What the?
Small World is a game of territory domination with an emphasis of strategic thinking over random dice rolls. Each player will be able to select from a number of randomly generated races which combine the race's abilitites with a special power to generate combinations ranging between ho-hum and outstandingly powerful. However, you have to decide when to abandon your current race in favor of a new one as the original lacks the power to expand or outlives its usefulness.
How do I join?
I'll be accepting invitations in this thread until midnight PST 25 Oct 2009. From those, I'll randomly select 4 people to join. Since there is no hidden information in the game, I'll be taking the fifth slot. Make your posts colorful and bolded so I can more easily pick them out.
Guidelines for playing:
The initial race/special power stack will be randomized. There will be tables listing all the race/abilities and dice rolls on invisible castle will determine which one appears next. I'll handle generating the first six. Whenever a player selects a new active race from the stack, it is their responsibility to generate a new race. Discarded powers/races will be put into new stacks with a fixed order in case we run through the random ones.
Players can make their own rolls for final conquests/berserk (roll 1d6, 4,5,6 = 0) and are responsible for reposting the game summary with their additions/alterations. Post how many points you earned for your turn, but keep the total to yourself. At the end of the game, we'll reveal how many points we've earned. There is no way to stop it, but it is against the spirit (and rules) of the game to keep a running total of other players' points.
To keep the game flowing faster, each retreating unit from conquered regions will go to the region with the least defense that does not contain an immunity token like the dragon, hero, or halfling hole. Water regions are considered immune as well. Multiple retreating units will each check for whatever is lowest at the time they are placed.
Useful LinksRulesFAQRace Summary:
1. Amazons (6) Use 4 Additional Amazons during conquest.
2. Dwarves (3) Collect 1 extra coin for each mine, even in decline.
3. Elves (6) Do not suffer losses when conquered.
4. Ghouls (5) Act as if activate when in decline.
5. Giants (6) Conquer adjacent to occupied mountains at -1 units.
6. Halflings (6) First conquest anywhere. Place 2 immune hole-in-the-grounds in the first 2 areas conquered.
7. Humans (5) Collect 1 extra coin for each Farmland region.
8. Orcs (5) Collect 1 extra coin for each unoccupied region conquered this turn.
9. Ratmen (8) No Racial Power.
10. Skeletons (6) Create 1 additional skeleton during redeploy for each 2 unoccupied regions conquered this turn.
11. Sorcerors (5) On your turn, you may replace an opponent's single unit adjacent to your territory with a sorceror from the box. You may do this once for each opponent.
12. Tritons (6) Conquer adjacent to water at -1 units.
13. Trolls (5) Place a Troll's Lair in each region you occupy. These stay even in decline.
14. Wizards (5) Collect 1 extra coin for each Magic Source.
Special Power Summary:
1. Alchemist (4) Collect 2 exta coins at the end of each turn while active.
2. Berserk (4) You can use the reinforcement die for every conquest and roll before selecting the region.
3. Bivouacking (5) During redeploy, place or move the 5 Encampment tokens in your region(s) that count as one unit each for defense.
4. Commando (4) You may conquer any region at -1 units.
5. Diplomat (5) At the end of your turn, pick an opponent whose active race you did not attack. That player may not attack your active race before your next turn.
6. Dragon Master (5) Once per turn, you may make a single conquest with just one unit. Place or move the Dragon token into that region which makes it immune.
7. Flying (5) You may conquer any region except water even if they are not adjacent.
8. Forest (4) Collect 1 extra coin for each Forest you control.
9. Fortified (3) Once per turn, place one Fortress in a region you control (max 1 per region, 6 total). Each fortress confers 1 extra coin while active and 1 defense. These remain even in decline.
10. Heroic (5) At the end of your turn place your 2 Hero tokens in two seperate regions you control. These regions are immune.
11. Hill (4) Collect 1 bonus coin for each Hill you control.
12. Merchant (2) Collect 1 bonus coin for each region you control.
13. Mounted (5) Conquer Hills and Farmlands at -1 units.
14. Pillaging (5) Collect 1 extra coin for each non-empty region conquered this turn.
15. Seafaring (5) You may conquer water regions.
16. Spirit (5) This race does not count for your declined race limit. (Keep this power when in decline)
17. Stout (4) You may go into Decline after conquering.
18. Swamp (4) Collect 1 extra coin for each Swamp you control.
19. Underworld (5) You may conquer regions with caverns at -1 units. All regions with Caverns are considered adjacent.
20. Wealthy (4) Collect 7 extra coins at the end of your first turn active.
I'll draw up a map identical to the 5 player map and name each region for easier identification when posting. Updating an actual image would require a lot more effort and require more downtime between turns.
