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Thread: Small World Underground:: Rules:: Wise special power?

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by Schouw234

I have not found answer for this, so hope someone can explain.

Wise are in decline every turn and each of your own turn you are in decline and receive +2VC, if you have a region.

Here is the question;do you then safe a decline round so that you are in decline always and do not need a full round to go into decline?

Hope someone can answer
Best

Reply: Small World:: General:: Re: Small world Historian power question

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by Menghini

I play the game a lot online and then it's automated. Then only the 'visible' in decline races (including the 'neutral' in decline race, if they're still on the board) give a victory coin. The disappeared in decline races don't count.

Reply: Small World Underground:: Rules:: Re: Wise special power?

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by ColtsFan76

Schouw234 wrote:

I have not found answer for this, so hope someone can explain.

Wise are in decline every turn and each of your own turn you are in decline and receive +2VC, if you have a region.

Here is the question;do you then safe a decline round so that you are in decline always and do not need a full round to go into decline?

Hope someone can answer
Best

I am not quite following your question.

If you are asking if Wise changes how you go In Decline, the answer is no. You still take a full turn to go into decline. They are just reiterating that you get the points starting the turn that race goes into decline.

Reply: Small World:: General:: Re: Small world Historian power question

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by ColtsFan76

Per the rules:

Collect 1 bonus Victory coin for each Race In Decline [bgcolor=#eeff00]at the time you select the Historians[/bgcolor].
While you're active, collect 1 bonus Victory coin each time another Race goes In Decline,
and 1 final bonus coin when your own Historians go In Decline!


Besides your memory, there is no "record" of previously in Decline races. So it is just at that moment you take them and then any more that occur while you remain active with them.

Reply: Small World:: General:: Re: Small world Historian power question

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by ukmatt78

Got it! Thanks to both of you for the clarification. Looks like we did it wrong. :-)

Episode 47 - Top 50 Board Games Part 2

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by Dean Dunning



Dean and Jon continue on with their Top 50 Board Games. This week, it's 40-31. We also talk about the MeepleTown Royal Seal (a super prestigious award given to only the finest board games in all the land).

Click here to listen!



If you like our content, please consider subscribing to our podcast and YouTube channel. You can also follow us on Twitter and Instagram (@meepletowngames), find us on BGG at Guild 3407, or visit our website at meepletowngames.com.

Thanks for coming down to MeepleTown!

Reply: Small World of Warcraft:: General:: Re: Is this DOW's big box release for 2020?

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by mcoleya

With the pandemic probably. I suspect if they had other plans they probably got bumped. At the same time this looks to be more than a simple reskin.

Reply: Small World of Warcraft:: General:: Re: Is this DOW's big box release for 2020?

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by rickfuss

At the Gen Con Q&A with Alan R. Moon, Days of Wonder teased that a deluxe version of Ticket to Ride Europe could be arriving as soon as the end of the year.

File: Small World:: Complete Small World Components Checklist (2018 update [beta])

Reply: Small World: Royal Bonus:: Rules:: Re: Behemwa?

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by ukmatt78

Just recently started playing Small World and now have some of the expansions. Behemoth seems to me to be one of the most confusing abilities. This thread summarizes nicely and answers many of my questions.
One more question I can think of is this:

If my behemoth stack grows mid turn what happens to those additional behemoth tokens? I assume they immediately go wherever my two behemoths are located but cannot be used that turn to attack if my behemoths have already been used, right?

Example, I occupy 2 swamp regions at turn start giving me 2 behemoths each with 2 tokens. I use one behemoth (2 tiles) and 1 race token to conquer a mountain. Then I use 2 non behemoth tokens to conquer another swamp. So my 2 behemoth stacks immediately go to 3 each, right? So the behemoth stack in the mountain has already been used to conquer this turn so I assume I can do nothing more with it, my defense of that mountain region has just grown by one. My other behemoth stack now has 3 and I can use that plus one race token to conquer another region that takes 4...is all of that correct?
The assumption I’m making is that each behemoth can be used once per turn despite changing size mid turn, I don’t think the rules expressly state that.

Thanks to anyone that has read this far and any help you can offer. We are loving this game!

