Reference
Small World gallery
Every Race and Special Power, the combos they make, and all four maps.
Races
The number on a Race banner is how many tokens it brings to a combo.
6
In Decline Amazons
+4 tokens for conquest only, returned at redeployment.
3
In Decline Dwarves
+1 coin per Mine region, even In Decline.
6
In Decline Elves
Lose no tokens when a region is conquered.
5
Ghouls
Stay on the map with every token In Decline and conquer first on each later turn.
6
In Decline Giants
-1 token to conquer next to a Mountain you hold.
6
In Decline Halflings
First 2 conquests become immune Holes; deploy anywhere on turn one.
5
In Decline Humans
+1 coin per Farmland region.
5
In Decline Orcs
+1 coin per non-empty region conquered this turn.
8
In Decline Ratmen
Their numbers are enough.
6
In Decline Skeletons
+1 token per 2 non-empty regions conquered.
5
In Decline Sorcerers
Swap a lone adjacent enemy for a Sorcerer, once per opponent.
6
In Decline Tritons
-1 token to conquer regions next to the sea.
5
In Decline Trolls
Troll's Lair in every region: +1 defense, stays In Decline.
5
In Decline Wizards
+1 coin per Magic Source region.
Special Powers
A Special Power badge adds its number to the combo's tokens, on top of the Race.
- 4


Alchemist
+2 coins every turn.
- 4


Berserk
Roll the Reinforcement die before each conquest.
- 5


Bivouacking
5 Encampments: +1 defense each, redistributable.
- 4


Commando
-1 token to conquer any region.
- 5


Diplomat
Declare peace with one opponent each turn.
- 5


Dragon Master
Conquer any region with 1 token + the Dragon.
- 5


Flying
Conquer any land region regardless of adjacency.
- 4


Forest
+1 coin per Forest region.
- 3


Fortified
Place a Fortress once per turn; +1 coin per Fortress.
- 5


Heroic
2 Heroes make their regions immune.
- 4


Hill
+1 coin per Hill region.
- 2


Merchant
+1 coin per region occupied.
- 5


Mounted
-1 token to conquer Farmland and Hill regions.
- 5


Pillaging
+1 coin per non-empty region conquered this turn.
- 5


Seafaring
Conquer Sea and Lake regions.
- 5


Spirit
Keep two In-Decline races on the map.
- 4


Stout
Decline right after a conquering turn.
- 4


Swamp
+1 coin per Swamp region.
- 5


Underworld
-1 token for Caverns; all Caverns are adjacent.
- 7


Wealthy
+7 coins once, after your first turn.
Combos
Any Race pairs with any Power — 280 combinations. Here are a few classic ones.
5
SorcerersRace banner · 5 tokensSwap a lone adjacent enemy for a Sorcerer, once per opponent.
+5FlyingPower badge · 5 tokensConquer any land region regardless of adjacency.

Flying · Sorcerers
Reach anywhere on the map, then swap lone enemies for Sorcerers.
3
DwarvesRace banner · 3 tokens+1 coin per Mine region, even In Decline.
+4HillPower badge · 4 tokens+1 coin per Hill region.

Hill · Dwarves
Coins from Hills and Mines stack up fast and keep paying In Decline.
5
OrcsRace banner · 5 tokens+1 coin per non-empty region conquered this turn.
+4BerserkPower badge · 4 tokensRoll the Reinforcement die before each conquest.

Berserk · Orcs
The die softens every conquest while Orcs cash in each region taken.
5
TrollsRace banner · 5 tokensTroll's Lair in every region: +1 defense, stays In Decline.
+5Dragon MasterPower badge · 5 tokensConquer any region with 1 token + the Dragon.

Dragon Master · Trolls
A Lair in every region plus one untouchable Dragon fortress.
6
AmazonsRace banner · 6 tokens+4 tokens for conquest only, returned at redeployment.
+7WealthyPower badge · 7 tokens+7 coins once, after your first turn.

Wealthy · Amazons
Ten tokens for a huge first turn, then seven bonus coins.
6
SkeletonsRace banner · 6 tokens+1 token per 2 non-empty regions conquered.
+5UnderworldPower badge · 5 tokens-1 token for Caverns; all Caverns are adjacent.

