Showing posts with label Small World. Show all posts
Showing posts with label Small World. Show all posts

Wednesday, July 20, 2011

Days of Wonder: Memoir '44 Out of Beta & Small World Underground

When I loaded up Days of Wonder's new online version of Memoir '44, I could swear my copy said it was still in beta, and mentioned that in my announcement. It has, in fact, been out of beta since late June, and is humming along quite nicely.Thanks to Christine Goutaland for correcting me.

Also, we got a chance over the weekend to play a warm-up game of Small World Underground, and we're liking it a lot. The new races are clever, the powers are dastardly, and the integration of places and relics puts a nice spin on the play. One caveat, however: don't use this one to introduce new players to Small World. The new additions add a little the learning curve and might put off novices.





Wednesday, June 1, 2011

Small World Underground

Designer Phillipe Keyaerts and Days of Wonder are taking Small World subterranean. Small World Underground features new races, new powers, and a whole new underground map. Keyaerts has this to say about the new Small World:
Thoughts of changing the landscape of Small World have been in my head for quite some time. A land filled with Mountains seems to require running water, and so now we have Underground rivers. There is a double impact of the river: being difficult to cross, it can protect your regions... but you can also navigate the river to cross the board quickly. Mountains also begat Volcano regions that can't be conquered, which of course leads us to a race (Flames) that can exploit them!
Another important idea I had in mind were legendary artifacts which can be transferred from generation to generation. While previously powers were specific to a race, now we have new strong powers but that can be claimed by different races. Some of those artifacts didn't need to move on the board so they became magical places which opened up my mind to even more ideas on how they could be used.
Even when a game is finished and published, it's not easy to stop working on the design. I'm really happy to have the opportunity to look back at some ideas and explore the Small World universe even more deeply with Small World Underground.

SWU is now available for preorder. You can check out the official website for photos and rules.

Thursday, November 4, 2010

REVIEW: Small World: Be Not Afraid . . .

Grade: A
Price: $20

I've been on a Small World kick lately, so along with testing out the new Necromancer Island expansion, I've been putting some time into Be Not Afraid. It adds 5 news races and 5 new powers, as well as a nifty new tray to store all the expansions to date.

Here's how the additions shake out:

Races
Barbarians
The good news: they get 9 troops before they even add troops from their special powers. The bad news: They can't redeploy at the end of a turn. The idea is that they make up in numbers what they lack in tactical finesse, and I found this to be a pretty good tradeoff.

Homunculi
Although they have my favorite art to date, I'm not that smitten with the Homunculi. Their bonus is kind of weak: every time they are bypassed, you add a Homunculi token as well as a coin to the race banner. These tokens become bonus forces when you draw your troops. In larger games of 5 or 6 people, I can see this maybe being appealing if players allow a lot of tokens to accumulate on the race banner.

Leprechauns
We already know they're magically delicious, but they also place a pot o' gold token worth 1 coin on each conquered region. If the Leprechaun player still golds that token at the end of their next turn, they take it. If someone else conquers them before that, the conquerer takes it. This is a nice addition, and creates some interesting tension on the board as people have to consider how to conquer and defend using their Leprechauns. The deploy 6 tokens.

Pixies
Yoinks! Pixies deploy a whopping 11 units from their race banner alone. On the other hand, they withdraw all but one of these units during redeployment, leaving conquered territories vulnerable. This creates an entirely new kind of swarming strategy, with quick conquests and equally quick defeats. It takes some skill to manage the Pixies, but their sheer force of numbers can force opponents to adopt new strategies.

Pygmies
For each Pygmy unit lost, you roll the reinforcement die and take a number of units equal to the number rolled. This creates some chaotic force fluctuations that should appeal to players who like to think on their feet. They start with 9 tokens.

Powers
Barricade
This a good money pump, providing 3 bonus coins every time your troops occupy fewer than 4 regions at once.

Catapult
The Catapult token is deployed in one of your regions, making it impervious to attack as well as to race or special powers. In addition, you can use it to reduce the conquest cost of any region that is 1 region away from the catapult. That region can be conquered with 1 less token. The strength of the catapult lies primarily in  its ability to create an impregnable region which can be used as to provide support for further conquest. In this way, it's just powerful enough to be useful without unbalancing the game.

Corrupt
Turn those losses into cash! Each time someone conquers one of your regions, they have to pay you 1 coin. Match this with Pixies and watch everyone squirm.

Imperial
Imperial races get 1 bonus coin for having 4 or more regions, and 2 coins for having 5 or more. This power plays well with anything that allows or fast conquests.

