Small World Board Game Review

Small World is a fantasy territory control game designed by Philippe Keyaerts and published by Days of Wonder in 2009. The game puts 2-5 players in command of whimsical fantasy races battling for control of a deliberately cramped map. Players aged 8 and up can expect games lasting 40-80 minutes. This review covers Small World’s gameplay, components, and strategic depth to help you decide if it belongs on your shelf.

Small World Game Overview

Small World challenges players to conquer territory using fantasy civilizations paired with unique special powers. The core twist sets it apart from other area control games: no single race can dominate forever.

Players must recognize when their empire has peaked and put it into decline. This frees them to select a fresh race-power combination and start conquering again. The game earned the 2010 Games Magazine Game of the Year and the 2009 Meeples Choice Award.

SpecificationDetails
DesignerPhilippe Keyaerts
PublisherDays of Wonder
Year Released2009
Players2-5 Players
Age Range8+
Playing Time40-80 Minutes
Game TypeFantasy, Strategy, Territory Building
Complexity Rating2.35 / 5

What’s in the Small World Box

Days of Wonder includes high-quality components with colorful artwork by Miguel Coimbra and Cyrille Daujean. The thick cardboard tokens feel durable, and race banners hold up to repeated play.

The storage tray keeps everything organized between sessions. Victory coins are lightweight but functional. Four double-sided game boards ensure optimal map size for any player count.

ComponentQuantity
Double-Sided Game Boards4
Fantasy Race Banners14
Race Tokens168
Special Power Badges20
Victory Coins109
Lost Tribe Tokens18
Mountain Tokens9
Reinforcement Die1
Player Summary Sheets6

Small World Pros and Cons

Pros

  • Race and power combinations create 280 possible pairings for strong replayability
  • The decline mechanic rewards timing decisions that separate skilled players from beginners
  • Games move quickly with minimal downtime between turns
  • Different map configurations balance gameplay across all player counts
  • Accessible rules make it an excellent gateway strategy game for newcomers

Cons

  • Players who fall behind early struggle to catch up
  • Some race-power combinations prove stronger than others
  • Direct conflict may feel aggressive for players who prefer indirect competition
  • Limited strategic depth compared to heavier area control games

How to Play Small World

Setup

Select the game board matching your player count. Place the turn marker on the first spot. Shuffle race banners and draw five face-up in a column, then place special power badges beside each one.

Add lost tribe tokens and mountain tokens to marked regions. Each player receives five victory coins to start.

Selecting Your Race

The top race-power combination costs nothing. Each combination below costs one additional victory coin placed on combinations above it. Collect any coins already sitting on your chosen combination.

Conquering Regions

Your first conquest must start from a border region. Conquering requires two race tokens plus one for each obstacle present. Obstacles include lost tribes, enemy tokens, mountains, and fortresses.

Each subsequent conquest must be adjacent to territory you control. When you conquer another player’s region, they lose one token permanently and redeploy the rest.

Going Into Decline

When your race becomes overextended, put it into decline instead of conquering. Flip the race banner and leave one token per region. On your next turn, select a new race and start fresh.

Winning Small World

Collect one victory coin per controlled region at the end of each turn. The game ends when the turn marker reaches the final spot. The player with the most coins wins.

Where to Buy Small World

RetailerType
AmazonOnline Marketplace
Miniature MarketSpecialty Game Store
Game NerdzOnline Game Retailer
Noble Knight GamesNew and Used Games
BoardGameBlissCanadian Game Store
Local Game StoresCheck Your Area

Small World Game Mechanics

Small World combines area control with variable player powers. The cramped map forces constant conflict as players expand. Each region scores one point per turn, making territorial expansion the primary victory path.

The combination system creates asymmetric gameplay. Fourteen races paired with twenty special powers generate varied strategic options. Fortified Trolls build defensive strongholds. Flying Wizards ignore terrain restrictions.

Players keep victory coins hidden throughout the game. This prevents kingmaking and maintains tension until the final count. The reinforcement die adds controlled randomness for edge-case conquests without overwhelming strategic play.

Who Should Play Small World

Small World works best for groups of 3-4 players who enjoy light strategy with direct conflict. Fantasy enthusiasts will appreciate the whimsical races, from Heroic Humans to Underworld Orcs.

Families with older children find the rules accessible. The age 8+ rating holds up in practice. Game groups seeking shorter strategy sessions appreciate the 60-minute play time.

Skip Small World if you prefer cooperative fantasy games or dislike direct confrontation. Players wanting deep strategic complexity should look toward heavier Euro games instead.

FAQ

Is Small World good for beginners?

Small World suits beginners well. The rules take about 10 minutes to teach, and player aids reference all necessary information. Most new players grasp the strategy after one or two games. The game scales effectively for mixed experience groups.

How long does Small World take to play?

Experienced players finish in 60-80 minutes. First-time players might take 90 minutes while learning race abilities. Games with 2-3 players move faster at 40-50 minutes. The turn structure keeps downtime minimal regardless of player count.

What’s the best player count for Small World?

Small World plays best with 4 players. This count creates optimal map tension without excessive downtime. Three players also works well. Five players extends game length significantly. Two-player games feel less dynamic due to reduced territory competition.

Is Small World worth buying?

Small World offers good value for fans of light strategy games with direct conflict. The 280 race-power combinations provide strong replayability. Skip it if you prefer heavier strategy games or avoid confrontational mechanics.

What games are similar to Small World?

Games similar to Small World include Ethnos for area majority with set collection, Blood Rage for fantasy combat with drafting, and King of Tokyo for variable powers. Smallworld Underground offers a standalone expansion with new races.