Underworld · Skeletons
Cheap Cavern raids feed the Skeleton horde its supply bonus.
Map markers
Every piece that sits on a region: the printed symbols, the Lost Tribes, and the markers Races and Powers place.
Mountain
Troll's Lair
Fortress
Encampment
Hole-in-the-Ground
Hero
Dragon
Lost Tribe
Printed symbol
Mountain
Printed symbol
Magic Source
Printed symbol
Mine
Printed symbol
Cavern
Printed symbol
Lost Tribe token
Game Turn marker
Reinforcement die
Victory coins
Victory coins come in four values. Players keep theirs stacked and score the total.
1 coin
3 coins
5 coins
10 coins
Victory stash
Action art
The icons on the action buttons, the chips on the board, and the plates and tray cell they sit on.
Action buttons
Pick a combo
Take this Race and Power. Put 1 coin on each row above it and keep the coins already on it. Your tokens are the banner number plus the badge number.
Pass
Skip your turn. Allowed only when you have no active Race and the display is empty.
Gather troops
Take all but one token back from each of your zones: at the start of your turn, before any conquest, to conquer with them, or during redeployment, to place them again.
Go into Decline
Flip your Race into Decline and end your turn with no conquest: each zone keeps 1 token, the rest leave the board. Your earlier declined Race is removed, unless you or it has Spirit. Ghouls keep every token.
End turn
End your turn and keep your Stout Race active. You may decline instead, in the same turn.
Done conquering
Stop conquering and go to redeployment: place every token in hand among your zones, at least 1 per zone. You then score 1 coin per zone.
Confirm redeploy
Confirm your placement and end the turn. Available once every token in hand is placed. You then score 1 coin per zone, plus bonuses.
Play the Ghouls
Conquer first with your declined Ghouls, before your active Race. Once per turn; they may attack your own active Race.
Board action chips
Conquer
Marks the action that spends tokens to conquer a region bordering your territory.
Conquer with Dragon
Dragon Master: conquer one region for 1 token and the Dragon, ignoring defenders.
Cast Sorcerers
Sorcerers: replace a lone adjacent enemy with a Sorcerer from storage.
Reinforcement die
Gamble the Reinforcement die on a region you are one die-roll short of conquering.
Plates and tray cell
Action plate
The bronze medallion behind the Gather troops, Pass and End turn icons.
Primary action plate
The bright gold medallion behind the Done conquering, Confirm redeploy and Pick a combo icons.
Quiet action plate
The dark iron medallion behind the Decline and Play the Ghouls icons.
Tray cell
The round recess that holds one token in the player tray.
Maps
One map per player count. The repaint keeps the original board geometry while using an original cartographic art direction.
2 players
23 regionsSea / Lake
Border zone: a first conquest may start here.
Only the Seafaring power may conquer the water.
Occupants
Empty: no tribe here.
Cost to conquer
- Base cost
- 2
- Before discounts
- 2
Before race and power discounts. Not in reach from your regions now.
Mountain
Border zone: a first conquest may start here.
Features

Mountain
A mountain defends this region: conquering it costs 1 more token. The mountain stays for the next owner.

Mine
Dwarves earn +1 coin for each Mine region they hold, even In Decline. It does not change the conquest cost.

Cavern
Underworld conquers it for 1 token less, and all Cavern regions count as neighbours for Underworld.
Occupants
Empty: no tribe here.
Cost to conquer
- Base cost
- 2
- Mountain
- +1
- Before discounts
- 3
Before race and power discounts. Not in reach from your regions now.
Farmland
Border zone: a first conquest may start here.
Features

Magic Source
Wizards earn +1 coin for each Magic Source region they hold. It does not change the conquest cost.
Occupants
Empty: no tribe here.
Cost to conquer
- Base cost
- 2
- Before discounts
- 2
Before race and power discounts. Not in reach from your regions now.
Forest
Border zone: a first conquest may start here.
Features

