Showing posts with label Small World. Show all posts
Showing posts with label Small World. Show all posts

Tuesday, 21 January 2014

Big Game Hunting Live - Small World

by Rae

Next month sees the return of Big Game Hunting Live! This is a monthly gaming event that takes place on the second Saturday of every month. Players will get a chance to learn and play a different game every month. On Saturday 8th February, we'll be playing an old favourite, Small World!

In Small World, your goal is to capture as many territories as possible in a world that is most definitely too small for everyone to get along! Of course, you muse also defend those you already possess from other conquerors. To do this you will need to use one of the many fantasy races, paired with one of several special abilities. Of course, one race alone cannot conquer an entire world, and sooner or later you will have to watch your chosen race fall into decline. Don't worry though – you can always choose a new race and start conquering again!


For a full review of this game, please check it out here. This game was also featured on Wil Wheaton's TableTop.

During the day, there will be two main gaming sessions, from 10:30am until 1pm, and 2pm until 5pm. Whether you're a seasoned player or need to brush up on the rules, drop in and have a game with us! If you've never played before and would like to give it a try, feel free to pop in, and we'll show you the ropes.

We will be playing with the base game, as well as expansions. As an added bonus, we now have the official six-player board! This will be in store on the day, and will be used should we have enough players to do so!

All participants will receive a voucher that entitle them to 10% off Small World and any of its expansions. Please note that expansions are currently only available to order.

Rae has got Super Mario on the brain.

Tuesday, 19 June 2012

Big Game Hunting - Gateway Games: Small World

There are not many board games that I would be willing to buy my own physical copy of after playing just one game. Small World is one of those lucky few that was in my hands and on its way home with me within days of discovering it was within my reach. It borrows from many other games in its genre, with a generous dose of fantasy to pull it all together.


In Small World, players try to gain as many territories as possible. Players first select one of fourteen different races, randomly paired with one of twenty special powers, to get race units. These units allow them to conquer territories on the board. A territory requires two units to conquer, plus one extra unit for every token already present (enemy units, mountain tokens, lost tribe units, and so on), so managing your resources is vital. You may choose to redeploy your units after expanding your empire, making your territories more difficult for others to conquer. Every territory you occupy earns you one point at the end of your turn.

However, losing territories to other players weakens your race by reducing the number of units available to you in the next round. Eventually you will reach the point where your race becomes stretched too thin to maintain control of your territories. This is when you put your race into decline. You are no longer able to attack and conquer other lands with that race – but one declined unit stays in each territory, earning you points until they are conquered. You also then get to pick a new “active” race and special power combination, and start again. The player who has the most points at the end of ten rounds is the winner.


This is a game that has just the right amount of strategy. Winning a game is a challenge, especially if you're playing against a more seasoned player, but not so difficult to be off-putting. The unique bonuses of each race and special power guarantee a different experience every time you play. No single race or ability is singularly better than any other, and there is a large element of luck in getting a good combination. One of the best benefits of this is the multiple ways to win – there is no guaranteed way to beat your opponents.

Even the way the game is put together is incredibly well thought out. There are four different board configurations, and which one you use depends on how many players are in the game. There are individual sized sections in the box designed specifically for all the pieces, making organisation a breeze – an essential for a game with a lot of bits and bobs to keep track of.


In fact, that seems to be one of the game's greatest drawbacks. There are literally hundreds of pieces, many of which may not even be used in a single game. Essential as they are, keeping all those tiny bits together and within easy reach of the board is not an easy task once it's all out on the table.

The only other issue I can see with this game is in the race and power combinations. In most games, the combinations are random enough to make the races relatively equal, giving no player an extreme advantage over the others. Occasionally, though, a combination will pop up that is incredibly powerful, such as the Spirit Ghouls, or pathetically worthless, like the Merchant Dwarves. This could be helped by having more possible races to play, making the likelihood of those particular pairings more rare. The expansions to Small World help with that, adding more races to the pool of possibilities.


If you haven't played Small World, you haven't experienced what I consider to be one of the most finely crafted board games I've played in recent months. If you'd rather give it a go digitally, there is a limited iOS version available for iPad.

For more from guest blogger Rae, please check out her website