In Small World, players compete for dominance over a world that is too small to hold them all. Created by Philippe Keyaerts as a fantasy successor to his acclaimed game Vinci, Small World features a whimsical array of characters, including dwarves, wizards, amazons, giants, orcs, and humans. These diverse factions vie for control by expanding their territories and pushing other races out. Players choose from 14 different fantasy races and 20 unique special powers to build their empires, often at the expense of weaker rivals. Strategic decisions involve knowing when to let an overextended civilization decline and transition to a new one to secure victory. On each turn, players use the tiles of their chosen race to occupy adjacent territories, potentially overcoming weaker enemies. Alternatively, they can put their current race into decline by flipping the tiles to their black-and-white side. At the end of each turn, players earn points (coins) for each territory controlled by their active and declining races. A player may have one active race and one race in decline simultaneously. The player with the most coins after the final round wins the game.
In Small World, players compete for dominance over a world that is too small to hold them all. Created by Philippe Keyaerts as a fantasy successor to his acclaimed game Vinci, Small World features a whimsical array of characters, including dwarves, wizards, amazons, giants, orcs, and humans. These diverse factions vie for control by expanding their territories and pushing other races out. Players choose from 14 different fantasy races and 20 unique special powers to build their empires, often at the expense of weaker rivals. Strategic decisions involve knowing when to let an overextended civilization decline and transition to a new one to secure victory. On each turn, players use the tiles of their chosen race to occupy adjacent territories, potentially overcoming weaker enemies. Alternatively, they can put their current race into decline by flipping the tiles to their black-and-white side. At the end of each turn, players earn points (coins) for each territory controlled by their active and declining races. A player may have one active race and one race in decline simultaneously. The player with the most coins after the final round wins the game.
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In Small World, players compete for dominance over a world that is too small to hold them all. Created by Philippe Keyaerts as a fantasy successor to his acclaimed game Vinci, Small World features a whimsical array of characters, including dwarves, wizards, amazons, giants, orcs, and humans. These diverse factions vie for control by expanding their territories and pushing other races out. Players choose from 14 different fantasy races and 20 unique special powers to build their empires, often at the expense of weaker rivals. Strategic decisions involve knowing when to let an overextended civilization decline and transition to a new one to secure victory. On each turn, players use the tiles of their chosen race to occupy adjacent territories, potentially overcoming weaker enemies. Alternatively, they can put their current race into decline by flipping the tiles to their black-and-white side. At the end of each turn, players earn points (coins) for each territory controlled by their active and declining races. A player may have one active race and one race in decline simultaneously. The player with the most coins after the final round wins the game.
In Small World, players compete for dominance over a world that is too small to hold them all. Created by Philippe Keyaerts as a fantasy successor to his acclaimed game Vinci, Small World features a whimsical array of characters, including dwarves, wizards, amazons, giants, orcs, and humans. These diverse factions vie for control by expanding their territories and pushing other races out. Players choose from 14 different fantasy races and 20 unique special powers to build their empires, often at the expense of weaker rivals. Strategic decisions involve knowing when to let an overextended civilization decline and transition to a new one to secure victory. On each turn, players use the tiles of their chosen race to occupy adjacent territories, potentially overcoming weaker enemies. Alternatively, they can put their current race into decline by flipping the tiles to their black-and-white side. At the end of each turn, players earn points (coins) for each territory controlled by their active and declining races. A player may have one active race and one race in decline simultaneously. The player with the most coins after the final round wins the game.
Last updated at 15/11/2024 17:11:35
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Updated about 6 hours ago
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group | Board |