Mine
Dwarves earn +1 coin for each Mine region they hold, even In Decline. It does not change the conquest cost.
Occupants
Empty: no tribe here.
Cost to conquer
- Base cost
- 2
- Before discounts
- 2
Before race and power discounts. Not in reach from your regions now.
Swamp
Border zone: a first conquest may start here.
Features

Cavern
Underworld conquers it for 1 token less, and all Cavern regions count as neighbours for Underworld.
Occupants
Lost Tribe · 1 token
Cost to conquer
- Base cost
- 2
- Lost Tribe
- +1
- Before discounts
- 3
Before race and power discounts. Not in reach from your regions now.
Hill
Border zone: a first conquest may start here.
Occupants
Empty: no tribe here.
Cost to conquer
- Base cost
- 2
- Before discounts
- 2
Before race and power discounts. Not in reach from your regions now.
Farmland
Occupants
Empty: no tribe here.
Cost to conquer
- Base cost
- 2
- Before discounts
- 2
Before race and power discounts. Not in reach from your regions now.
Forest
Border zone: a first conquest may start here.
Features

Magic Source
Wizards earn +1 coin for each Magic Source region they hold. It does not change the conquest cost.
Occupants
Lost Tribe · 1 token
Cost to conquer
- Base cost
- 2
- Lost Tribe
- +1
- Before discounts
- 3
Before race and power discounts. Not in reach from your regions now.
Hill
Features

Cavern
Underworld conquers it for 1 token less, and all Cavern regions count as neighbours for Underworld.
Occupants
Lost Tribe · 1 token
Cost to conquer
- Base cost
- 2
- Lost Tribe
- +1
- Before discounts
- 3
Before race and power discounts. Not in reach from your regions now.
Mountain
Border zone: a first conquest may start here.
Features

Mountain
A mountain defends this region: conquering it costs 1 more token. The mountain stays for the next owner.

Mine
Dwarves earn +1 coin for each Mine region they hold, even In Decline. It does not change the conquest cost.
Occupants
Empty: no tribe here.
Cost to conquer
- Base cost
- 2
- Mountain
- +1
- Before discounts
- 3
Before race and power discounts. Not in reach from your regions now.
Forest
Occupants
Empty: no tribe here.
Cost to conquer
- Base cost
- 2
- Before discounts
- 2
Before race and power discounts. Not in reach from your regions now.
Sea / Lake
Border zone: a first conquest may start here.
Only the Seafaring power may conquer the water.
Occupants
Empty: no tribe here.
Cost to conquer
- Base cost
- 2
- Before discounts
- 2
Before race and power discounts. Not in reach from your regions now.
Swamp
Border zone: a first conquest may start here.
Occupants
Empty: no tribe here.
Cost to conquer
- Base cost
- 2
- Before discounts
- 2
Before race and power discounts. Not in reach from your regions now.
Mountain
Border zone: a first conquest may start here.
Features

Mountain
A mountain defends this region: conquering it costs 1 more token. The mountain stays for the next owner.
Occupants
Empty: no tribe here.
Cost to conquer
- Base cost
- 2
- Mountain
- +1
- Before discounts
- 3
Before race and power discounts. Not in reach from your regions now.
Farmland
Features

Magic Source
Wizards earn +1 coin for each Magic Source region they hold. It does not change the conquest cost.
Occupants
Lost Tribe · 1 token
Cost to conquer
- Base cost
- 2
- Lost Tribe
- +1
- Before discounts
- 3
Before race and power discounts. Not in reach from your regions now.
Mountain
Features

Mountain
A mountain defends this region: conquering it costs 1 more token. The mountain stays for the next owner.
Occupants
Empty: no tribe here.
Cost to conquer
- Base cost
- 2
- Mountain
- +1
- Before discounts
- 3
Before race and power discounts. Not in reach from your regions now.
Sea / Lake
Only the Seafaring power may conquer the water.
Occupants
Empty: no tribe here.
Cost to conquer
- Base cost
- 2
- Before discounts
- 2
Before race and power discounts. Not in reach from your regions now.
Forest
Occupants
Lost Tribe · 1 token
Cost to conquer
- Base cost
- 2
- Lost Tribe
- +1
- Before discounts
- 3
Before race and power discounts. Not in reach from your regions now.
Swamp
Border zone: a first conquest may start here.
Features

