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Reply: Small World:: Reviews:: Re: It's all in decline from here -- A review of Small World

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by 4Xample

While I don't really think the races and powers are generally unbalanced, I do agree that the only really interesting choices to make are in the race selection and knowing when to decline. After that, the game seems to pretty much play itself. There's times I've played when the right decision in the last round or two is to do nothing at all.

All that being said, I do somewhat enjoy the app version. In the app, I can make the 6 interesting decisions involved and have the game be over in 10 minutes. To stretch 6 interesting decisions over 80 minutes in the board game is 90% boring.

Reply: Small World:: Reviews:: Re: It's all in decline from here -- A review of Small World

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by rasmussen81

4Xample wrote:

While I don't really think the races and powers are generally unbalanced, I do agree that the only really interesting choices to make are in the race selection and knowing when to decline. After that, the game seems to pretty much play itself. There's times I've played when the right decision in the last round or two is to do nothing at all.

All that being said, I do somewhat enjoy the app version. In the app, I can make the 6 interesting decisions involved and have the game be over in 10 minutes. To stretch 6 interesting decisions over 80 minutes in the board game is 90% boring.


I have to respectfully disagree. In a two-player game it's a little more predictable, but in larger games there are lots of interesting decisions.

- Should I attack player B or C?
- Should I spread out into the open/easy regions or go after a player?
- Player A just went in Decline. What race might he/she pick and how can I prepare for them?
- When should I go in decline?
- Is this combo better than that combo?
- Do I go after a mountain that will offer me protection later, or should I go after player C?
- If my race gives me a bonus coin for Hills, should I get that extra coin or try to attack another player?

These are all interesting questions that come up all the time. I don't find the game boring at all, and someone who just 'lets the game play itself' will often lose.

Reply: Small World:: Rules:: Re: rules for conquering.

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by AernoutMJC

NinjaMike wrote:

If you pick up all of your tiles, you may re-enter from anywhere on the edge of the board.

If pick up some of your tiles and have some left on the board, you need to attack adjacent to one of your existing regions.

What he said.

Reply: Small World:: Reviews:: Re: It's all in decline from here -- A review of Small World

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by Waterd

A common trend of people that start the game and claim a game is unbalanced, is to say ¨Because X is imbalanced¨ and X is never the imbalanced thing.
What i mean is all asymmetric games have overpower and undepower stuff. Because perfect balance is too much work, sometimes unrealistic.

Smallworld is no different, and has OP and UP stuff. But as always peopel that claim part of the reason the don´t like the game is imbalance point to something that is not imbalanced!.
Elves?
No
If you would have said Skeletons or even Rats Maybe? Ghouls are considered very powerfull as first race, but not so much on later ones. I Don´t think any race is particulary strong and i play a lot online. Some races would like some help (Dwarves) But overall, nah.
Some abilities may be broken, Stout to start may be too much. And diplomacy in 2p game is completly broken.

I guess the problem may be combinations. some combinations can be vastly superior to other combinations presents, but this isn´t that common

Reply: Small World:: Rules:: Re: rules for conquering.

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by kaiser wilhelm iv

So, on game turn 1 I enter (conquer) with my race on a border space and let's say take over 3 more contiguous regions for a total of 4 regions let's say having 2 race tiles on each of the 4.

Beginning of my turn 2: Your saying if I pick up all 8 tiles and abandon all 4 regions I can attack a non-contiguous border space on the other side of the board as if I were attacking for the first time as in turn 1. Right?

Reply: Small World:: Rules:: Re: rules for conquering.

New Video for Small World

Thread: Small World:: Rules:: IGORS vs. Soul touch

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by Califax

As my question refers to two different expansions combined I'm asking just here.
This situation came up in one game, where one player had Soul touch/Trolls as active race (with Elves declined) and another player Igors as active race. The IGOR player had previously collected som Elve tokens and refused to exchange them just to make Soul touch basically useless. Is this the right interpretation? IGORS trump the bold part in the Soul touch rules?


A spider's web rulebook wrote:


Soul touch
When your Soul-Touch Race goes In Decline, it automatically revives
your In-Decline Race. Instead of picking a new Race on your next turn
you activate your previous In Decline Race. You may keep the tokens that
In Decline Race already had on the board, flipping them back to their
Active side; or take them back in your hand if you like. You get the rest (if any) of the Race tokens (and Markers, if any) you would receive if this was a new combo pick, and immediately play a full turn with them.


A spider's web rulebook wrote:


IGORS
You collect all Race tokens (Lost Tribes, Monsters and all Player's race tokens, including your own) lost in conquests. At the beginning of your turn, you may exchange these for new Igor Race tokens at a rate equal to the number of players in the game (if 4 players, 4 tokens collected = 1 new Race token). If you collected
enough tokens, you may get more than 1 new Race token.

Reply: Small World:: Rules:: Re: IGORS vs. Soul touch

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by millsyboy

The Igors player was wrong. If you have a race that can gain new tokens, such as the Fauns, Skeletons or - such as in this case - paired up with the Soul Touch power, the Igors should use something else (such as an unused race) to count collected tokens. The tokens the Igors collect don't limit other Races' ability to grow or regenerate.

