Tag Info

Hot answers tagged

10

No, you need to be able to conquer the adjacent territory. Only races with Seafaring can conquer the sea or Lake Regions. The rules state on the Seafaring ability (page 11): As long as your Seafaring race is active, you may conquer the Seas and the Lake, ... Only seafaring races may occupy the seas and the lake. On the Conquering a Region section (page ...


6

You are correct, when you choose to decline your current race, the previous markers of the previous race in decline are immediately removed and not scored (Unless of course the previous race in decline has the Spirit special power.) See Entering in Decline on page 6 of the rulebook. Emphasis mine. Each player can only have a single race In Decline on ...


6

From the rules Once per turn per opponent, your Sorcerers can conquer a region by substituting 1 of your opponent’s active tokens with one of your own from the tray. From the FAQ Q: Can Sorcerers use their Ability after placing all their units? A: It depends what you mean. The Sorcerers cannot use their Ability after doing a final ...


5

No, powers cannot be shared between races. They are specific to one race only. Sometimes though, powers carry on in to decline. When you flip over your race/power tokens to go in to decline, it usually has symbols or graphics on the back that show what powers remain in decline. If it is just blank then you have no decline powers (See backside of Dwarves, ...


5

Years of playing MtG have made questions like this easier for me. At the end of your turn, you may select one opponent whose Active race you did not attack this turn as your ally. You are now at peace with him and he cannot attack your Active race until your next turn. ... Breaking this rule down: At the end of your turn, select one opponent. That ...


5

Most of Small World's expansions (Grand Dames, Be Not Afraid, Cursed) just add additional races and powers. Those won't lengthen the game. Realms adds a modular board and scenarios. Those will presumably add to the setup time a little, and some of the scenarios might also take longer than an ordinary game. Tales & Legends adds events, which will take a ...


4

No, Each race is separate. In this case you would not get the additional coins for forests controlled by the race in decline. From the rules, page 5 The Regions these In Decline tokens occupy also each contribute 1 Victory coin to the player; Though the Race banner and Special Power benefits no longer contribute any bonus coins, unless ...


4

The rules address that specific case in the section on picking a race (page 3) If, on the other hand, a Special Power (or Race power) lets you take additional Race tokens from the storage tray during the course of the game, you are still limited by the total number of tokens physically available. So a player with 18 Sorcerer tokens on the board ...


4

By the rules, that's it - on a given turn, you either conquer or go into decline, and if you choose the first option, there's nothing for you to conquer, so you just sit there. As far as I can tell, diplomats are just kind of broken in two-player games. If you get them on the first turn, paired with a race with a decent number of tokens, you can conquer ...


4

There is an excellent comparison of the two here. Some highlights: Vinci has one big set of powers and you draw two for each race. Small World splits them into Race Powers and Abilities, preventing some combinations from occurring. Vinci charges you two points for each race you skip over, Small World only 1. This modifies the dynamics of which races you ...


3

You always have the option of picking up all your pieces and starting again from the edge of the board. You would probably be able to fairly quickly conquer all regions controlled by your opponent's inactive race. From the rules, Page 6 - "Abandoning A Region" If the player chooses to abandon all the Regions he previously occupied, his next conquest ...


3

No, Races have only one Special Power badge associated with them. You will see it referred to as a Race and Special Power combo throughout the rules. A Race does not share its Special Power with any other Race. Races in decline usually lose their Special Power badge. (excerpt from Entering In Decline, page 8). The relationship between your Active and ...


3

They work at the end of each your turn (not only when they are placed). Even if it might by ambiguous in the Smallworld rules, Fortified Once per turn, as long as your Fortified Race is active, you may place 1 Fortress in a Region you occupy. The Fortress is worth 1 bonus Victory coin at turn's end, unless you are In Decline. The Fortress ...


3

We were wrong. Consulting the Day's of Wonder FAQ I learned: Q: Is a race with the Diplomat power allowed to nominate a player, who has just declined or who has not yet had a turn (and therefore has no active race) as an ally? A: Yes indeed, the only restriction in the choice of an ally is that you cannot choose a player if you just attacked his ...


3

The official rules (PDF) say (emphasis mine): When the Race tokens associated with your Spirit Special Power go into Decline, they never count toward the limit stated in Entering In Decline (p. 6) regarding having a single In Decline race on the map at any given time. You may thus end up with two different races In Decline on the map at the ...


2

i only experienced one game scenario that worked for dwarves. I was first player and stout dwarves was the first option. I picked the dwarves and immedietly went for the closest mines to the edge of the board. I only conquered three territories with 2 mines. I threw them into decline right away. It allowed me to watch what the other players did and I ...


1

At the end of each turn where your active race occupies a Fortress (including the turn in which it was placed), you get 1 point for each occupied Fortress. This is not an exponential point growth. For example, on the third turn you held a Fortress, you do not get 3 points, you just get the standard 1 point each turn.


1

The only relationship (unless a specific power says otherwise) is that they both give money to you. They don't interact, so your Drow example would garner no extra income. For you second question the answer is simple, you occupy the region the same way anyone else would, exterminate* the in decline race there and take it. *Sorry, I've been watching a lot ...



Only top voted, non community-wiki answers of a minimum length are eligible