Mine
Dwarves earn +1 coin for each Mine region they hold, even In Decline. It does not change the conquest cost.
Occupants
Lost Tribe · 1 token
Cost to conquer
- Base cost
- 2
- Lost Tribe
- +1
- Before discounts
- 3
Before race and power discounts. Not in reach from your regions now.
Hill
Border zone: a first conquest may start here.
Features

Cavern
Underworld conquers it for 1 token less, and all Cavern regions count as neighbours for Underworld.
Occupants
Empty: no tribe here.
Cost to conquer
- Base cost
- 2
- Before discounts
- 2
Before race and power discounts. Not in reach from your regions now.
Swamp
Border zone: a first conquest may start here.
Features

Magic Source
Wizards earn +1 coin for each Magic Source region they hold. It does not change the conquest cost.
Occupants
Lost Tribe · 1 token
Cost to conquer
- Base cost
- 2
- Lost Tribe
- +1
- Before discounts
- 3
Before race and power discounts. Not in reach from your regions now.
Farmland
Border zone: a first conquest may start here.
Occupants
Lost Tribe · 1 token
Cost to conquer
- Base cost
- 2
- Lost Tribe
- +1
- Before discounts
- 3
Before race and power discounts. Not in reach from your regions now.
Hill
Occupants
Lost Tribe · 1 token
Cost to conquer
- Base cost
- 2
- Lost Tribe
- +1
- Before discounts
- 3
Before race and power discounts. Not in reach from your regions now.
MountainA mountain defends this region: conquering it costs 1 more token. The mountain stays for the next owner.
MineDwarves earn +1 coin for each Mine region they hold, even In Decline. It does not change the conquest cost.
CavernUnderworld conquers it for 1 token less, and all Cavern regions count as neighbours for Underworld.
Magic SourceWizards earn +1 coin for each Magic Source region they hold. It does not change the conquest cost.
MineDwarves earn +1 coin for each Mine region they hold, even In Decline. It does not change the conquest cost.
CavernUnderworld conquers it for 1 token less, and all Cavern regions count as neighbours for Underworld.
Lost TribeA native tribe holds this region. Conquering it costs 1 more token for each tribe, and the tribe is then removed.
Magic SourceWizards earn +1 coin for each Magic Source region they hold. It does not change the conquest cost.
Lost TribeA native tribe holds this region. Conquering it costs 1 more token for each tribe, and the tribe is then removed.
CavernUnderworld conquers it for 1 token less, and all Cavern regions count as neighbours for Underworld.
Lost TribeA native tribe holds this region. Conquering it costs 1 more token for each tribe, and the tribe is then removed.
MountainA mountain defends this region: conquering it costs 1 more token. The mountain stays for the next owner.
MineDwarves earn +1 coin for each Mine region they hold, even In Decline. It does not change the conquest cost.
MountainA mountain defends this region: conquering it costs 1 more token. The mountain stays for the next owner.
Magic SourceWizards earn +1 coin for each Magic Source region they hold. It does not change the conquest cost.
Lost TribeA native tribe holds this region. Conquering it costs 1 more token for each tribe, and the tribe is then removed.
MountainA mountain defends this region: conquering it costs 1 more token. The mountain stays for the next owner.
Lost TribeA native tribe holds this region. Conquering it costs 1 more token for each tribe, and the tribe is then removed.
MineDwarves earn +1 coin for each Mine region they hold, even In Decline. It does not change the conquest cost.
Lost TribeA native tribe holds this region. Conquering it costs 1 more token for each tribe, and the tribe is then removed.
CavernUnderworld conquers it for 1 token less, and all Cavern regions count as neighbours for Underworld.
Magic SourceWizards earn +1 coin for each Magic Source region they hold. It does not change the conquest cost.
Lost TribeA native tribe holds this region. Conquering it costs 1 more token for each tribe, and the tribe is then removed.
Lost TribeA native tribe holds this region. Conquering it costs 1 more token for each tribe, and the tribe is then removed.
Lost TribeA native tribe holds this region. Conquering it costs 1 more token for each tribe, and the tribe is then removed.Mountain ×4Farmland ×4Forest ×4Swamp ×4Hill ×4Sea / Lake ×33 players
30 regionsSea / Lake
Border zone: a first conquest may start here.
Only the Seafaring power may conquer the water.
Occupants
Empty: no tribe here.
Cost to conquer
- Base cost
- 2
- Before discounts
- 2
Before race and power discounts. Not in reach from your regions now.
Farmland
Features

