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Session: Small World:: Diplomatic Skeleton Surprise

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by PaulXThompson

Hi Folks,
I'm Paul, I've owned Small World for about two weeks and I think i'm an addict. Loving it two player, and have yet to play with a larger number and need more races and powers dammit

So - Diplomatic Skeletons - I thought 'that sounds a bit odd' but it turned into a great single race vs three race strategy.

Excellent - a race that gains more soldiers by winning two territories per turn and a power that means that any race that isn't attacked can't attack them. Besides, my opponents Spirit Elves are best left alone. Attacking them only encourages 'em.

So: chew through the lost tribes, then when they run out, chew through the (now) declined Spirit Elves while also literally surrounding the Fortified Wizards and claiming diplomatic immunity (for one turn they were limited to only one square), and occupying their magic spaces with diplomacy.

A plan that only started to fall down when the skeletons started to run out of tokens and the wizards were replaced by hyper agressive Commando Ghouls who did a lot of damage in the single turn they arrived, before our chief diplomats could get a word in. Still plenty of (spirit) Elves and Wizards left to chew on, but that was also earning the other side more than I was getting through my massive skeleton crew after the ghouls had kicked them out of the mountains - and only one turn to try to turn the tables... not enough.

So this single race strategy that almost paid off - I lost by 92-97. Would really like to play that bunch of strangely politik undead again.

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