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.
Special Power Summary:
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.
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.