Magic Source
Wizards earn +1 coin for each Magic Source region they hold. It does not change the conquest cost.
Occupants
Lost Tribe · 1 token
Cost to conquer
- Base cost
- 2
- Lost Tribe
- +1
- Before discounts
- 3
Before race and power discounts. Not in reach from your regions now.
Forest
Border zone: a first conquest may start here.
Features

Mine
Dwarves earn +1 coin for each Mine region they hold, even In Decline. It does not change the conquest cost.
Occupants
Empty: no tribe here.
Cost to conquer
- Base cost
- 2
- Before discounts
- 2
Before race and power discounts. Not in reach from your regions now.
Mountain
Border zone: a first conquest may start here.
Features

Mountain
A mountain defends this region: conquering it costs 1 more token. The mountain stays for the next owner.
Occupants
Empty: no tribe here.
Cost to conquer
- Base cost
- 2
- Mountain
- +1
- Before discounts
- 3
Before race and power discounts. Not in reach from your regions now.
Farmland
Border zone: a first conquest may start here.
Occupants
Empty: no tribe here.
Cost to conquer
- Base cost
- 2
- Before discounts
- 2
Before race and power discounts. Not in reach from your regions now.
Swamp
Border zone: a first conquest may start here.
Features

Cavern
Underworld conquers it for 1 token less, and all Cavern regions count as neighbours for Underworld.
Occupants
Empty: no tribe here.
Cost to conquer
- Base cost
- 2
- Before discounts
- 2
Before race and power discounts. Not in reach from your regions now.
Forest
Border zone: a first conquest may start here.
Occupants
Empty: no tribe here.
Cost to conquer
- Base cost
- 2
- Before discounts
- 2
Before race and power discounts. Not in reach from your regions now.
Swamp
Border zone: a first conquest may start here.
Features

Mine
Dwarves earn +1 coin for each Mine region they hold, even In Decline. It does not change the conquest cost.
Occupants
Empty: no tribe here.
Cost to conquer
- Base cost
- 2
- Before discounts
- 2
Before race and power discounts. Not in reach from your regions now.
Mountain
Border zone: a first conquest may start here.
Features

Mountain
A mountain defends this region: conquering it costs 1 more token. The mountain stays for the next owner.
Occupants
Empty: no tribe here.
Cost to conquer
- Base cost
- 2
- Mountain
- +1
- Before discounts
- 3
Before race and power discounts. Not in reach from your regions now.
Hill
Features

Magic Source
Wizards earn +1 coin for each Magic Source region they hold. It does not change the conquest cost.
Occupants
Empty: no tribe here.
Cost to conquer
- Base cost
- 2
- Before discounts
- 2
Before race and power discounts. Not in reach from your regions now.
Farmland
Occupants
Lost Tribe · 1 token
Cost to conquer
- Base cost
- 2
- Lost Tribe
- +1
- Before discounts
- 3
Before race and power discounts. Not in reach from your regions now.
Sea / Lake
Only the Seafaring power may conquer the water.
Occupants
Empty: no tribe here.
Cost to conquer
- Base cost
- 2
- Before discounts
- 2
Before race and power discounts. Not in reach from your regions now.
Mountain
Features

Mountain
A mountain defends this region: conquering it costs 1 more token. The mountain stays for the next owner.

