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10

You only use your unused race tokens (those you took into hand at the start of your turn). The only time you can take race tokens from already conquered spaces is 1) At end of turn when you can reallocate tokens on conquered spaces, and 2) At the start of the turn when you can take race tokens from conquered spaces into hand.


9

No, it is not required. There's nothing wrong with just leaving everything exactly as is. Leaving in place one Race token in each Region they occupy, the player may take all his other Active Race tokens from the map back in hand and use them to conquer new Regions. Note the "may". Also: The active player can repeat this process to conquer as ...


8

Because their power continues to work in decline, Dwarves are not intended to be played for very long. In most cases probably 2 turns with them is all you should be doing. Get 2 or 3 mine spots, and move on to your next race. This is why there are fewer Dwarves, because you aren't intended to use them for more than a couple turns or to conquer more than just ...


8

Because it says "back into the Storage tray", it is the first option; Skeletons and Sorcerers can reuse them. Note the limitation in the rules for both Skeletons and Sorcerers: If there are no more tokens in the storage tray... Both Skeletons and Sorcerers state that the new unit comes "from the storage tray", and the rules for the loosing player ...


5

There is no builder ability in the base set. It sounds like you're talking about the Fortified ability? The rules for Fortified state you can put down one fortress per turn while active. Here's the full text from the rulebook - Once per turn, as long as your Fortified Race is active, you may place 1 Fortress in a Region you occupy. The Fortress ...


4

The rules for Lava state At the end of your turn, for each Mountain Region you occupy, you may place 1 Lava Token in any Region adjacent to that Mountain Region (excluding Regions protected by Special and Racial Powers). All tokens in this Region are taken in hand by the defeated player and treated as if the Region were conquered (except there is ...


3

#1 is correct. I can't find a place in the rulebook that makes this super-obvious/clear, but there's this: The game then proceeds clockwise, from player to player. Once all players have had a turn, a new turn begins. And: During his turn, each player must now either: Expand the reach of his race through new conquests OR Put his ...


2

It's a 3 step process: You take as many tokens back into your hand as you wish (you can empty regions that way, giving them up), normaly you keep 1 token in the regions you want to keep. You do your attack with the spare tokens you have. When you don't want to attack anymore you can redistribue tokens (but this time you are not allow to give up regions).


2

I found an answer to this question in an answer to a similar question: 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 ...


1

I am unsure about an 'official' list (i.e. from Days of Wonder), however I can list the races and abilities that would not be transfer as well to the other game. Page 10 of the SmallWorld Underground rulebook does offer some general advice if you are aiming to play with SWU races on a SW board or vice versa: Powers and effects that make no sense (because ...



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