smallworld
In Small World, players vie for conquest and control of a world that is simply too small to accommodate them all.
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.
Niver a c'hoarierien: 2 - 5
Padelezh ar bartienn: 29 mn
Kemplezhded : 3 / 5
C'hoari da smallworld pe da 974 c'hoari all enlinenn.
Pellgargañ ret ebet - c'hoariit war-eeun adalek ho merdeer.
Gant ho mignoned ha miliadoù c'hoarierien/ezed en hollved.
Evit netra.
C'hoari da smallworld pe da 974 c'hoari all enlinenn.
Pellgargañ ret ebet - c'hoariit war-eeun adalek ho merdeer.
Gant ho mignoned ha miliadoù c'hoarierien/ezed en hollved.
Evit netra.
Diverradenn ar reolennoù
Overview
Quickly expand your race across the island whilst destroying your opponents' chance of expansion!
Your First Turn
Every player's first turn goes like this:
First, pick one of the randomly-combined race/power combos. If you pick a combo beyond the first, pay one coin to each you wish to skip, these will then be claimed by someone who does pick it. (Every player starts the game with enough coins to buy any available combo.)
Once a combo is picked, take a number of race tokens for the race equal to the large numbers on both the race and power tiles.
Some races give extra race tokens during the game, but most only give what you get at this point, the race tokens are limited by the supply even if you come across a combo which could exceed this.
Second, make your first Conquest. This must be to a landmass bordering the edge of the map.
To conquer a region, you need 2 Race tokens +1 token for each piece present in the space (terrain, tribe, or opponents), all race tokens used to conquer a region stay in that region for now.
You can conquer additional regions as long as they are adjacent to a region you already control.
If another Race is conquered in this way, the owner puts one conquered token back into the box (losing it permanently) and takes the others into their hand to redeploy on their next turn.
For your final conquest of the turn (providing you don't have enough pieces to actually conquer it yet still hold at least 1 token), you may roll the reinforcement Die to see if you get lucky and gain extra strength to conquer it or not.
After which, any opponents holding race tokens conquered this turn can now redeploy them in their owned regions.
You can then redistribute your race tokens among your occupied regions as you wish, providing at least 1 race token remains in each.
Finally, you gain 1 coin for each region you occupy (plus bonus coins from certain powers if applicable).
Turn
After every player has taken their first turn, subsequent turns contain two choices for each player.
• A player can choose to Expand, taking active race tokens from regions they own back into their hand (leaving at least one on the board) and conquering new adjacent regions, then gaining coins for occupied regions, as per the above rules.
• A player can choose to Decline, taking all but 1 race token from regions they own and putting it back into the box, then flipping all the single race tokens belonging to them to the Decline side, as well as flipping the race/power tiles to their decline side. (This usually means the abilities are no longer active.) At the start of their next turn, they pick a new race/power combo like in the first turn by paying to skip any they aren't interested in. Declined races on regions still count as being owned by that player for scoring purposes. A player can only have one Active and one Decline Race, so the second and subsequent time this option is chosen, the oldest Declined race is fully discarded.
Game End
The game ends after a set number of rounds based on player count
The player with the most coins wins!
If tied, the player with the most race tokens (Active & Declined) out on the board wins!