Mercenary
In the right hands, the Mercenary power can be pretty useful, since it allows you to pay 1 coin to reduce your conquest cost by 2 tokens. Since you'll get that coin back by the end of the turn, that's not a bad deal.

Summary
We're enjoying this set a lot. Some of the units can really mix up a game. To date, we haven't had any combinations that appear to be "spoilers," meaning they're unbalanced enough to ruin a game. Some of them are better than others, but those variations are built into the design: they're precisely what makes Small World so much fun.





Tuesday, November 2, 2010

REVIEW: Small World: Necromancer Island

Publisher: Days of Wonder
Grade: A
Price: free with purchase

I made a serious mistake when I first started playing the Necromancer Island scenario for Small World. I assumed it just added a unit with a very special kind of power. It took a few turns to realize that it’s a complete game-changer.

Necromancer Island isn’t for sale, but is being given away with purchase of the Small World game or expansions, online or from authorized retailers. (Days of Wonder automatically adds it to orders for the Be Not Afraid expansion, which I'll write about soon.) It demands a significant shift in strategy that requires some experience with the way the nuances of the game.

In the scenario, one player becomes the Necromancer, who sends forth Ghosts from his impregnable island redoubt at the center of the board. The Necromancer begins the game with 1 Ghost on his island, 13 Ghosts in reserve, a Well of Souls marker, and 6 random Powers. (Cursed, Spirit, and Stout Powers cannot be used by the Necromancer.) He chooses 1 of these 6 Powers at the start of the game, and leaves the rest in reserve.

The Necromancer builds his army from the bodies of the fallen. Each time a Lost Tribe or Race token is defeated in battle, it goes to the Well of Souls. The Necromancer can exchange 4 of these tokens for 1 Ghost token, which is then put into play.

A Necromancer may also spend coin to buy a Ghost or to buy an additional Power from his reserve. The cost either of this is equal to the number of Powers he has in play plus the number of Ghosts deployed on the board. For example, if the player has 2 Powers and 6 Ghosts, an extra Ghost or an additional Power would cost 8 coins.

The creates some vital shifts for the players in the game. For starters, I cannot imagine how a Necromancer can win a money game unless it’s through stacked powers that generate quantities of coin. The problem with the Necromancer is that he gets off to a very slow start. He has an ideal spot at the center of the board, but it takes time to even deploy a single unit, and the game may be half over before he starts sending out Ghosts in any quantities.

And Ghosts don’t die. When a Ghost region is conquered, one Ghost goes into the Well of Souls and all the others go back into the player’s hand for redeployment.

Because of this, the Necromancer has a special victory condition. Once he deploys all 13 of his Ghosts, he wins. This forces the other players to weigh carefully any attack they make, because every unit killed in conflict makes the Necromancer that much more powerful.
The ability to stack powers creates some potent combinations, and I imagine some of them are probably unstoppable. The cost for powers goes up steadily, and their benefits seem well balanced against the limitations of the Necromancer rules.

Meanwhile, those playing with standard races must weigh expansion and conquest against any benefit it might give the Necromancer. Is it worth taking an extra territory if it put another Ghost into play? Late in the game, players nervously watch as the Ghosts in reserve are steadily depleted, and gauge their moves accordingly.

It's a terrific twist on the usual gameplay, and it will definitely force experienced Small Worlders to rethink their strategies. Because of its unique dynamics, it's playable by up 6 people, which is nice. 

Thursday, October 21, 2010

REVIEW: Small World



In preparation for reviewing the new Small World expansions, I decided to do a full review of the original game. As I’ve said, age is irrelevant in determining what I’ll write about. Any game you haven’t played is new to you, and my goal is to get more people thinking of good games. Only time can reveal just what games have lasting qualities. 



Publisher: Days of Wonder
List Price:  $50
Grade: A

When I first sat down with Small World, I thought I detected a whiff of eau de Risk. It’s an understandable mistake. Both have maps divided into regions, are driven by cross-border conquest, and use a “stack-and-attack” mechanic. But whereas Risk was belched forth from the fifth circle of hell, wherein the sullen and wrathful boil beneath the stagnant surface of a black pool of rancid water without hope or joy, Small World comes from Belgium. (If you thought I’d use this opportunity to make some cheap joke about Belgians, well … I’m better than that. Fortunately, Monty Python isn't.)

Small World is the work of designer Phillipe Keyaerts. It’s really just a great redesign and re-theming of a Keyaerts game called Vinci, but thanks to the changes and the superb production job by Days of Wonder, it’s now a far better game with a much wider appeal. It was so good, in fact, that we awarded it the Game of the Year medal for 2010 at Games Magazine. (My personal pick for that year would probably have been Dominion, with Small World as a close runner-up.)