Turns as a Resource

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by Madeline B

Why am I obsessed with the Steam version of Star Realms? Not only because it's a great game (though it is) or because I have a lot of downtime in this particular era (though I do). Not just because I have enjoyed playing the leagues on BGG and the "legends" tour at virtual Origins and GenCon events; I think if you're reading this blog, you can probably understand the appeal of playing a fast-paced game against other opponents around the world without the hand-eye coordination required to shuffle in your deckbuilder. No, I like it so much I even play game after game against the hard AI, who--although it sometimes beats me--is much less good overall than a skillful human opponent.

Maybe it's because I'm deliberately looking for something low-engagement, that I can do to pass the time while plotting my next fanfiction or resting up from a migraine that doesn't require the mental energy of being creative or deeply strategic. I can often beat up on the AI, gaining powerful cards and combos that ally well together. And then...I win! That's it! It's a quick game, and definitely an engine-builder in the sense where turns accelerate and become more powerful as you (again, contrast Dominion where accumulating powerful points cards, while the way to win, dilutes your deck). But Star Realms seems to have the "leave you wanting more" feel down--"that game was so short, I didn't even get to exploit all my awesome Blob synchronicity! Better rematch..."

*

The rest of this post isn't super related, it's just other thoughts I've had swirling around and been too lazy to write up for a while. A few months ago Humble Bundle had a sale of many digital board games, among them Small World. A lot of people like Small World because it provides a similar "invade each other's space and kill their dudes" feel as the old-school Risk, but unlike Risk, there's no chance of a stalemate; you know the game is going to always have ten rounds, and that's it! From a design perspective, I agree that this is generally an improvement.

However, I'm not the biggest fan of the way Small World goes about implementing its turns. You get ten. On your turn, you can move your troops from a previous turn, or introduce a new species onto the board (in the first move, you have to do that). You can also "go into decline." This means your species is fading from history, but you can come in with a new position next time. Because you can usually have two species on the board (one in decline but still scoring points, another active and conquering regions), it's usually a good idea to go into decline at least once early on, and often two or three times.

Except, from a player engagement standpoint--that's it? I only get ten fleeting turns, and I have to spend two or three of them doing nothing? I recognize that the scoring incentives of the game make this lucrative, but from a design perspective it feels underwhelming. In the same way that "lose a turn" mechanics are seen as old-fashioned or clunky by many, I can't help thinking that "spend one of your carefully-rationed turns doing nothing and get ready for next round" isn't the best.

*

Patchwork is another game included in that bundle, and it features a "time track," which in some ways is trying to parcel out time in a similar manner. To obtain pieces, you need two resources, buttons and time (just like in real quilting). If you take a piece that "costs" less time, you advance less far on the time track, and can potentially take another move before your opponent gets to go.

But as adorable as the theme is, I don't really feel like I'm "spending" time in either the good or the scary sense. Sometimes I get to take two turns in a row, and every once in a while I can orchestrate that deliberately so that I get two pieces that I both want. Okay, so what? Lots of games have inconsistent turn order. Sometimes, because of not having enough buttons, I have to (or choose to) skip ahead on the time track to accumulate more. What does that thematically represent, other than "trading in one type of abstract resource for another"?

Splendor in contrast, is a more "traditional" game in the sense of "everyone takes a turn in the same order until someone meets the win condition, then make sure everyone gets equal numbers of turns." But you're not counting turns, and I don't feel the anvil of zeitnot hanging over me.* Pretty dry game; get gems, buy cards, use cards for discounts on other cards. Some people favor an engine-builder strategy where you rush to go for nobles; others (like me when I was starting out) concentrate on accumulating mid-range points cards without a long-term aim.

But playing open-handedly online gives me more time to see the board from the other players' point of view. "She went first, and she took a blue and a black. If she gets another black next turn, she'll be able to afford that one-blue, two-black card, before I get a chance at it. So even though it's the 'cheapest' card available, I shouldn't expect to be able to purchase it for three gems. Maybe I should aim for the two-red, two-green instead..." Looking ahead, even a card that costs more gems might be equally expensive in terms of "number of turns needed to acquire those gems." And every turn I spend buying a card--preferably using cards I've already bought before--is a turn I'm not being held back by acquiring gems! Time is a resource here, too, and by manipulating it to my advantage, I feel like I've acquired a deeper understanding of the game.

*The Anvil of Zeitnot is the name of my new band.

Thread: Small World of Warcraft:: Rules:: Clarification on "Any" Region

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by Kerpaderp

Hey, there!