Mine
Dwarves earn +1 coin for each Mine region they hold, even In Decline. It does not change the conquest cost.
Occupants
Empty: no tribe here.
Cost to conquer
- Base cost
- 2
- Mountain
- +1
- Before discounts
- 3
Before race and power discounts. Not in reach from your regions now.
Mountain
Features

Mountain
A mountain defends this region: conquering it costs 1 more token. The mountain stays for the next owner.

Cavern
Underworld conquers it for 1 token less, and all Cavern regions count as neighbours for Underworld.
Occupants
Empty: no tribe here.
Cost to conquer
- Base cost
- 2
- Mountain
- +1
- Before discounts
- 3
Before race and power discounts. Not in reach from your regions now.
Hill
Features

Magic Source
Wizards earn +1 coin for each Magic Source region they hold. It does not change the conquest cost.
Occupants
Lost Tribe · 1 token
Cost to conquer
- Base cost
- 2
- Lost Tribe
- +1
- Before discounts
- 3
Before race and power discounts. Not in reach from your regions now.
Swamp
Occupants
Lost Tribe · 1 token
Cost to conquer
- Base cost
- 2
- Lost Tribe
- +1
- Before discounts
- 3
Before race and power discounts. Not in reach from your regions now.
Swamp
Occupants
Empty: no tribe here.
Cost to conquer
- Base cost
- 2
- Before discounts
- 2
Before race and power discounts. Not in reach from your regions now.
Farmland
Border zone: a first conquest may start here.
Features

Magic Source
Wizards earn +1 coin for each Magic Source region they hold. It does not change the conquest cost.
Occupants
Empty: no tribe here.
Cost to conquer
- Base cost
- 2
- Before discounts
- 2
Before race and power discounts. Not in reach from your regions now.
Hill
Border zone: a first conquest may start here.
Occupants
Empty: no tribe here.
Cost to conquer
- Base cost
- 2
- Before discounts
- 2
Before race and power discounts. Not in reach from your regions now.
Mountain
Border zone: a first conquest may start here.
Features

Mountain
A mountain defends this region: conquering it costs 1 more token. The mountain stays for the next owner.
Occupants
Empty: no tribe here.
Cost to conquer
- Base cost
- 2
- Mountain
- +1
- Before discounts
- 3
Before race and power discounts. Not in reach from your regions now.
Forest
Features

Cavern
Underworld conquers it for 1 token less, and all Cavern regions count as neighbours for Underworld.
Occupants
Lost Tribe · 1 token
Cost to conquer
- Base cost
- 2
- Lost Tribe
- +1
- Before discounts
- 3
Before race and power discounts. Not in reach from your regions now.
Hill
Occupants
Empty: no tribe here.
Cost to conquer
- Base cost
- 2
- Before discounts
- 2
Before race and power discounts. Not in reach from your regions now.
Mountain
Border zone: a first conquest may start here.
Features

Mountain
A mountain defends this region: conquering it costs 1 more token. The mountain stays for the next owner.
Occupants
Empty: no tribe here.
Cost to conquer
- Base cost
- 2
- Mountain
- +1
- Before discounts
- 3
Before race and power discounts. Not in reach from your regions now.
Forest
Border zone: a first conquest may start here.
Features

Mine
Dwarves earn +1 coin for each Mine region they hold, even In Decline. It does not change the conquest cost.
Occupants
Lost Tribe · 1 token
Cost to conquer
- Base cost
- 2
- Lost Tribe
- +1
- Before discounts
- 3
Before race and power discounts. Not in reach from your regions now.
Hill
Features

Cavern
Underworld conquers it for 1 token less, and all Cavern regions count as neighbours for Underworld.
Occupants
Lost Tribe · 1 token
Cost to conquer
- Base cost
- 2
- Lost Tribe
- +1
- Before discounts
- 3
Before race and power discounts. Not in reach from your regions now.
Farmland
Occupants
Lost Tribe · 1 token
Cost to conquer
- Base cost
- 2
- Lost Tribe
- +1
- Before discounts
- 3
Before race and power discounts. Not in reach from your regions now.
Swamp
Features