The Elements
As usual, Days of Wonder does a bangup job on the production. The art is terrific, with a combination of whimsy and expressiveness that just makes you want to pick it up and examine all the little details. I’d go so far as to say that the illustrations by Miguel Coimbra are a large factor in the success of the game. Any number of games can (and do) tackle this kind of territorial conquest, but none draw in the player as effectively as Small World, and much of that is thanks to the art.

The 14 races in the game (with more added in multiple expansions) are all stock fantasy characters: elves, halflings, humans, orcs, trolls, wizards, giants, dwarves, amazons, ghouls, ratmen, skeletons, sorcerers and tritons (sea creatures). It takes a lot of skill for an artist to make these feel fresh and fun, but Coimbra does it. Look closely at some of the tiles to find funny touches, such as a man controlling a giant dragon by dangling a little person (rather than a carrot) from a stick.

There are a lot of bits in the box. Races are depicted on banners, while special powers are depicted on badges. Each time you play, you randomly fit a race banner together with a power badge, thus creating a unique kind of unit for each session. For instance, Dwarves may be matched to the Flying power to create Flying Dwarves. Or Ghouls may be matched to the Merchant power to create Merchant Ghouls. We’ll talk more about just what this means in the next section. 

Each race is represented on the board by small, square tokens. There are 168 of these, distributed unevenly among the races. In addition, the game comes with victory coins, geographical features (mountains, fortresses, etc), and other special tokens. There’s just a lot of stuff in the box.

Finally, there are the boards. There are two, and each is double sided in order to create a balanced experience for 2, 3, 4, and 5 players. The boards are colorful and sturdy, and pack in a lot of detail without becoming confusing.


The Play 
In this Small World, space is limited. Territories are crowded together, and they simply can’t accommodate all the races. Your goal is to build and expand your territory, earning victory coins by holding land as long as possible.

To accomplish this, you begin with a race with its own special power. Six race/power combos are laid out in column next to the board, with each player selecting a starting force. Each race/power combo gets a total number of tokens to represent their forces, as well as some starting coin and any other power bonuses. These bonuses may be extra units, more cash, movement benefits, special attacks, or more. The huge array of powers and races, which are randomized for each game, is one of the main appeals of Small World, and keeps the game feeling fresh each time out.

Once everyone has their race and forces, they simply start claiming territory by placing and moving unit tokens. It’s a simple mechanic, with the player who has more units conquering the player who has less. There other factors and modifiers having to do with terrain, power, and lost races, but the basic mechanism is like a diceless version of Risk. Each turn, you collect one coin for each region you hold.

But that’s not where it ends. After grabbing and expanding your territory, you may find that your current race is stretched too thin. At this point, you can put a race into “decline.” You flip the banners and tokens, choose a new race/power combo, and continue the conquest with a new force. Your old race continues generating coin until it’s overrun, but now it’s weaker and you no longer control it directly.

In this way, you ride a sequence of races to victory, finding different ways to exploit the powers and weaknesses of each. In the end, the game is won by the person who collects the most coins.

The Verdict 
Small World is a blast. It plays very fast, and has a loose feel that’s very appealing. It doesn’t require a lot of high-level strategy and military finesse to get ahead. Instead, you find particular ways to use each race to capture and hold a certain part of the map for as long as you can, and then use another race to keep that momentum going.

The appeal lies in the combination of races and powers, which makes every game different. There are a lot of ways to uses these combos to go for the coin. Some units can capture water tiles, while others are better in the mountains. One player may be able to ride a dragon into an enemy region, while another conquers with sheer force of numbers. Some race/power combos allow a player emphasize the monetary aspect or use a sneaky bit of magic, while others let you work the brute force or fast attack approach.

The mechanics are different from anything most mainstream American gamers have seen before, and this might make it seem like a very difficult game to learn at first. Don’t be fooled by that. It is, in fact, a very simple game and plays well across all age and skill levels. My wife and I can play with my son (age 12) and daughter (age 9) on an equal level. (In fact, the kids usually win.) You just have to understand a few key concepts such as race benefits, earning money from territories, and placing a race into decline. It’s actually a lot easier to learn than a quick read of the manual might suggest.

This is just a fun game. It’s not particularly deep, but it still manages to be rewarding thanks to all the variables and interactions among elements. If you know someone who insists on dragging out Risk, and that particular person cannot be sold off as cheap labor to Venusian slime farmers, then try to nudge them toward Small World.