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Feb 22, 2021 at 19:18 comment added ruffdove Thanks to Joe W for the accepted answer. It is a good combo made very strong in this case by the facts that 1) I only had one opponent who was too focused on his own position to recognize the implications of the combo, and 2) I later had a flying race that could snap up the three spaces cordoned off by the White ladies without confining itself to just those spaces. My opponent had to leave the declining dwarves where they were to avoid having his next race trapped.
Feb 22, 2021 at 19:12 vote accept ruffdove
Feb 22, 2021 at 15:51 comment added Joe W @Acccumulation It isn't exactly the best combo out there and considering that you won't always see it I don't think there is a problem. In a larger game it is possible that they all get wiped out before there is a chance to put them in decline which would mean the power wasn't worth much.
Feb 21, 2021 at 2:44 comment added Arcanist Lupus It's a good combo, but it's hardly better than some of the others in the game. (Were-pixies are one of my favorites, but underworld skeletons are a terror too) Powerful synergies are a feature of Small World, not a bug.
Feb 21, 2021 at 1:25 comment added Acccumulation It seems like the best strategy would often be to go in decline the turn after taking Spirit White Ladies, so opponents have only one turn to get rid of your tokens. Personally, I would want a house rule nerfing this combo.
Feb 20, 2021 at 23:24 history answered Joe W CC BY-SA 4.0