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Small World Player Aid by Kreikkaturkulainen v.1.0
Small World Player Aid by Kreikkaturkulainen v.1.0
1 by kreikkaturkulainen
Races
During your conquests, you Your Barbarians cannot
may use 4 additional Amazons. redeploy their troops at the end
of each turn. If your final
conquest fails, keep the unused
Barbarians off the board until the start of your next
turn.
Each time you lose a Pygmy No race benefit other than their
token, roll a reinforcement die sheer number!
and receive as many new
Pygmies from the storage tray
as you rolled pips on the die (up to the number of
Pygmies left). Deploy them on the board at the end
of the current player's turn
Leaders
The Leader tokens are neither a race nor a Special Power. Instead, they are a new option that is offered
to you: whenever you pick a new race and Special Power combo, you may opt to also immediately spend
1 victory coin to attach the services of a Leader to your race.
In this case, you pick the corresponding Leader token and add it to the stack of race tokens you
receive. Your Leader disappears the moment his race goes in decline; But as long as your race is active,
he will act like an additional race token, with the following exceptions:
• Your Leader is brave and cannot stay in a region that is immune (because of the presence of a
Dragon, Hero, Hole-in-the-Ground, etc...), at the end of your turn. If there are no non-immune
regions, keep your Leader off the board at the end of the turn (like the 4 Amazon bonus tokens
that can only attack).
• If your Leader is in a region that is conquered by an opponent, this opponent immediately
captures him! You can then pay your opponent a ransom of 1 victory coin from your own
personal stash to get your Leader back. The capture (and eventual ransom) of your Leader occurs
in lieu of the normal 1 token loss that happens when a region is conquered (if any; Elves can still
get their Leader captured and ransomed; ditto for a Leader falling victim to the Sorcerers' spell).
At the end of the game, any opponents' Leader that is in the personal victory stash of a player (as a
result of that opponent's inability - or lack of willingness - to pay a ransom when his Leader was
captured) is worth 2 victory coins for the player who still holds him captive.
Special Powers
Collect 2 bonus coins Collect 3 bonus coins You may use the
every turn your tokens each time your reinforcement die
are on the map. Barricade troops before each conquest.
occupy 4 regions or
less at the end of your
turn.
Deploy 5 Once per turn, you may place the Catapult in a region
Encampments in your you occupy to conquer any region that is 1 region away
region(s). Each (but not adjacent) at 1 less token than usual. The Catapult
Encampment may be used to attack a region beyond the lake, but not
increases that region's over seas. The region with the Catapult is immune to
defense by 1. enemy conquests as well as their racial and special powers.
At the end of each Use the Dragon to You may conquer any
turn, select 1 conquer a region region of the map, not
opponent whose using a single token; just an adjacent one.
active race you did the region occupied
not attack this turn. by the Dragon
He won't be able to becomes immune to opponents'
attack you next turn. conquests & racial &
special powers.
Collect 1 bonus coin Once per turn, place a At the end of your
for each Forest region Fortress in a region to turn, place your 2
you occupy at turn's increase its defense by Heroes in regions
end. 1 and collect 1 bonus you occupy, to make
coin (only when these immune to
active). The Fortresses stay on the opponents' conquests and racial
map even after your race goes in & special powers.
decline.
Collect 1 bonus coin Collect 1 bonus victory coin for each race in decline at
for each Hill region the time you select the Historians. While you're active,
you occupy at turn's collect 1 bonus victory coin each time another race goes
end. in decline, and 1 final bonus coin when your own
Historians go in decline!
You may use your 2 For each region in Once your conquests
Hordes of tokens excess of 3, which are over (but before
exactly as if they your Imperial troops any final conquest
were additional occupy at the end of attempt using the
active race tokens of your turn, collect 1 reinforcement die),
your own race. They disappear bonus coin. (i.e., if they occupy 5 take your troops back in hand,
when you go in decline, however. regions at turn's end, you receive leaving at least one token per
2 bonus coins.) region, and go through another
complete cycle of conquests;
then do your final conquest
attempt, if any.
Each time you conquer a region, you spend 1 victory coin Collect 1 bonus coin
to reduce the number of tokens you need to conquer it by for any region you
2. A minimum of 1 token is still required. If you use occupy at turn's end.
Mercenary during your final conquest attempt you may
decide to do so after you roll your reinforcement die.
Conquer any Hill or Collect 3 bonus victory coins at the end of each turn
Farmland region at 1 during which you have attacked no active race. You have
less token than usual. no love for in decline Ghouls though, and may attack
them without forfeiting your Peace-loving bonus.
Ga me Tu r n
During the First Turn of the game, each player: First conquest: A player's race deploying on the
1. Picks a race and Special Power combo map for the first time must enter it by conquering
2. Conquers some regions one of its border regions (i.e. a region adjacent to
3. Scores some victory coins the edge of the board or whose shore is on a sea.
Conquering a region: To conquer a region, a player During the final conquest attempt of his turn, a
must have available to deploy: 2 race tokens + 1 player, provided he still has at least one unused
additional race token for each Encampment, race token, may attempt one final conquest for his
Fortress, Mountain, or Troll's Lair marker + 1 turn by selecting a region that he would be 3 or
additional race token for each Lost Tribe or other less race tokens short to conquer, and rolling the
player's race token already present in the region. reinforcement die to add to his strength.
Redeployment: At turn's end, redeploy your troops Scoring victory coins: Receive 1 coin for each
for defense, leaving at least one in each region. region his race tokens occupy on the map. The
Opponents may redeploy troops withdrawn from player may also collect additional victory coins as
regions conquered into others they still control. a result of his race and/or Special Power benefit.
Following turns: Expand through new conquests in decline: Once a player thinks that his active race is
adjacent regions or abandon some or all regions not able to further expand successfully, he may
and enter the map again. choose to put it in decline. Flip the race banner,
and discard all but one token in each region. Each
player may only have 1 race in decline.