Reply: Small World:: Rules:: Re: IGORS vs. Soul touch

Reply: Small World:: Rules:: Re: IGORS vs. Soul touch

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by millsyboy

I don't know if it is in other places yet, but the Pocket Encyclopedia says this:

If Igors collect tokens from a Race that has the ability to recover or gain some (i.e. Elves, Pygmies, Skeletons, Sorcerers, etc.), use tokens from another Race that is not in play to keep track of these lost tokens, while placing the actual lost tokens back into their rightful owner's reserve for future use.

Reply: Small World:: Rules:: Re: IGORS vs. Soul touch

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by skullfire

In a way, the Igors are only using the race tokens as a counting mechanism. They don't have actual possession of them; i.e. they cannot hold them as ransom.

Igors should have come with some sort of counter; maybe someone can come up with something clever and thematic.

New Video for Small World

Reply: Small World:: Variants:: Re: Has anyone considered changing the powers and races to cards?

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by HelixClover

What did you use to make the card images? Do you have a template so I can create additional races and powers?

Reply: Small World:: Variants:: Re: Has anyone considered changing the powers and races to cards?

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by HelixClover

If you right click on any of the card images from the printer studio link, you can save as an html file. This will download, among other stuff, images of all the cards at 100% print scale.


Christmas Time (Roll a one and whine)

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by Alec Chapman

It' s nearly Christmas folks and since, inexplicably, war isn't over (nor is it just the end of love; though it remains good for absolutely nothing*) you probably look at this time to escape such harsh realities and play a bunch of board games with your captive victims family at this most cardboardy time of the year.

Seriously though. F--K WAR*

But hey! Enough of the real world. You need to just take a moment to choose how you will sell one of the best hobbies in the world** to unsuspecting Monopoly players all year - well.... I wrote an article on that very subject already.

Click here to read the old article I am re-gifting to you again this year.

So, with the caveats in the above article in mind, and with a plea for sympathy for the fact that I'm actually working night shifts Christmas Eve and Christmas Day (sucks, right?) I am going to do a recommendations list for an unsuspecting family you want to suck into this world of gaming goodness. As I say in the old article. Ignore any or all of these if you know they won't work. Do NOT force the issue.

That's Basic!

1) Ticket to Ride



As I said in the Catan retrospective, not all clichés are undeserved. I would say this is an almost perfect gateway. Inoffensive theme, simple rules(simpler than Settlers) and not THAT competitive for a Christmas afternoon. I could also say that unlike Settlers, which has a more abstract goal and infrequent points scoring, perhaps this one is better for the slightly drunk post Christmas dinner gaming crowds than that other cliché.
As for which one to get - I got Marklin and regret that decision to be honest. Not only do the expansion maps not work with it, the set up is irritating and the extra rule is just annoying to new players. In my experience. I would get either the original or Europe, probably depending on which geography appeals more. The extra rules in Europe are nothing like as annoying as Märklin. In my opinion.

too conflicty? want a co-op?

2. Forbidden Desert



Pandemic, which I prefer, would be a bit too obviously gamey with all the different ways to move and all the deck to track.
Forbidden Island is a far less entertaining story for me because collecting cards just feels more arbitrary than the random set up of clues in Desert, which I know it isn't really, but still - if I can't be subjective here, where can I?
I think Forbidden Desert hits the sweet spot for this crowd. After a MUCH quicker setup and explanation than Pandemic it's got excitement, forehead slapping moments, tension and, unlike the reshuffled "intensified" disease deck easily trackable goals (i.e. a sand pile and the four parts). I think its a crueller game than Pandemic at times but for the play time it works perfectly for that "Damn it! One more go!" feeling in a way that a gruelling loss at Pandemic perhaps won't. My advice? Play on the easiest setting. It may be a little "too" easy sometimes, but you will not get players to enjoy themselves if you have no luck and drown early.
Also, general co-op rules with non-gamers apply: SHUT UP AND LET THEM MAKE THE CALLS.

Is Ticket To Ride not conflicty enough?

3. Small World



Want to smack each other in the face? Yeah, good idea to channel that rage positively, so let's go with this one. It's not the most amazing conflict game out there, but it will handle the whole family and as long as they can understand the concept that to win a fight (all things being equal) they need tokens equal to...

two more tokens than the total bits of Cardboard in the defending area (aka Cost = 2 + x)

...then fine.

If their rage is sufficient to ensure they cannot get "2 plus cardboard", perhaps let them step outside and have the fight anyway. Charades or Trivial Pursuit will lead to blows inside that will need stains removing from your new reindeer onesie and that's not a Christmas evening anyone wants. I also think that the level of control is good. It's not all about rolling dice and who gets lucky (though, yes, in edge cases it can end up that way) so it's a bit more fun than Risk for me - though if your family can be persuaded to spend the next few years playing a Risk: Legacy campaign then power to the dice tower, I say!