Posts
I this game so much.
Except for flying sorcerers. Those guys can eat a bag of dicks.
Don't be so depressed all the time. You could be Paris Hilton's dog.
I am the Glass Joe of Phalla players ^_^;;
And I'm the insane guy that everyone wants to kill any time I open my mouth. But guess what!?! New game, new chance to excel!
So, you're King Hippo, then?
IOS Game Center ID: Isotope-X
Shhh.
I'll decide when I get back which of the following will happen: we play 4 players (least likely), we play five people on the four player map (hmm), take the time to make the 5 player map, or add the 2 player map onto the side of it and go for six players.
If there's enough interest, I can fire up a second thread to run another game alongside/after this one. I meant to do this a while back but never sat down to do the maps for it. (<3 Valkun)
I think I'm getting the hang of making these.
There are other nit-picky things I could say, but I suppose it mostly comes down to personal preference. (My design philosophy would end up with a rather different-looking map, I'd guess.) The choice of feature icons are rather interesting, I must say.
EDIT: Also, Lost Tribe icons, perhaps they should be on the map or something?
Suggestions noted, but the map is useable the way it is. The lost tribes will be listed in the board summaries.
Excuse me for my confusion, but why not have lost tribes icons on the board? I mean, if you're going to be marking the map up with player information and racial holdings, then lost tribe information should be there as well. Or am I misunderstanding things, and you will not be using the actual map to display game information as it progresses?
Races for Sale:
Draw Tables:
Races:
Special Powers:
Discard Stacks:
None
Special Powers:
None
Regions
Corner Sea [0]:
Crackling Steppes [1]: Lost Tribe
Deathmaw [0]:
Doveland [0]:
Drake Sea [0]:
Dragon Coast [1]: Mountain
Druid's Bay [0]:
Dryad's Retreat [1]: Lost Tribe
Engorged Marsh [1]: Lost Tribe
Ent's Harbor [0]:
Falling Leaves [1]: Lost Tribe
Ghitu Highlands [1]: Lost Tribe
Ghitu Lowlands [0]:
Golden Flats [1]: Lost Tribe
Gug [1]: Lost Tribe
Heartstone [1]: Mountain
High Peaks [1]: Mountain
Iron Spine [1]: Mountain
Leyland [0]:
Lichhome [0]:
Lowlands [0]:
Low Peaks [1]: Mountain
Midland [1]: Lost Tribe
Mid Peaks [1]: Mountain
Misty Vale [0]:
Mount Mithril [1]: Mountain
Norfolk [1]: Lost Tribe
Northwoods [0]:
Piercing Delta [1]: Lost Tribe
Platinum Plateau [1]: Lost Tribe
Quicksilver Forest [1]: Lost Tribe
Rainbow Lake [0]:
Raptor's Nest [0]:
Rivertown [0]:
Rolling Flats [1]: Lost Tribe
Rush Valley [1]: Lost Tribe
Saint's Pride [0]:
Secluded Swamp [1]: Lost Tribe
Silver Mist [1]: Lost Tribe
Swamps of Despair [1]: Lost Tribe
Tranquil Expanse [0]:
Warlock Falls [0]:
White Crag [1]: Mountain
Windmillia [0]:
Witch Marsh [0]:
Wool Road [1]: Lost Tribe
World's End [1]: Mountain
Player 1:
Decline Race: {Race}
Conquest!
[Region Name]: X+2 {Active Race} removes X {Defending Race}, X-1 Retreat
...
[Region Name]: X+2 {Active Race} removes X {Defending Race}, X-1 Retreat
Final Conquest:
{Link to Die Roll}
[Region Name]: X+2 {Active Race} removes X {Defending Race}, X-1 Retreat
or
[Region Name]: Failed to conquer.
Points Earned: Y
Redeploy:
List the regions your active race controls and how you move your forces between them
Defeated Unit retreats to A.
...
Defeated Unit retreats to Z.
Defeated units will automatically retreat to their owner's regions with the least units that are not immune to attack.
or
Decline!
