Top positive review
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A straightforward, well done collection of additional races and powers.
on July 7, 2012
**This is not a standalone game. You MUST have a copy of Small World or Small World Underground to Play.**
Be Not Afraid is an expansion for Small World, introducing five new races and five new special powers. It also comes with a plastic container that holds all of it's pieces, as well as those for the mini-expansions Great Dames and Cursed! This set is a blend of offensive and defensive abilities.
1) Barbarians - cannot redeploy at the end of your turn, but has a base unit number of 9.
2) Homunculi - when this race is skipped a unit token (if any left) is added in addition to the normal victory coin. The base unit number is 5 but there are 15 total tokens, so this power could have significant effect.
3) Leprechauns - during redeployment place one pot of gold in any (or all) of your Leprechaun occupied regions. At the beginning of your next turn it goes into your victory pile and is worth one coin, but opponents can conquer the region in the meantime to claim the pot themselves.
4) Pixies - Base unit number is 11, but during redeploy you leave only one unit per region and hold the rest in hand until your next turn.
5) Pygmies - each time you lose a Pygmy role the reinforcement die and receive that many new Pygmies from the tray (until none left). Deploy these at the end of the current player's turn.
The special powers (all have base unit number of 4):
1) Barricade - Collect three bonus coins if your Barricade troops occupy four regions or less at the end of your turn..
2) Catapult - once per turn place the catapult in one of your occupied regions to conquer a non-adjacent region one region away for one less token than usual. Region with catapult immune to conquest and racial or special powers.
3) Corrupt - collect a bonus coin from an opponent whenever they conquer one of your active regions.
4) Imperial - collect a bonus coin for each region in excess of three your Imperials occupy at the end of your turn.
5) Mercenary - each time you conquer a region your may spend a victory coin to reduce the number of required units by two (minimum one required).
Everything here fits well with the base game and nothing is too overpowered nor completely useless. I find the races here more interesting than the powers, but overall this is a very solid expansion and a good pickup for fans of Small World.