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Small World Underground

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List Price: $49.99
Price: $39.65 & FREE Shipping. Details
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  • Small World Underground - when in a hole keep digging
  • This is a standalone game
  • Recommended for experienced Small World players
  • Tons of replay value
26 new from $35.95 1 collectible from $32.00

Frequently Bought Together

Small World Underground + Small World Realms Expansion + Small World Be Not Afraid Expansion Board Game
Price for all three: $85.51

Buy the selected items together


WARNING:
CHOKING HAZARD -- Small parts. Not for children under 3 yrs.

Product Details

  • Product Dimensions: 11.8 x 11.8 x 3 inches
  • Shipping Weight: 4.4 pounds (View shipping rates and policies)
  • Shipping: This item is also available for shipping to select countries outside the U.S.
  • Origin: Imported (Germany)
  • ASIN: B0054EXG6M
  • Item model number: DOW 7909
  • Manufacturer recommended age: 12 - 16 years
  • Amazon Best Sellers Rank: #26,503 in Toys & Games (See Top 100 in Toys & Games)
  • Average Customer Review: 4.6 out of 5 stars  See all reviews (38 customer reviews)
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Product Description

From the Manufacturer

Small World Underground is a stand-alone game set beneath the surface of the same fun, light-hearted Small World universe of epic conquests and fallen empires. Featuring new Races and Special Powers, it also introduces a new twist to the original game play - Monster occupied regions that protect Relics and Places of great power. While more daunting to conquer, these bestow even greater powers to their owner. Like previous Small World expansions which sold out quickly, this sequel to the best-selling Small World board game (over 100,000 sold world wide) is sure to be a hit with fans. Small World Underground can be played on its own or combined with other Small World game elements, as many of the Races and Sepcial Powers from the original game and previous expansions are compatible. Recommended for experienced Small World players, the game includes: 2 double-Sided Game Boards, 15 New Fantasy Races with matching banners and tokens, 21 New Special Power badges, 9 Popular Places and 6 Righteous Relics, 106 Victory Coins, dozens of additional special tokens, 5 Player and 1 Game Turn Summary Sheets, 1 Reinforcement Die, and Rules Booklet.

Product Description

Small World Underground is a stand-alone game set beneath the surface of the same fun, light-hearted Small World universe of epic conquests and fallen empires. Featuring new Races and Special Powers, it also introduces a new twist to the original game play - Monster occupied regions that protect Relics and Places of great power. While more daunting to conquer, these bestow even greater powers to their owner. Like previous Small World expansions which sold out quickly, this sequel to the best-selling Small World board game (over 100,000 sold world wide) is sure to be a hit with fans. Small World Underground can be played on its own or combined with other Small World game elements, as many of the Races and Sepcial Powers from the original game and previous expansions are compatible. Recommended for experienced Small World players, the game includes: 2 double-Sided Game Boards, 15 New Fantasy Races with matching banners and tokens, 21 New Special Power badges, 9 Popular Places and 6 Righteous Relics, 106 Victory Coins, dozens of additional special tokens, 5 Player and 1 Game Turn Summary Sheets, 1 Reinforcement Die, and Rules Booklet.

Customer Questions & Answers

Customer Reviews

4.6 out of 5 stars
5 star
27
4 star
9
3 star
1
2 star
0
1 star
1
See all 38 customer reviews
It adds a few extra elements to the game that change it enough to make it feel like a new game.
itmo
I would say this game is great for all ages over 10 and it is a great family game that we play regularly with our family.
M. Perry
This game is a standalone companion/expansion for Small World, and the game mechanics are very similar.
J. Brechin

Most Helpful Customer Reviews

17 of 17 people found the following review helpful By C. Telenko on November 29, 2011
I've played both Smallworld and Smallworld: Underground. Game mechanics are almost identical. Underground adds relics and items to the mix, which can be fun, overpowered or useless. Overall, I don't think that these upset the balance of the game. Rather, these items encourage more warfare, and I appreciate that.

I like the artwork much better for underground and the races are much more interesting.

I agree with other posters that some races and abilities are downright useless and there is not a lot of balance to the game in that respect. I sometimes found myself choosing the best of the worst races. Regardless, the game is balanced enough that I would buy Smallworld: Underground instead of Smallworld because I think it's more interesting in the aesthetics, mechanics and races.

The new abilities and rules are not as clear as they could be. Specifically, the "vanishing" ability is puzzling. It states that one may remove all race tokens when going into decline and receive two tokens for each region "instead of one." The instead part references some rule that I can't find in the book.

