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Small World

I believe the intention with the merchant ability is that it gives you one extra point for each territory. I know it's worded poorly, but as you say it would be silly if it just gave you a point for having any territory... In order to get points at all, you need territory!

It's also worth noting that under the correct interpretation, it's quite powerful actually which is balanced by the fact that you get only 2 units from it.
 

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but they are very specific in other powers to say "Each"

like Pillaging

I also hate the term non-empty

why not just say occupied
 


I just got the game today and gave it a few play throughs with some friends. A couple of them weren't sold on it, but I like it a lot. I feel like it's kind of hard to miss some of your little tokens on the board, though. They all kind of blend in to me.
 

I've played my first game of Small World on Wednesday with four players who've all known Vinci for years.

My first reaction was "next time it's Vinci again". I don't like the counters in SW, which make it unnecessarily hard to analyse the situation on the board.

I also prefer the end of game to be determined by VPs rather than playing for a set number of rounds.

Oh, and I happen to like the weird combinations of abilities in Vinci. :)
 

Played it with my fiancée last night. Despite her winning 96-83 (which surprised me because I thought I was trouncing her), she doesn't care for the game. :(
 

Just played merchant humans...wow. 8 points on turn 1, 10 on turn 2, 13 on turn 3, all with 7 tokens. Only problem is you never want to decline and go from 2-3 vp per area to 1.
 

So far I have done the most ass kicking with the amazons. Those ladies just bust in and stomp any opposition. I also did pretty well some fortified Dwarves the other day. Still, Commando Ratmen are my favorite just because I like to say it.
 

Finally got to play this after wanting to for a long time. I played in a 5-player game, going last. I couldn't say for sure since my play was also pretty weak, but i came in dead last by a mile.

1st player was my ladyfriend. She was able to pick up flying humans which proved to be stupid good for her and ultimately led to her victory. Later in the game she declined in order to grab diplomat amazons. Although aggressive in nature, she clevery used the diplomat to leave one of her "fronts" poorly defended and declaring the person on that front couldn't attack her while bolstering the regions adjacent to who she walloped.

2nd player was the owner of SW, my buddy kaz. He started off with underworld elves, which he used to great effect to scatter all over the map. Ultimately the elve's resillience along with the underworld warping and capture bonus let him spread over the map, only to decline in an optimal position and rake in points. He followed up with bivoacking skeletons, which he mostly used to whiddle away at percieved front runners, though never to great effect.

3rd player was Tony. Tony started off with a strong team of merchant tritons. He used their bonus to capture to offset his relatively weak numbers, and with enough territories raked in strong point values. He scooped up stout halflings and used them to pick off some outliers among Dani, Erin, and Kaz in the north, then promptly sent them into decline thanks to stout. The only player to take 3 races that game, Tony used ghouls to assault Erin's amazons from the back, realizing she had a tremendous lead from the flying humans.

4th player was Kaz's lady, Dani. She started off remarkably strong with seafaring trolls. Both her race and class proved greatly valuable, as almost nobody wanted to invest the extra chips to overcome her troll lairs, and she handily spread herself across the southern edge of the map, only to decline and spend many turns collecting full points from her trolls. She inherited fortified ratmen, which while numerous never seemed to spread out as well as the trolls, and by the end of the game she was getting squeezed on all sides as i made a last ditch effort to erode her troll empire.

Finally was sad little me. I had swamp orcs, which i pathetically underutilized. I pulled between trying to occupy swamps while also trying to conquer, only to have my lovely lady do what she does best: smash me to pieces. Her flying humans handily sniped away what few orcs i had until it seemed unlikely i'd be able to achieve the "sprawl" that everyone else had the turn before, despite waiting to decline. Worse, by the time i declined my orcs were easy pickings for her amazons as she ruthlessly wiped them off the map. Ultimately I picked up mounted giants, using their immense bonuses to fields/hills adjacent to a mountain to erode dani's well defended trolls.

In the end I had picked the wrong target as my conniving gal had stolen the game with close to 100 points. Everyone else carried 80-ish and i sat sadly just above 60. Still, can't wait to play again!!!
 

I played this once two weeks ago and wasn't sold. I'm not sure why, but I think it was the large number of combos, trying to learn what they did. I'll probably play it again.

One thing we thought was powerful was Spirit Ghouls, something about declining and still being active.
 

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