Make any notes of replacing the old decline race and reducing the number of units to 1 per region.
Player 2:
...
Player 5:
To keep things organized, quote the player before you and fill in your entry for the turn. Make any changes to the region list as necessary.
The responsibility for running the game will be shared by all players. It is, essentially, a GMless PBP game. While actually keeping an updated map is easier to understand at a glance, each player cannot easily alter it on their own turn.
Edit: Of course invisible castle is down now. I'll just go ahead and draw randomly.
I see. But a host could certainly update the map on his own whenever convenient. I dunno, it just kind of seems like a waste to make a map but not utilize its potential more. In addition, if you're going to make a map that's just there for geographic reference, then there's probably not a need to make it so large. With that kind of size and space... there's kind of an expectation that it will be used.
I don't mean to criticize, I'm just confused. I've just got a different mindset about these things, yeah?
1. Gandalf_the_crazed
2. Valkun
3. Iamunaware
4. El Skid
5. Adventfalls
Gandalf, select a race and go conquering.
AdventSucceeds!
Also, I might end up keeping a semi-updated image for this; it would certainly help me keep a handle on events. No promises, though, as the image would be mostly just to help me visualize this shit.
And am I missing something, or is there a mistake in the description of the "pillaging" power? The rulebook says "non-empty", but the power description says "unoccupied".
Players:
1. Gandalf_the_crazed (Decline)
2. Valkun (Decline)
3. Iamunaware (Decline)
4. El Skid (Decline)
5. Adventfalls (Decline)
Races for Sale:
Draw Tables:
Races:
Special Powers:
Discard Stacks:
None
Special Powers:
None
Player 1:
Decline Race: {None}
SUMMARY: I take the regions of Windmillia, Northwoods, Iron Spine, Mithril Mountain, and World's End, placing my dragon token on World's End.
Conquest!
Northwoods: 2
Windmillia: 2
Mount Mithril: 2 + 1[Mountain] = 3
Iron Spine: 2 + 1[Mountain] = 3
Final Conquest:
{No Die Roll Necessary}
World's End: 1 + [Dragon, IMMUNE]
Points Earned: 5
Redeploy:
No redeployment.
No retreat.
Regions
Corner Sea [0]:
Crackling Steppes [1]: Lost Tribe
Deathmaw [0]:
Doveland [0]:
Drake Sea [0]:
Dragon Coast [1]: Mountain
Druid's Bay [0]:
Dryad's Retreat [1]: Lost Tribe
Engorged Marsh [1]: Lost Tribe
Ent's Harbor [0]:
Falling Leaves [1]: Lost Tribe
Ghitu Highlands [1]: Lost Tribe
Ghitu Lowlands [0]:
Golden Flats [1]: Lost Tribe
Gug [1]: Lost Tribe
Heartstone [1]: Mountain
High Peaks [1]: Mountain
Iron Spine [4]: Mountain, 3 Dragon Master Giants
Leyland [0]:
Lichhome [0]:
Lowlands [0]:
Low Peaks [1]: Mountain
Midland [1]: Lost Tribe
Mid Peaks [1]: Mountain
Misty Vale [0]:
Mount Mithril [4]: Mountain, 3 Dragon Master Giants
Norfolk [1]: Lost Tribe
Northwoods [2]: 2 Dragon Master Giants
Piercing Delta [1]: Lost Tribe
Platinum Plateau [1]: Lost Tribe
Quicksilver Forest [1]: Lost Tribe
Rainbow Lake [0]:
Raptor's Nest [0]:
Rivertown [0]:
Rolling Flats [1]: Lost Tribe
Rush Valley [1]: Lost Tribe
Saint's Pride [0]:
Secluded Swamp [1]: Lost Tribe
Silver Mist [1]: Lost Tribe
Swamps of Despair [1]: Lost Tribe
Tranquil Expanse [0]:
Warlock Falls [0]:
White Crag [1]: Mountain
Windmillia [2]: 2 Dragon Master Giants
Witch Marsh [0]:
Wool Road [1]: Lost Tribe
World's End [2]: Mountain, 1 Dragon Master Giant, DRAGON (IMMUNE)
Player 2:
...
Player 5:
Looks good to me, Gandalf. Valkun will be up next, and he can let us know if he wants anything done differently from Gandalf's turn.