They want a money game like Monopoly

4. Power Grid



OK, this is a weird one, but I just don't seem to enjoy many economic games. I certainly don't own any. Mine and my wife's favoured economic slog is the Crayon Rails series and I just refuse to recommend that to you for reasons you can find in the relevant retrospective I did on them (find that by clicking here).
Out of the whole gamut of "get rich" games, Power Grid stands head and shoulders above the pack in my experience. It's the one auction game I can stand to really get into and I like the supply and demand considerations in the resource market an absolute tonne. I even like the jostling for position. It's probably the most complex game on this little list. Well, it definitely is the most complicated game on this little list, but in real terms it's not actually any more complicated than Monopoly. It also isn't any longer, but I frequently hear the complaint that each turn is really long - this is because the players are engaged at all times, unlike in a poorly managed game of the classic.

Are they still obsessed with Monopoly after all that?

5. SUCK IT UP AND PLAY MONOPOLY



Do you love your family or not? Just look up and plead to use the speed die rule (it's easy to botch one), play by the rest of the rules as written (DO NOT PUT ANY FINES ON FREE PARKING!***) and I promise it won't be the worst game you'll play in the next twelve months.

Or if you can manage to persuade them, do your best to get Clue/Cluedo to the table instead. It's still pretty good (despite the fact the moving mechanic feels a bit redundant and silly in this day and age).

Anyway. Ignore the recommendations, pick your own, suggest stuff below. Whatever you do, have a bloody great Christmas you lot!

A


*[o]I'm sure you can discuss the veracity and applicability of all these song lyrics on the RSP forum. Have fun[/o]

**[o]I'm sure you can discuss the veracity and applicability of this statement on the General Gaming forum. Have fun[/o]

***[o]I've never understood this house rule. The whole game is about money leaving the system, but you want to keep it in the game and furthermore give it to somebody entirely at random? You're insane.[/o]

New Image for Small World

Reply: Small World:: General:: Re: I don't really "get" Small World

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by jesslc

SillyCon wrote:

...but I never felt that I could plan anything ahead into a couple of turns in the future.

To make matters worse, the decline mechanic - though it sounds cool - just happens so often that, even if there are any emergent strategies to be found, they have eluded me so far.

So, all in all, I feel it's a "pleasant" game that I would love to love... But it's really just going through the motions.

Closer question: WHAT AM I MISSING?


Smallworld is more tactical than strategic for sure. If you're looking for a game where you plan many turns into the future, this is not that game.

However I'd like to second this:

KlydeFrog wrote:

I think there is some decent depth to this game. None of it comes from figuring out how to expand to get the most points on a given turn. That part is trivial. Much of the depth comes from looking ahead to the coming potential moves, declines, and race picks for yourself and everyone else and determining what will actually be best in the long run.


And this:

rickert wrote:

It isn't hard to play but much more difficult to play well and that's where the interesting choices come in. Depending on your race and its ability, choices need to be made about where to enter the board, where to expand, whether to challenge an existing race, when to go into decline, etc. The choices are there and they are interesting if you want to play well.


The decline mechanic is huge part of the game and it sounds to me from your post that you're not seeing that yet. In fact you could say that that is the main game, not the expansion phase. So many of the strategy in Smallworld centre around the decline mechanic. When to decline? What race to pick? How much is worth paying to get a particular race combo? If my opponents are in decline - what are they going to pick next and where will they be entering the board?

I often find myself agonising over whether or not to abandon a good situation by going into decline (in decline ghouls anyone?) for the sake of a (possibly) better long term result. The "dead" turn of declining is tough, but staying overly long with your active race is never going to win you the game unless your opponents are really hopeless. The tricky part for me is knowing when to make that call - which again depends on the state of the board, what your opponents are doing, and what races are available.

My friend likes to describe Smallworld as a game of timing - the person who times their declines the best will probably win. Everything else helps - make the best choice out of the races combos available, using your race/special power effectively, picking the right spot to re-enter the board, but timing is king... (He usually wins so I think he's onto something)

Also you didn't say if all the times you've played it has been with the same people but you could have some group think going on.

But possibly it's just not the game for you.

Reply: Small World:: Rules:: Re: What we know so far - Clarification of Rules

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by tickbite

zwarbo wrote:

Q: When a race with fortifications goes into decline, the fortress remains behind. If that tile is then conquered by another player, does the fortress stay on the board?
A: Nope. The fortress must be removed when the region is abandoned or conquered by an opponent.

Can someone quickly explain to me what happens with the fortress from a conquered region? Will it return to storage or can the "fortified" player use it again in a subsequent turn? The rules just say that the fortress is "removed" but that's quite vague. Thanks.

Reply: Small World:: Rules:: Re: What we know so far - Clarification of Rules

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by rasmussen81

tickbite wrote:

zwarbo wrote:

Q: When a race with fortifications goes into decline, the fortress remains behind. If that tile is then conquered by another player, does the fortress stay on the board?
A: Nope. The fortress must be removed when the region is abandoned or conquered by an opponent.

Can someone quickly explain to me what happens with the fortress from a conquered region? Will it return to storage or can the "fortified" player use it again in a subsequent turn? The rules just say that the fortress is "removed" but that's quite vague. Thanks.


If the race is still active, the player can re-use the Fortress but usually won't need to because there are so many. But they are still available.

Hope that helps!
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