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- High Quality
- Proprietary design
- Exceptional performance
- High quality European components
- For 2-5 players
- Takes 45-60 minutes to play
- Vie for conquest and control
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CHOKING HAZARD -- Small parts. Not for children under 3 yrs.
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.
For 2 to 5 players ages 8 and older.
Playing time: 40-80 minutes.
This is a complete standalone game.
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
109 Victory Coins (30 × "10", 24 × "5", 20 × "3", 35 × "1")
1 Reinforcement Die
1 Game Turn Marker
1 Rules Booklet
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
Top-quality illustrations and production values.
In Small World, players vie for conquest and control of a world that is simply too small to accommodate them all. 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. Picking the right combination from the 14 different fantasy races and 20 unique special powers, players 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!
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.
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|Sold By||Amazon.com||THINC TANC - USA||Amazon.com||Amazon.com||Amazon.com||Amazon.com|
|Are Batteries Required||No||No||No||No||No||No|
|Item Dimensions||11.62 x 11.62 x 3 in||3 x 11.25 x 11.25 in||8.6 x 12 x 1.7 in||2.5 x 10.5 x 10.5 in||7.5 x 2.62 x 10.75 in||6.13 x 7.75 x 1.75 in|
|Item Weight||2 lbs||2 lbs||2.3 lbs||2.07 lbs||1.54 lbs||0.82 lb|
Top Customer Reviews
The idea of Small World is to take a group (elves, trolls, humans, etc.) and randomly pair them with a special ability (flying, seafaring, commando, etc.) to get a unique combination of special powers, and then dominate your way across the map. Naturally, you will suffer from the "spread too thin" phenomenon of Risk, and your opponents will eventually plow through your pieces like an NFL player on a Pop Warner team. BUT, better than Risk, you don't have to stick with that group. You can give them up, selecting a NEW combination from the table, and start re-plowing through the opponent that just plowed you. (Or, you can conquer a different part of the map.) This keeps the game feeling fresh.
As I mentioned in the premise, the various combinations of groups, combined with a blank group card and a blank special power card, give this game a high amount of replay factor. It's also a GREAT game for 2 players. You can even control two different groups each and play on the four-player board, as I've done, for a different, more challenging, and zanier experience.
This is a low-to-medium-weight game. It has strategy along the lines of games like Settlers of Catan and Ticket to Ride. Those looking for a good family game with more strategy than average (almost no dice-rolling!) will love Small World. If you're looking for map conquering, this has got it. If you're looking for a long-term strategic, deeply contemplative game with lots of planning, seeing a visionary strategy through to completion, this is not your game. However, I am a lover of the Puerto Rico-type deep strategy game, and I absolutely love Small World to play as a "break" game in between long strategic sessions. It has enough strategy to appease my appetite for that kind of game, but is fun and lighthearted enough that I don't have to think too hard about what I'm doing.
You can vary the amount of rounds that you play, using house rules, if you want. If you play the full game, it will take 45-60 minutes for a 2-player game. The first game takes a bit of getting used to, what with the rules and the specific special abilities of every type of group, but the mechanics are easy enough to pick up, and after one tutorial game, you should feel confident. Setup takes a few minutes, and there are many small pieces, so make sure you account for that.
I play it 2-player with my girlfriend all the time, and we love making up various house rules as well as playing it according to the rulebook. I've also played it multi-player, and it's even more zany and fun. A good addition to any game shelf.
Games like Small World are difficult to review for several reasons:
1. I love the originality and my friends enjoy it as well, but....
2. There are some Race Balance issues
3. Some of the Rules are not explained well or are incredibly stupid/illogical.
Let me get this out of the way up-front: I like Small World. I don't love it and it is not the best game I have played in the last six months, (that award goes to the amazing Twilight Imperium Third Edition), but it is a good addition to my collection.
First of all: Components. 5/5
I really love the way that Mr. Keyaerts built this game.
The two maps that are included are basic cardboard (and double-sided to accommodate different numbers of players). The artwork is nice and imaginative.
The part that I really like are the race tokens and race "cards".
The races are a variety of fantasy creatures (like Orcs, Elves, and Giants) who get a special power. Example: Seafaring Orcs or Alchemist Humans. The "cards" are randomly connected to the special power add-ons and your race is ready to pillage (pun intended) and wreak havoc upon the other players. The tokens that are used to conquer regions and defend regions are thick cardboard and don't bend. They have nice artwork on them as well and are just very well made. There are coins that represent victory points that are, again, thick cardboard and hold up well.
My favorite part of the components is probably the cheat sheets that were added. The sheet contains all the races and their special abilities. You don't have to flip open the rule book every turn to double-check what you're race can and can't do and you don't have to ask the most experienced player what everything means.
This is really the only place that I have a problem with the game. Some of the races seem to be better than others and leads to balance issues. The Sorcerers and Skeletons, in particular, have a tendency to swing the game HEAVILY in favor of the play who picks them. On the other hand, Dwarves and Halflings felt like a last-resort pick in every game I have played. Not only that, but there are some special powers that can make me want to bash my head against a wall because they have almost no counter-play potential.
For instance: Dragon Master and Commando. Dragon Master means that you get a dragon token (Who we always refer to as Trogdor the Burninator in honor of Strong-Bad) and this dragon removes all enemy tokens in an area with just one of your units. Normally it takes two units plus the number of units the enemy has defending the space to take it over. So if the enemy has three units on a space it would take me five to take over their place. With the dragon it only takes one--no matter how many they have defending. Not only that, but the dragon cannot be attacked so you can cut off portions of the map and make the enemy go where you want. Commando means you take every space for one less unit than normal.
This gets into another problem I have--unit death. When you lose a spot all your units except for one are returned to your hand and you can place them back on the board next turn. I play with house rules and ignore this. When your spot is taken all of the units there die and cannot be replaced unless they can retreat to an adjacent space controlled by the defender. It makes no sense that all of your units would survive if you're completely surrounded.
The last problem is movement. On your turn you take all of your units (except one to leave on the places you control) and put them into your hand and use them to attack anywhere adjacent to a spot you control. This again makes no sense. I can't get an Orc army halfway across the world in a turn. So we play that you must attack a spot adjacent with units from those adjacent spots.
Those rules might not be for everyone but they bother me and all my friends so we made up our own set and really enjoyed the change.
Like I said before, Small World is a fun game. I know a lot of people that play with normal rules and love it. I also know people who hate the rules and enjoyed it more the way we play. Great components, cool races and special powers, and lots of fun for 2-5 players.
Give it a try if you have a friend who owns it. If you don't have a friend who owns it then I would say to pick it up if you enjoy similar area-of-control or light war games.