Pillaging is the same as the orc racial; any captured region that was occupied by at least one unit gives a bonus. Note that lost tribes and races in decline count for this, but mountains do not, so "non-empty" is a bit of a misnomer for it.
EDIT: I am ridiculously excited about this, for some reason. :P
Edit: I would have gone through the south personally. Dragon'd my way onto that border mountain and expanded into all the low lying areas. Settle between the mountain range and the lake probably.
Edit 2: AND you took the area I was planning to go with Heroic Humans. Gandalf, you'll rue this day.
Players:
1. Gandalf_the_crazed (Decline)
2. Valkun (Decline)
3. Iamunaware (Decline)
4. El Skid (Decline)
5. Adventfalls (Decline)
Races for Sale:
Draw Tables:
Races:
Special Powers:
Discard Stacks:
None
Special Powers:
None
1. Gandalf_the_crazed
Decline Race: {None}
SUMMARY: I take the regions of Windmillia, Northwoods, Iron Spine, Mithril Mountain, and World's End, placing my dragon token on World's End.
Conquest!
Northwoods: 2
Windmillia: 2
Mount Mithril: 2 + 1[Mountain] = 3
Iron Spine: 2 + 1[Mountain] = 3
Final Conquest:
{No Die Roll Necessary}
World's End: 1 + [Dragon, IMMUNE]
Points Earned: 5
Redeploy:
No redeployment.
No retreat.
2. Valkun
Decline Race: {None}
SUMMARY: Selected Pillaging Elves as the active race. Generated 2,7...Forest Dwarves, oh the dwarfity. Conquer Rolling Flats, Rush Valley, Golden Flats, and Leyland.
Conquest!
Rolling Flats [1]: 3 Pillaging Elves slaughter Lost Tribe. +1 VC
Rush Valley [1]: 3 Pillaging Elves slaughter Lost Tribe. +1 VC
Golden Flats [1]: 3 Pillaing Elves slaughter Lost Tribe. +1 VC
Leyland [0]: 2 Pillaging Elves move in.
Final Conquest:
None
Points Earned: 7
Redeploy:
Shift 1 Pillaging Elf from Rush Valley to Rolling Flats.
Shift 1 Pillaging Elf from Golden Flats to Leyland.
No retreat.
Regions
Corner Sea [0]:
Crackling Steppes [1]: Lost Tribe
Deathmaw [0]:
Doveland [0]:
Drake Sea [0]:
Dragon Coast [1]: Mountain
Druid's Bay [0]:
Dryad's Retreat [1]: Lost Tribe
Engorged Marsh [1]: Lost Tribe
Ent's Harbor [0]:
Falling Leaves [1]: Lost Tribe
Ghitu Highlands [1]: Lost Tribe
Ghitu Lowlands [0]:
Golden Flats [2]: 2 Pillaging Elves
Gug [1]: Lost Tribe
Heartstone [1]: Mountain
High Peaks [1]: Mountain
Iron Spine [4]: Mountain, 3 Dragon Master Giants
Leyland [3]: 3 Pillaging Elves
Lichhome [0]:
Lowlands [0]:
Low Peaks [1]: Mountain
Midland [1]: Lost Tribe
Mid Peaks [1]: Mountain
Misty Vale [0]:
Mount Mithril [4]: Mountain, 3 Dragon Master Giants
Norfolk [1]: Lost Tribe
Northwoods [2]: 2 Dragon Master Giants
Piercing Delta [1]: Lost Tribe
Platinum Plateau [1]: Lost Tribe
Quicksilver Forest [1]: Lost Tribe
Rainbow Lake [0]:
Raptor's Nest [0]:
Rivertown [0]:
Rolling Flats [4]: 4 Pillaging Elves
Rush Valley [2]: 2 Pillaging Elves
Saint's Pride [0]:
Secluded Swamp [1]: Lost Tribe
Silver Mist [1]: Lost Tribe
Swamps of Despair [1]: Lost Tribe
Tranquil Expanse [0]:
Warlock Falls [0]:
White Crag [1]: Mountain
Windmillia [2]: 2 Dragon Master Giants
Witch Marsh [0]:
Wool Road [1]: Lost Tribe
World's End [2]: Mountain, 1 Dragon Master Giant, DRAGON (IMMUNE)
Player 3:
...
Player 5:[/QUOTE]
Iamnottheaznman, looks like you're up :P