Magic Source
Wizards earn +1 coin for each Magic Source region they hold. It does not change the conquest cost.
Occupants
Lost Tribe · 1 token
Cost to conquer
- Base cost
- 2
- Lost Tribe
- +1
- Before discounts
- 3
Before race and power discounts. Not in reach from your regions now.
Sea / Lake
Border zone: a first conquest may start here.
Only the Seafaring power may conquer the water.
Occupants
Empty: no tribe here.
Cost to conquer
- Base cost
- 2
- Before discounts
- 2
Before race and power discounts. Not in reach from your regions now.
Forest
Border zone: a first conquest may start here.
Occupants
Empty: no tribe here.
Cost to conquer
- Base cost
- 2
- Before discounts
- 2
Before race and power discounts. Not in reach from your regions now.
Mountain
Border zone: a first conquest may start here.
Features

Mountain
A mountain defends this region: conquering it costs 1 more token. The mountain stays for the next owner.
Occupants
Empty: no tribe here.
Cost to conquer
- Base cost
- 2
- Mountain
- +1
- Before discounts
- 3
Before race and power discounts. Not in reach from your regions now.
Magic SourceWizards earn +1 coin for each Magic Source region they hold. It does not change the conquest cost.
Lost TribeA native tribe holds this region. Conquering it costs 1 more token for each tribe, and the tribe is then removed.
MineDwarves earn +1 coin for each Mine region they hold, even In Decline. It does not change the conquest cost.
MountainA mountain defends this region: conquering it costs 1 more token. The mountain stays for the next owner.
CavernUnderworld conquers it for 1 token less, and all Cavern regions count as neighbours for Underworld.
MineDwarves earn +1 coin for each Mine region they hold, even In Decline. It does not change the conquest cost.
MountainA mountain defends this region: conquering it costs 1 more token. The mountain stays for the next owner.
Magic SourceWizards earn +1 coin for each Magic Source region they hold. It does not change the conquest cost.
Lost TribeA native tribe holds this region. Conquering it costs 1 more token for each tribe, and the tribe is then removed.
MountainA mountain defends this region: conquering it costs 1 more token. The mountain stays for the next owner.
MineDwarves earn +1 coin for each Mine region they hold, even In Decline. It does not change the conquest cost.
MountainA mountain defends this region: conquering it costs 1 more token. The mountain stays for the next owner.
CavernUnderworld conquers it for 1 token less, and all Cavern regions count as neighbours for Underworld.
Magic SourceWizards earn +1 coin for each Magic Source region they hold. It does not change the conquest cost.
Lost TribeA native tribe holds this region. Conquering it costs 1 more token for each tribe, and the tribe is then removed.
Lost TribeA native tribe holds this region. Conquering it costs 1 more token for each tribe, and the tribe is then removed.
Magic SourceWizards earn +1 coin for each Magic Source region they hold. It does not change the conquest cost.
MountainA mountain defends this region: conquering it costs 1 more token. The mountain stays for the next owner.
CavernUnderworld conquers it for 1 token less, and all Cavern regions count as neighbours for Underworld.
Lost TribeA native tribe holds this region. Conquering it costs 1 more token for each tribe, and the tribe is then removed.
MountainA mountain defends this region: conquering it costs 1 more token. The mountain stays for the next owner.
MineDwarves earn +1 coin for each Mine region they hold, even In Decline. It does not change the conquest cost.
Lost TribeA native tribe holds this region. Conquering it costs 1 more token for each tribe, and the tribe is then removed.
CavernUnderworld conquers it for 1 token less, and all Cavern regions count as neighbours for Underworld.
Lost TribeA native tribe holds this region. Conquering it costs 1 more token for each tribe, and the tribe is then removed.
Lost TribeA native tribe holds this region. Conquering it costs 1 more token for each tribe, and the tribe is then removed.
Magic SourceWizards earn +1 coin for each Magic Source region they hold. It does not change the conquest cost.
Lost TribeA native tribe holds this region. Conquering it costs 1 more token for each tribe, and the tribe is then removed.
MountainA mountain defends this region: conquering it costs 1 more token. The mountain stays for the next owner.Mountain ×7Farmland ×5Forest ×5Swamp ×5Hill ×5Sea / Lake ×34 players
39 regionsSea / Lake
Border zone: a first conquest may start here.
Only the Seafaring power may conquer the water.
Occupants
Empty: no tribe here.
Cost to conquer
- Base cost
- 2
- Before discounts
- 2
Before race and power discounts. Not in reach from your regions now.
Farmland
Occupants
Empty: no tribe here.
Cost to conquer
- Base cost
- 2
- Before discounts
- 2
Before race and power discounts. Not in reach from your regions now.
Swamp
Features

