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Small World

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List Price: $49.99
Price: $39.35 & FREE Shipping. Details
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  • High quality European components
  • For 2-5 players
  • Takes 45-60 minutes to play
  • Vie for conquest and control
49 new from $32.35 4 collectible from $29.98
$39.35 & FREE Shipping. Details In Stock. Ships from and sold by Amazon.com. Gift-wrap available.


Frequently Bought Together

Small World + Small World Be Not Afraid Expansion Board Game + Small World Cursed Expansion Board Game (2nd Printing)
Price for all three: $65.81

Buy the selected items together

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

Product Details

  • Product Dimensions: 11.6 x 11.6 x 3 inches ; 2 pounds
  • Shipping Weight: 4.2 pounds (View shipping rates and policies)
  • Shipping: Currently, item can be shipped only within the U.S.
  • Origin: Germany
  • ASIN: B0024H7OF6
  • Item model number: DOW 7901
  • Manufacturer recommended age: 10 - 14 years
  • Amazon Best Sellers Rank: #1,908 in Toys & Games (See Top 100 in Toys & Games)
  • Average Customer Review: 4.6 out of 5 stars  See all reviews (406 customer reviews)
  • Manufacturer’s warranty can be requested from customer service. Click here to make a request to customer service.

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Product Description

Product Description

Small World is a zany, light-hearted civilization game in which 2-5 players vie for conquest and control of a board that is simply too small to accommodate them all. Picking the right combination of fantasy races and unique special powers, players must rush to expand their empires - often at the expense of weaker neighbors. Yet they must also know when to push their own over-extended civilization into decline and ride a new one to victory. Designed by Philippe Keyaerts, as the fantasy follow-up to his award-winning Vinci, Small World is inhabited by a cast of characters such as dwarves, wizards, amazons, giants, orcs and even humans; who use their troops to occupy territory and conquer adjacent lands in order to push the other races off the face of the earth. Small World marks the return of the Days of Wonder line of heavily-themed, big-box sized games featuring evocative illustrations, high-quality European components and a compelling, fun theme. Game Contents: Two double-sided game boards (One for each of four possible player configurations), 14 Fantasy Races with matching banners & tokens, 20 Special Power badges, A variety of Troll Lairs, Mountains. Fortresses, Encampments, Holes-in-the-ground, 2 Heroes, A Dragon, Along with Victory Coins, 6 Player Summary Sheets, A Reinforcement Die, Rules Booklet and A Days of Wonder Online Access Number.

Recommended Ages:10 – 14

From the Manufacturer

Small World is a zany, light-hearted civilization game in which 2-5 players vie for conquest and control of a board that is simply too small to accommodate them all. Picking the right combination of fantasy races and unique special powers, players must rush to expand their empires - often at the expense of weaker neighbors. Yet they must also know when to push their own over-extended civilization into decline and ride a new one to victory. Designed by Philippe Keyaerts, as the fantasy follow-up to his award-winning Vinci, Small World is inhabited by a cast of characters such as dwarves, wizards, amazons, giants, orcs and even humans; who use their troops to occupy territory and conquer adjacent lands in order to push the other races off the face of the earth. Small World marks the return of the Days of Wonder line of heavily-themed, big-box sized games featuring evocative illustrations, high-quality European components and a compelling, fun theme. Game Contents: Two double-sided game boards (One for each of four possible player configurations), 14 Fantasy Races with matching banners & tokens, 20 Special Power badges, A variety of Troll Lairs, Mountains. Fortresses, Encampments, Holes-in-the-ground, 2 Heroes, A Dragon, Along with Victory Coins, 6 Player Summary Sheets, A Reinforcement Die, Rules Booklet and A Days of Wonder Online Access Number.

From the Manufacturer


Small World, the fun, zany, light-hearted civilization board game!

  • Designed by Philippe Keyaerts as a fantasy follow-up to his award-winning Vinci, Small World is inhabited by a zany cast of characters such as dwarves, wizards, amazons, giants, orcs and even humans; who use their troops to occupy territory and conquer adjacent lands in order to push the other races off the face of the earth.
  • Small World is a classic in the Days of Wonder line of heavily-themed, big-box sized games featuringevocative illustrations, high-quality European components and a compelling, fun theme.
5-Player Board

Playing Information

For 2 to 5 players ages 8 and older.

Playing time: 40-80 minutes.

This is a complete standalone game.

Contents

Components:

4 Maps (2 × Double-Sided Boards)

6 Player Summary Sheets

14 Fantasy Race Banners

1 Blank Fantasy Race Banner

168 Matching Race Tokens (15 × Amazons, 8 × Dwarves, 11 × Elves, 10 × Ghouls, 13 × Ratmen, 20 × Skeletons, 18 × Sorcerers, 11 × Tritons, 11 × Giants, 11 × Halflings, 10 × Humans, 10 × Orcs, 10 × Trolls, 10 × Wizards)

18 Lost Tribe Tokens

20 Unique Special Power Badges

1 Blank Special Power Badge

10 Troll Lairs

6 Fortresses

9 Mountains

5 Encampments

2 Holes-in-the-Ground

2 Heroes

1 Dragon

109 Victory Coins (30 × "10", 24 × "5", 20 × "3", 35 × "1")

1 Reinforcement Die

1 Game Turn Marker

1 Rules Booklet

3-Player set up

Key Points

Exciting competitive gameplay using proven game

mechanics in an evocative light-hearted, fantasy world.

Large number of character types, combined with 20 special

powers, gives players high replay value as each game is

different.

