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Small World is a strategic family board game featuring territory control mechanics and simple rules, where you’ll vie for “a place in the sun” in a realm populated by fantastical races. Designed by Philippe Keyaerts in 2009, it currently ranks in the top 100 family board games on BoardGameGeek. “Small World” stands as the designer’s most successful project. A bestseller since its debut, it has spawned about 18 expansions with new races, maps, and storylines. Embraced by players and critics alike, it’s earned accolades like “Gra Roku 2013 Game of the Year Winner,” “2010 Games Magazine Game of the Year Winner,” “2009 Meeples’ Choice Award,” and many more.
About the Board Game Small World
Even in a fantasy dimension, diverse fairy-tale peoples clash over territory. In a cramped world, those conflicts never cease. Some races dominate, others fade, and more adaptable ones rise—a kind of evolution. You’ll pick a race and a special ability to build an empire on a picturesque map of forests, fields, lakes, and swamps. But timing is key: when your people weaken, you must abandon them and choose a new race to rule this tiny world.
Gameplay Overview
From 14 races and 20 abilities, players select a combination and take turns populating the map. Each race has its own strength and unique power alongside its ability. The game spans 8 to 10 rounds, depending on player count, with each turn following a sequence of steps:
- Gather race tokens from conquered lands, optionally leaving one behind (skipped in the first round).
- Conquer new regions, starting from the map’s edges, requiring two warriors per territory plus one for each opposing race present.
- Redistribute your race tokens among regions held by your active race.
- Earn coins based on controlled territories and race abilities. Your declined race also yields one coin per occupied region.
After the final round, players tally their coin totals to determine the winner.
Race Decline
When your fantastical folk falter—unable to seize new lands or hold their own—declare their decline at the start of your turn, flipping their tokens face-down on occupied territories. Then, pick a new race-and-ability combo to finish your turn, still collecting coins from regions held by your declined race.
We recommend watching the video rules in the “Video” section and, if desired, exploring the illustrated PDF rules in the “Files” section.
One Last Note
This is a game that’s become a classic. It plays differently depending on player count. With two, it’s a deep economic strategy; with more, it turns into an unpredictable, chaotic brawl. Having played countless rounds, Gallu the Rooster insists this bestseller belongs in your collection, perfect for kids and adults alike. From experience, though, he warns it’s fairly conflict-heavy—something to keep in mind when playing with children.





