms of handing out chits. Most games will only use ~50% chits anyhow.

Then again, I can't imagine buying an expansion without playing the game first [unless I get it together or in a trade]

New Image for Small World

New Image for Small World

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by psychotic33089

<div>My Small World money storage cases, made useing a scan of the punch sheet and some Jerky Chew contianers.</div>

Top 100 Games of All Time (#'s 40 - 31)

New Image for Small World Designer Edition

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