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  • Small World Tales and Legends Expansion Board Game
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Small World Tales and Legends Expansion Board Game


List Price: $14.99
Price: $13.18 & FREE Shipping on orders over $35. Details
You Save: $1.81 (12%)
Only 4 left in stock.
Sold by Funagain Games and Fulfilled by Amazon. Gift-wrap available.
  • This is an expansion to Small World
  • Adds depth and complexity to the base game
  • Add more challenging cards that change the storyline for each turn
  • 2 to 5 players can each play at the same time
33 new from $9.00 1 collectible from $8.00

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Frequently Bought Together

Small World Tales and Legends Expansion Board Game + Small World Be Not Afraid Expansion Board Game + Small World Cursed Expansion Board Game (2nd Printing)
Price for all three: $40.92

Buy the selected items together


Product Details

  • Product Dimensions: 4 x 2.6 x 0.8 inches ; 4.8 ounces
  • Shipping Weight: 5 ounces (View shipping rates and policies)
  • Shipping: Currently, item can be shipped only within the U.S. and to APO/FPO addresses. For APO/FPO shipments, please check with the manufacturer regarding warranty and support issues.
  • ASIN: B003Q5SS5K
  • Item model number: dow 7905
  • Manufacturer recommended age: 12 - 15 years
  • Amazon Best Sellers Rank: #30,737 in Toys & Games (See Top 100 in Toys & Games)
  • Average Customer Review: 4.4 out of 5 stars  See all reviews (35 customer reviews)
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Product Description

Product Description

Small World - Tales and Legends introduces 54 new Event cards that change the storyline of each turn during the game. Event cards are organized into 6 different themes each with its own unique flavor. The cards are also rated by their impact on the game: Little Lore cards have only a minor effect; Tall Tales have worldly consequences; and Lordly Legends are guaranteed to turn your Small World upside down. At the start of each turn (except the first) a new event card is drawn and put into play. The next Upcoming Event is also visible so players know what faces them on the next turn. Will you end up drinking the Philter of Forgetfulness be flung from the Great Catapult or even have a chance to seduce the White Queen?.

From the Manufacturer

Small World - Tales and Legends introduces 54 new Event cards that change the storyline of each turn during the game. Event cards are organized into 6 different themes each with its own unique flavor. The cards are also rated by their impact on the game: Little Lore cards have only a minor effect; Tall Tales have worldly consequences; and Lordly Legends are guaranteed to turn your Small World upside down! At the start of each turn (except the first) a new event card is drawn and put into play. The next Upcoming Event is also visible so players know what faces them on the next turn. Will you end up drinking the Philter of Forgetfulness be flung from the Great Catapult or even have a chance to seduce the White Queen?

Customer Questions & Answers

Customer Reviews

This expansion adds so much to the game.
Derek Carpenter
The cards are varied, the rules entertaining and you can switch your deck from a little extra fun to something really annoying and game changing.
Salvador
The tide of the game can change after any event, so no one is assured victory until the last moment.
Shiznakguy

Most Helpful Customer Reviews

20 of 21 people found the following review helpful By Ade the DBA on December 6, 2011
Verified Purchase
Having read many reviews, it became clear that there are not many expansions for Smallworld which are worth having, but this one was clearly the most positively received. So we bought it, and I can happily say that it is an enjoyable addition to the game. It's only a pack of cards, but each event, as they unfold per round, throws a new dimension into the Smallworld game. Some completely toss everything into the air (such as - "Pass your active race to the player to your left"); some are quite minor (such as "The forest regions count as an additional victory coin this turn"). Our kids prefer playing it with the Upcoming and Current Events shown, so you have warning and can prepare for the next event that will happen. I prefer playing "blind", ie each event is revealed as it happens, with no warning, which adds extra excitement! Either way, if you're getting a Smallworld expansion, I'd recommend this one. I didn't give it 5 stars because my only issue with it is that some of the events aren't entirely clearly explained and you have to work out for yourself how to carry them out.
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22 of 25 people found the following review helpful By Marc Quattromani on February 13, 2011
Verified Purchase
There isn't much to this expansion, just 54 event cards. The cards add a minor variation each turn from a victory point bonus for holding a certain type of region to fairly dramatic changes like forcing everyone into decline. One of the nice aspects of this expansion is that the cards are grouped by type and severity of event and you have the option to create an event deck that is restricted to or remove some types of events. You can start with just the little changes to get a feel for the system before opening it up to all possibilities. If you like the dramatic, you can just build a deck of the big events.

The events can be quite radical and knock a player out of the lead but our group finds them a great addition to the game. It's a good value and a good investment.
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9 of 10 people found the following review helpful By Shiznakguy on August 8, 2011
Verified Purchase
I have tried all the expansions for Smallworld and this is by far my favorite. Every time we play with these cards the game is a different experience. The deck can be broken up by the grandeur of the events or can be played with all cards. The tide of the game can change after any event, so no one is assured victory until the last moment. I no longer have games where someone wins by a large margin, usually we have to fight and scheme for every last victory point.
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5 of 6 people found the following review helpful By W. baron on May 3, 2012
Verified Purchase
First off, this works well for both Small World AND Small World Underground as long as you know you can (and agree to) substitute terrain types.

"The following features are considered equivalent concerning their interaction with powers:
-- Black Mountains / Mountains
-- Mudpools / Marshes
-- Mushroom Forests / Forests
-- Mines / Mine symbols
-- Mystic Crystals / Magic Symbols
-- Rivers / Seas & Lake"

so if you draw a card that says "all forests produce one less token" you count it against mushroom forests instead.

Second, if you want more variety in the gameplay then this can provide it, but I'd first advocate getting Small World: Be Not Afraid, Small World: Cursed! and even Small World: Grand Dames first (in that order) because adding a few races and special powers can add infinitely more diversity to play while not adding that extra level of complexity to the game. At least for me and my friends, the cards are just one game mechanic too many and the game is already different enough every game with 83,668,255,425,284,801,560,576 combinations for Small World, 4,987,885,095,119,476,318,359,375 combinations for Underground and WAY more for both games if you have any expansions.

Its not a bad expansion-- you should just pick up the other expansions first and play them for a few months before adding this.
+The artwork is GREAT and fits well with the game's style.
Read more ›
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2 of 2 people found the following review helpful By Cris Kamurai on April 29, 2014
Verified Purchase
This was a wonderful idea. Some of them are too complicated, but our house rule is that if you give up on trying to read it, you skip it. Makes for a quicker setup and a better time.

If you're looking to spice up smallworld, this is the way to do it.
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1 of 1 people found the following review helpful By J. Harris on April 11, 2014
Verified Purchase
Smallworld is a fabulous game that we have enjoyed since we picked it up a couple of months ago. Tales and Legends add some great twists and scenarios to the standard game play. Many times it is just my wife and myself playing and we enjoy having the Tales and Legends cards in play to add variety to our turns in our 2 player games. Some of the card scenarios are very much game changing, such as swap races with the person to your left!! While other scenarios are relatively mild with minimal effect. We play the variation with all cards turned down so we don't know what is coming next, but the base rules suggest having the next turn event visible to all players so you can plan ahead. Either way works fine...we enjoy the surprise of not knowing! Absolutely recommend for any fan of the base game.
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