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Small World


List Price: $49.99
Price: $39.71 & 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
43 new from $32.81 3 collectible from $30.00

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Frequently Bought Together

Small World + Small World Be Not Afraid Expansion Board Game
Price for both: $58.92

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

Product Details

  • Product Dimensions: 11.6 x 11.6 x 3 inches
  • Shipping Weight: 4.3 pounds (View shipping rates and policies)
  • Shipping: This item is also available for shipping to select countries outside the U.S.
  • Origin: China
  • ASIN: B0024H7OF6
  • Item model number: DOW 7901
  • Manufacturer recommended age: 10 - 14 years
  • Amazon Best Sellers Rank: #1,763 in Toys & Games (See Top 100 in Toys & Games)
  • Average Customer Review: 4.6 out of 5 stars  See all reviews (304 customer reviews)
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Product Description

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.

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

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

85 of 88 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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107 of 116 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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66 of 71 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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23 of 24 people found the following review helpful By Christopher K. Halbower on October 31, 2009
Small World is a fantasy combat/civilization game from Days of Wonder. Small World was designed by Philippe Keyaerts whom many of you may remember was the designer of Vinci.

Players take control of one of the many available fantasy races. All the fantasy races of common lore are available (orcs, dwarves, elves, etc). Players gain victory points primarily by controlling spots on the board. The player with the most points is the winner.

Each race has a starting force allotment, usually around 4 to 6. Players take this allotment and strive to take as much land as possible with it. The force allotments are printed on durable cardboard tiles. To claim a territory, a player must place more 1 more force there than that which defends it. The losing player retains all his lost forces save one. Thus, there is a slow but fairly steady attrition in the game.

When a player believes his chosen race can serve him no more, he may elect to go into decline. His race on the board is flipped over. The player still scores points for this race but he may not expand with them. Play continues until the final round is played. The amount of rounds is dictated by the amount of players. The player with the most points is winner.

Small World has a lot going for it. There are two boards and each is double sided. The different boards are used for different amounts of players. The game is nicely tweaked for various amounts of players from 2 to 5. This is such an elegant feature, that this alone deserves 1*!

Small World is also quick to learn. Pretty much what I stated above is how to play. Sure, there are few more minor rules but they are intuitive if you grasped what I wrote above.

Small World also has a great deal of diversity.
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