Small World Review

Release: 2009
Players: 2 - 5
Playing Time: 1.3333333333333 h
Fantasy Fighting Territory Building

Summarized Review

# Small World: When Fantasy Races Fight for Elbow Room

Intro

Small World throws you into a fantasy realm where dwarves, orcs, amazons, and wizards are all competing for the same cramped piece of real estate. Philippe Keyaerts designed this gem as a follow-up to his acclaimed Vinci, but swapped out historical civilizations for a colorful cast of fantasy races with quirky special abilities.

This territory conquest game works brilliantly with 2-5 players, though it really shines with 4 around the table. Most games wrap up in about 80 minutes, and while the rules are straightforward enough for kids to grasp, there's plenty of strategic depth to keep adults engaged. With a solid 7.2/10 rating from the gaming community and a shelf full of awards including the 2009 Meeples Choice Award and 2010 Games Magazine Game of the Year, Small World has proven its staying power.

How It Plays

The core concept is elegantly simple: grab territory, score points, know when to quit. Each turn, you either expand your current race across the map or put them "into decline" and pick up a fresh civilization to continue your conquest.

The magic happens in how races and special powers combine. You might start with Flying Wizards who can leap over mountains and earn extra coins from magic territories. When they've spread too thin to be effective, you flip them to their black-and-white decline side and grab a new combo like Berserk Halflings or Seafaring Giants.

Combat couldn't be simpler. Attack with your race tokens, and enemies abandon most territories automatically. Only the last token in each region fights back, and even then it's just a single die roll for defense. This keeps the game moving and prevents the analysis paralysis that can bog down other area control games.

Scoring happens every turn based on territories you control, modified by your race's special abilities and the terrain types you occupy. After a set number of rounds, whoever has the most coins wins. The constant pressure to expand, decline at the right moment, and adapt to new race combinations creates a satisfying rhythm of tactical decisions.

Highlights

The race and power combinations are this game's secret sauce. With 14 races and 20 special powers, you get 280 possible combinations, and each one feels meaningfully different. Seafaring Ratmen play nothing like Underground Sorcerers, and figuring out how to maximize each combo's potential never gets old.

The decline mechanism is brilliant game design. Most conquest games punish you for overextending, but Small World builds that decision right into the core gameplay. Knowing when to abandon your current civilization and start fresh with a new race is the key skill that separates good players from great ones.

Interaction without elimination keeps everyone engaged from start to finish. Sure, other players will constantly pressure your territories, but you're never knocked out of the game entirely. There's always another race to pick up and a new strategy to pursue, which means less downtime and fewer hurt feelings.

The variable board sizes for different player counts ensure the world always feels appropriately cramped. This isn't just a nice touch—it's essential for the game's tension. Too much space and everyone spreads out peacefully; too little and the game becomes a chaotic mess.

Production quality from Days of Wonder is top-notch. The artwork perfectly captures the game's whimsical tone, the race tokens are thick and satisfying to handle, and the boards are mounted and durable. Everything about the physical presentation reinforces that this is a premium gaming experience.

Criticisms

The biggest knock against Small World is that some race combinations are clearly stronger than others. Experienced players quickly learn which powers work best with which races, and the random setup can occasionally create powerhouse combos that feel unfair to face. While the declining cost mechanism (stronger combos cost more) helps balance this somewhat, it doesn't eliminate the frustration of watching someone grab an obviously superior pairing.

Dice rolls can swing games at crucial moments. Most combat is deterministic, but those single defensive die rolls sometimes deliver game-changing results. Nothing stings quite like having your perfectly planned attack thwarted because your opponent rolled a three when you needed them to roll a two or less.

Some players find the theme feels pasted on. While the fantasy races are charming and the artwork is gorgeous, the mechanical interactions don't always match the thematic flavor. Why do Flying creatures automatically conquer mountains? The rules work fine, but the logical connections between theme and mechanics can feel arbitrary.

Conclusion

Small World hits the sweet spot for groups who want strategic territory control without the complexity and time commitment of heavier war games. It's perfect for families looking to graduate from gateway games, casual gamers who enjoy a bit of conflict with their strategy, and experienced players who appreciate elegant design and high replay value.

If you enjoy games where you need to read the table, adapt your strategy on the fly, and make tough timing decisions, Small World delivers all of that in a polished, accessible package. The fantasy theme and whimsical art make it approachable for newcomers, while the strategic depth keeps veterans coming back for more. Just be prepared for some good-natured groaning when someone grabs those perfectly paired Commando Halflings right before your turn.

About this Game

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!

On each turn, you either use the multiple tiles of your chosen race (type of creatures) to occupy adjacent (normally) territories - possibly defeating weaker enemy races along the way, or you give up on your race letting it go "into decline". A race in decline is designated by flipping the tiles over to their black-and-white side.

At the end of your turn, you score one point (coin) for each territory your races occupy. You may have one active race and one race in decline on the board at the same time. Your occupation total can vary depending on the special abilities of your race and the territories they occupy. After the final round, the player with the most coins wins.

Clarifications: available in a pinned forum post.

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Capsule image

Small World

Age 8
Players 2 - 5
Playing Time 1.3333333333333 h
Difficulty 2 / 5