Pros:
Artwork
Relics
Races
Overall clarity and presentation of instructions
Multiple boards depending upon the number of players

Cons:
Some underwhelming abilities
Not as balanced as the original Smallworld
Clarity of some instructions could be improved
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15 of 16 people found the following review helpful By N. Christensen on October 29, 2011
I thoroughly enjoyed the original Smallworld and own all of the expansions, so admittedly my review of SW Underground is influenced by my familiarity with the theme and mechanics (which are found in this game as well), but here's what I like about Underground on its own merit:

1. The monster tokens. Defeating monsters gives you control of a special artifact or adds a special bonus feature to that territory. Most of these are essentially the equivalent of having a second special power, so controlling them (even when your race is in decline) adds a new level of strategy not found in the original game.

2. The river. Any race can cross it, which can be an advantage or disadvantage depending on your race/power combo, but it's different from the original game which only allowed a "seafaring" race to control the lake, forcing everyone else to go around it.

3. New races and powers. Most of these suit the "underground" theme well, and several abilities are designed to take advantage of the new board features.

And now for the minimal gripes, which are basically the same as with the original Smallworld:

1. The occasional random super/useless-combo. I love the variety of races and special powers, but sometimes a player just ends up getting one right after the other that are just really tough to beat, or completely useless based on the current board situation. No, it's not always balanced. For me, this doesn't take much out of the fun of playing, but for others it does.

2. Having to check the reference sheet every couple of minutes due to the sheer variety of races and powers. If you've already played Smallworld, then most of them will make sense right away. Otherwise you'll probably have to play a few games to figure them all out.
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2 of 2 people found the following review helpful By Boyd E. Hemphill on August 17, 2013
Verified Purchase
For those just learning their way through the high quality offerings of Days of Wonder, Smallworld can be though of as Risk with a an end after about 90 min (tops). The mechanic are simple and if you and your kids enjoy play the role of a flying dwarf, it is far more rich.

Pluses for us that might just mean something to you:
* Our oldest son (11) is dyslexic and struggles to read. He is not only motivated to read the various racial and special powers, he will sit and struggle through sections of the rule book to be sure he has the best plan to win.
* Our family likes to compete in board games. Smallworld requires you to attack friends and family. If you or your kids have easily hurt feelings when it comes to this sort of thing this might not be the best game for you.
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2 of 2 people found the following review helpful By Shark Gillins on July 1, 2013
Verified Purchase
I was really excited to try this expansion out and, while I certainly didn't feel cheated, at the same time I was a little surprised at how much of the same this game is as the original Small World. Sure, the map has a couple new features and the introduction of Places & Relics makes things a little more interesting, but the gameplay mechanics are largely the same. In fact, some of the races are basically copies of races from the original, renamed for SWU.

That being said, I do plan on playing this many more times, it's still just as fun as the first game, and if nothing else this serves as great expansion material for the original game as many of the races, powers, and elements from SWU can be carried over into the original version.

I also have acquired the Tunnels expansion (free w/ $5.00 S&H on the Days of Wonder website) which allows both Small World and Small World Underground to be connected for one, large game, and I'm looking forward to seeing what that will be like.

I recommend this purchase, just don't expect your mind to be totally blown.
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2 of 2 people found the following review helpful By J. Brechin on May 25, 2012
Verified Purchase
This game is a standalone companion/expansion for Small World, and the game mechanics are very similar. There are hundreds of little cardboard (thick, durable stuff) pieces to pop out before playing the first time, but they all have their place to go in the well-thought molded box insert. Pieces stay put where they belong. No searching needed to find that last Iron Dwarf token or Silver Hammer. The artwork on the board and all the pieces is colorful and really draws you in to the fantasy (Small) world of the game.

Setting up the game takes maybe 5-10 minutes:
- lay out the appropriate board (different boards for 2, 3, 4, 5 players)
- Place mountains and monsters (as directed on the board)
- shuffle and lay out starting creatures
- shuffle and pick stack of special places/relics
- pass out starting coins (VP) to each player

The game takes about an hour for 4 people. Your first game will probably take a little longer as you get used to the rules and mechanics of the game.

Gameplay is straight-forward, expanding on the concept of games like Risk where conquering and holding territories gives you resources/points. I played with my wife and 9-year-old daughter, who were able to pick up the rules and have fun in one session.

Players choose a creature/special trait combo from the available choices and get varying numbers of tokens to use in conquering regions of the board. Different combinations will give you bonuses, like more VP earned for different region types, fewer units required to conquer regions, etc.
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