Top-quality illustrations and production values.


Customer Questions & Answers

Customer Reviews

The game play is pretty simple once you learn the rules.
Mark Applegate
I highly recommend this game to anyone who enjoys playing board games with friends and family.
Shawn D. Kerr
If you like strategy games (like Risk) then this is a great game for you.
Jennifer

Most Helpful Customer Reviews

100 of 103 people found the following review helpful By Sandor Weisz on April 15, 2010
Remember Risk? Remember how fun it was to attack your opponents' armies and take over their land? Remember how that fun lasted for a while and then, several hours later, you'd hunker down in the corner of Australia, waiting for the game to mercifully end?

Small World is the answer to that. It takes all the good parts of Risk and repackages it in a clever construct with a beautiful design. The premise here is that instead of simply having armies compete to take over territory, players control races, each with their own special set of powers. The powers give you the ability to, say, attack lands more powerfully, or defend them more toughly. What makes it fun is that these powers are embodied by various races -- e.g. Dwarves, Amazons, Giants, Tritons -- each represented by colorful, gorgeously drawn tokens, and each with a special power. Because the races and powers are randomly combined at the beginning of the game, each game is different than the last and requires a completely new strategy.

STRENGTHS:

* Variety of strategy. This is requirement number one for any game that's going to hold my interest over time. If it's too "solvable", then the challenge of playing the game quickly diminishes after just a few games. Because the possible power-race combinations number in the thousands, it's unlikely any two games will ever be the same.
Interaction. Requirement number two. So many board games these days involve four people tending to their own pieces, playing their own separate games. You can't do that in Small World and expect to win. You have to both a) be very aware of the other players' movements, and b) be ready to attack them without mercy.
* Design. Days of Wonder puts out some of the best-looking games out there.
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105 of 112 people found the following review helpful By Ade the DBA on July 20, 2011
Verified Purchase
Plenty of people have done an admirable job of explaining the games in their reviews, so this is instead an attempt at a comparison between a number of games, the pros and cons of each and which may suit different people best. The games in question are: Carcassonne, Settlers of Catan, Castle Panic, Smallworld, and Forbidden Island.

We have had Settlers of Catan and Carcassonne (with a number of expansion packs) for quite a few years now, and only recently added the other games above. We usually either play just as two adults, or with our two older children (age 9 and 8), and so our conclusions are based on how these games work in those settings. So here's what we've found:

Settlers of Catan
We got this around the same time as Carcassonne and initially just didn't latch onto it. Partly it's that it's supposed to be 3 players or more, and we often play as just two of us. Once we found online some instructions for playing as 2 players it came out more often, and as time's gone by it's become fairly 50-50 whether we play Settlers or Carcassonne on a quiet night in. The choice will usually depend on how much we want to think. With Settlers, you're always planning and calculating; with Carcassonne, you're taking it a card at a time.

Who should get it: Settlers is well-known as one of the great modern games. I'm not as sold on it as some people, and it takes quite a while to learn and feel comfortable with, but once you get the hang of it, it is an entertaining and enjoyable addition to a games collection. There are several 2-player rule variations out there if you need them and they work well (we found one that worked for us and we've stuck to it). But this isn't a game for kids; I would suspect not until they're 16 or so.
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110 of 119 people found the following review helpful By Christina on September 27, 2009
My husband and I bought this on a whim - we'd gone to our local game store to pick up Settler's Of Catan because we'd played that recently with friends and liked it. However, this caught our eye, and we bought it instead! I was drawn the cover art, I'll admit!
We brought it to a friend's place to play after dinner. It took a while to get a hang of the way the game is supposed to work and the dynamics of each round, but after a few turns, we were able to get it all figured out.
I really liked all aspects of this game - the 'Risk' aspect of trying to take over the map, the fantasy aspect of the characters, and the unique way the game's races are developed. Every game you play will be different due to how things are set up!
My only complaint is with the tray the Race Tokens are stored in... it was pretty hard for me (who has small fingers, even) to get the tokens in and out of the little squares they are supposed to go in. Especially when some were in use and the remaining ones would fall forward.
Overall, I'm really happy that we got this game, I'm looking forward to sharing it with other people!
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125 of 149 people found the following review helpful By Joel Smith on May 24, 2009
My game group played this recently and although I enjoyed my experience with Small World, I'm not aching to replay it like I do with other board games. Overall, Small World is a fun game. A little action, a little randomness, some important decision making, excellent flavor, but also a little bit on the slow side.

The game itself isn't that long of a game. Our first game, even with all of the rules lookups took only about 2 hours (which is a little big long) but I think on future plays, an average game would take about 45-70 minutes.

The gameplay is fairly simple here, but be prepared to look up a lot of rules throughout the game on your first play. A series of races with special powers are placed on the table. Players choose a race and power, and then proceed to conquer various areas on the board. At the end of their turn, each area currently occupied by that player scores a point. That player may earn additional points based on his special ability. Then the next player goes and so on. At some point, a player decides that he can progress no further with his race (generaly either because it'd be hard/impossible to expand, or because it'd be hard to defend his position), and sets them in decline. The player now chooses a new race and special ability, and as a bonus, collects points on any territories that his race still controls at the end of his next turn.

After a set number of turns, the game ends and whoever has the highest point total wins. Simple enough.

The problem with this game comes in the fact that a turn is fairly long--about 1 to 2 minutes for each player, and when it's another player's turn, there's precisely nothing for you to do, but watch.
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