There was a decent debate on MvM live stream of this game regarding the word "Any Region" of Gnome race power to water region.

Does "Any Region" include water region? Or is water region exclusive to Naga race under any circumstances?

Thanks!

Reply: Small World of Warcraft:: Rules:: Re: Clarification on "Any" Region

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by CastroMax

This will have to wait for an official FAQ, but the original Small World rules are much clearer about this.

There is a power called"Seafaring" which says "As long as your Seafaring race is active, you may conquer the Seas and the Lake, considering them as 3 empty Regions. You keep these Regions even once you go into Decline, and continue scoring for them for as long as you have tokens there. Only Seafaring races may occupy the Seas and the Lake."

And then there is another power called "Flying" which says "You may conquer any Region of the map except Seas and Lakes. These Regions do not need to be adjacent or contiguous to ones you already occupy."

Assuming the designers did not intend to change this, it suggests that "any region" does not include water unless your race specifically has the power to occupy water spaces. But we'll need to wait for an official ruling.

Reply: Small World of Warcraft:: Rules:: Re: Clarification on "Any" Region

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by riddle13

CastroMax wrote:

This will have to wait for an official FAQ, but the original Small World rules are much clearer about this.

There is a power called"Seafaring" which says "As long as your Seafaring race is active, you may conquer the Seas and the Lake, considering them as 3 empty Regions. You keep these Regions even once you go into Decline, and continue scoring for them for as long as you have tokens there. Only Seafaring races may occupy the Seas and the Lake."

And then there is another power called "Flying" which says "You may conquer any Region of the map except Seas and Lakes. These Regions do not need to be adjacent or contiguous to ones you already occupy."

Assuming the designers did not intend to change this, it suggests that "any region" does not include water unless your race specifically has the power to occupy water spaces. But we'll need to wait for an official ruling.

Actually, if the designers did not intend to change this, as you say, then they would have specified, as they did on the original ability, that the new ability would exclude “Seas and Lakes.” But they didn’t; so the ability doesn’t exclude them. Seems obvious to me.

Reply: Small World of Warcraft:: Rules:: Re: Clarification on "Any" Region

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by CastroMax

Correct. This could be argued either way. That is why a clarification is needed.

Reply: Small World of Warcraft:: General:: Re: Release Date?

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by Mdurban

For what its worth, as seems no update in this thread since May.

I was looking for an ETA for release data, latest information I could find from DOW was end of June when they posted the US release was 'Early September'

Today we are pleased to announce the opening of pre-orders for the Small World of Warcraft board game. To pre-order your copy, visit your local game store or the Asmodee USA webstore. The game will be available early September.

I have put an order in from my local game store in the UK but they have already come back to me saying they haven't got a date other than 'Europe will be available sometime in September...'

Which is good as thats my Birthday 😉 🙂 🙂

Reply: Small World of Warcraft:: General:: Re: Release Date?

New Video for Small World

Reply: Small World of Warcraft:: Rules:: Re: Clarification on "Any" Region

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by LoremasterRyan

That would mean that all powers that say “any region” could mean water spaces? It’s incredibly unclear.

Thread: Small World:: General:: Behemoth question

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by ukmatt78

Just recently started playing Small World and now have some of the expansions. Behemoth seems to me to be one of the most confusing abilities. Several BGG threads summarize nicely, but one more question I can think of is this:

If my behemoth stack grows mid turn what happens to those additional behemoth tokens? I assume they immediately go wherever my two behemoths are located but cannot be used that turn to attack if my behemoths have already been used, right?

Example, I occupy 2 swamp regions at turn start giving me 2 behemoths each with 2 tokens. I use one behemoth (2 tiles) and 1 race token to conquer a mountain. Then I use 2 non behemoth tokens to conquer another swamp. So my 2 behemoth stacks immediately go to 3 each, right? So the behemoth stack in the mountain has already been used to conquer this turn so I assume I can do nothing more with it, my defense of that mountain region has just grown by one. My other behemoth stack now has 3 and I can use that plus one race token to conquer another region that takes 4...is all of that correct?
The assumption I’m making is that each behemoth can be used once per turn despite changing size mid turn, I don’t think the rules expressly state that.

Thanks to anyone that has read this far and any help you can offer. We are loving this game
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