Small World, designed by Philippe Keyaerts and published by Days of Wonder, is a fast-paced, area control board game set in a whimsical fantasy world filled with quirky races and special abilities.
The game is all about expansion, dominance, and knowing when to let go—players control various fantasy races (such as Flying Dwarves, Seafaring Giants, or Berserk Halflings), using their unique powers to conquer territories and score points. However, since the board is deliberately too small, competition is inevitable, leading to frequent clashes and strategic decision-making.
What makes Small World stand out is the decline mechanic—players must recognize when their current race is losing steam and strategically “retire” them in favor of a fresh one. This keeps the game dynamic, ensuring that no player remains dominant for too long.
Pros:
- High Replayability: With 14 races and 20 special powers (in the base game alone), the combinations are vast, leading to unique play experiences every game. Expansions add even more variety.
- Engaging and Fast-Paced: Unlike heavier area control games, Small World keeps things quick and engaging, with minimal downtime between turns. The streamlined rules make for a more accessible experience without sacrificing strategy.
- Balanced Asymmetry: While races and abilities vary greatly, the game is well-balanced. No single combination is overpowered, as the drafting system and board interactions ensure constant shifts in power.
- Simple Yet Strategic: The mechanics are easy to grasp, making it approachable for newer players, yet there’s plenty of strategic depth—knowing when to expand, when to attack, and when to decline a race is key to victory.
- Great Production Quality: Days of Wonder delivers top-tier components, from beautifully illustrated maps to sturdy tokens and well-organized inserts.
Cons:
- Can Feel Repetitive Over Time: While the race and power combinations provide variety, the core mechanics remain largely the same, which might make repeat plays feel similar—especially for experienced gamers.
- Kingmaking Can Occur: Since players can freely attack each other, there’s potential for ganging up on the leader or making aggressive plays that help another player win, which might frustrate competitive players.
- Luck Factor in Race Selection: Sometimes, certain race + power combos feel weaker or stronger, and players who get better synergy might gain an edge early on.
- Player Interaction May Not Suit Everyone: While interaction is constant, it’s not deep diplomacy—there’s no trading, alliances, or negotiation, just direct competition. Players who enjoy heavier social interaction may find it lacking.
- Not a Deep Wargame: Those looking for a deep, tactical wargame experience may find Small World too light, as combat is deterministic (no dice rolling), and strategies revolve more around timing and positioning.
Comparison to Similar Games:
- Risk: Unlike Risk, where battles are determined by dice, Small World offers a deterministic combat system with clear odds. Small World also avoids Risk’s drawn-out playtime and player elimination, making it faster and more engaging.
- Vast: The Crystal Caverns: Both games use asymmetrical powers, but Vast takes asymmetry further, giving each player entirely different mechanics, whereas Small World keeps its core rules the same for everyone.
- Scythe: Scythe also features area control and asymmetrical factions, but Small World is far lighter, quicker, and more whimsical, while Scythe leans into engine-building and economic depth.
- Root: Root shares the conflict-driven area control aspect, but while Root is heavily asymmetric with different playstyles for each faction, Small World offers a modular asymmetry where everyone plays with the same core mechanics.
Final Thoughts:
Small World is a fantastic entry-level area control game that blends strategy, light-hearted combat, and constant action into a tight, engaging experience. It’s perfect for players who enjoy direct competition but don’t want the downtime or heaviness of traditional war games. While it may not be the deepest strategy game, its accessibility, balance, and fun factor make it a great choice for both casual and experienced gamers.
If you’re looking for a quick and tactical area control game with a fun fantasy theme and a clever decline mechanic, Small World is an excellent addition to your collection. However, if you prefer deep strategic depth, diplomacy, or long-term planning, you may want to look at games like Scythe or Root instead.
Final Verdict: A fun, fast-paced area control game with strong replayability, but it may not satisfy those looking for deep strategic warfare.
And remember, Frontline Gaming sells gaming products at a discount, every day in their webcart!