Days of Wonder Small World
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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.
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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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Top customer reviews
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I'm removing a star entire due to the rule book. While the rules contain substantial clarifications and details about abilities, they do not always use consistent terminology. This gets pretty confusing. Also, the rulebook also does not have a glossary, which means key terms are only defined in context, and are easy to miss. We've gotten stuck several times, because the clarification text for an ability uses terms that we could not find elsewhere in context.
This is a fun game whether your playing with 2 or more people. You pick a race and then conquer the world but watch out you don't want to spread your self too thin otherwise you will have to put that race in decline and start over with another one. The main goal is to have the most victory coins at the end of the game.
It is a lot of fun. I would suggest getting the Small World: Pocket Encyclopedia as it has all the races and special abilities which is nice in a book for instead of the card board hand outs which may or may not include all of them.
OVERVIEW: Small World is played on a series of maps (depending on how many players) that players will compete to take over territories and defend from other players. Players choose from available races and power ups to play as and will end up most likely having 2-3 over the course of the game. Players enter the map from one of the locations on the board and expand by placing two of their race tiles plus whatever defenses are on that territory and score on coin (VP) for each. Between the races and power ups often certain territories will cost less to take over or pay out more. The power ups are randomly assigned to the races and players bid on which race they want when it's their turn to choose. When you've done all you can (or wish) to do with your race, you put them into decline and start over with a new one. Games are 8-10 rounds depending on how many players and should take about an hour - hour and a half.
PROS: Because the concept of expanding and defending territories is similar to Risk inexperienced board game players seem to be more apt to try this game out. The experience board gamer will find a lot of fun in trying to maximize synergies and out maneuver the other players. It has a limited number of rounds which keeps the game at a great length. This is at it's core a fun light hearted game that even if you are getting creamed you never really feel like you are losing. The game is never boring even if certain races or power ups may be. The boards are designed for how many players and are just small enough that you constantly are tripping over other races so no one can just hang back and stay out of the battles.
CONS: Without expansions the initial race and power combinations is limited. Many of the special abilities are just bonus points for owning particular types of land which is kind of boring. There are a ton of expansions so this is easily remedied.
Other reviewers have explained this game better than I will ever be able to, so I'm not going to even attempt that. Here are my tips/recommendations:
*Read the instructions. All of them. Don't skim. Caveats to powers (or specific explanations) are in the character descriptions in the Instruction Manual (some of these are not on the Individual Player Sheets).
*Do take your time to look over the race/power combinations. We let my dad get the Dragon Master Sorcerer combo, because, well, we didn't know any better...I think he's STILL counting his money.
*Don't let the initial set up intimidate you. It's a lot of pieces. A. Lot. Once you've played a game or two, you'll get the hang of it.
*Don't be afraid to decline your race! Our first round, everyone tried to hang on even when they were collecting a measly 4 tokens. Decline earlier. It's more fun.
*The built-in number of rounds is a blessing! I could see this game going on forever...but there are a limited number of rounds (depending on how many players there are). It makes it easier to plan, attack, etc. knowing how many moves you have left.