Magic Source
Wizards earn +1 coin for each Magic Source region they hold. It does not change the conquest cost.
Occupants
Lost Tribe · 1 token
Cost to conquer
- Base cost
- 2
- Lost Tribe
- +1
- Before discounts
- 3
Before race and power discounts. Not in reach from your regions now.
Forest
Occupants
Empty: no tribe here.
Cost to conquer
- Base cost
- 2
- Before discounts
- 2
Before race and power discounts. Not in reach from your regions now.
Mountain
Border zone: a first conquest may start here.
Features

Mountain
A mountain defends this region: conquering it costs 1 more token. The mountain stays for the next owner.
Occupants
Empty: no tribe here.
Cost to conquer
- Base cost
- 2
- Mountain
- +1
- Before discounts
- 3
Before race and power discounts. Not in reach from your regions now.
Swamp
Border zone: a first conquest may start here.
Features

Mine
Dwarves earn +1 coin for each Mine region they hold, even In Decline. It does not change the conquest cost.
Occupants
Lost Tribe · 1 token
Cost to conquer
- Base cost
- 2
- Lost Tribe
- +1
- Before discounts
- 3
Before race and power discounts. Not in reach from your regions now.
Farmland
Border zone: a first conquest may start here.
Occupants
Empty: no tribe here.
Cost to conquer
- Base cost
- 2
- Before discounts
- 2
Before race and power discounts. Not in reach from your regions now.
Hill
Occupants
Empty: no tribe here.
Cost to conquer
- Base cost
- 2
- Before discounts
- 2
Before race and power discounts. Not in reach from your regions now.
Swamp
Occupants
Lost Tribe · 1 token
Cost to conquer
- Base cost
- 2
- Lost Tribe
- +1
- Before discounts
- 3
Before race and power discounts. Not in reach from your regions now.
Hill
Features

Cavern
Underworld conquers it for 1 token less, and all Cavern regions count as neighbours for Underworld.
Occupants
Lost Tribe · 1 token
Cost to conquer
- Base cost
- 2
- Lost Tribe
- +1
- Before discounts
- 3
Before race and power discounts. Not in reach from your regions now.
Farmland
Features

Mine
Dwarves earn +1 coin for each Mine region they hold, even In Decline. It does not change the conquest cost.
Occupants
Lost Tribe · 1 token
Cost to conquer
- Base cost
- 2
- Lost Tribe
- +1
- Before discounts
- 3
Before race and power discounts. Not in reach from your regions now.
Forest
Border zone: a first conquest may start here.
Features

Cavern
Underworld conquers it for 1 token less, and all Cavern regions count as neighbours for Underworld.
Occupants
Lost Tribe · 1 token
Cost to conquer
- Base cost
- 2
- Lost Tribe
- +1
- Before discounts
- 3
Before race and power discounts. Not in reach from your regions now.
Hill
Border zone: a first conquest may start here.
Occupants
Lost Tribe · 1 token
Cost to conquer
- Base cost
- 2
- Lost Tribe
- +1
- Before discounts
- 3
Before race and power discounts. Not in reach from your regions now.
Farmland
Occupants
Empty: no tribe here.
Cost to conquer
- Base cost
- 2
- Before discounts
- 2
Before race and power discounts. Not in reach from your regions now.
Hill
Features

Magic Source
Wizards earn +1 coin for each Magic Source region they hold. It does not change the conquest cost.
Occupants
Empty: no tribe here.
Cost to conquer
- Base cost
- 2
- Before discounts
- 2
Before race and power discounts. Not in reach from your regions now.
Mountain
Features

Mountain
A mountain defends this region: conquering it costs 1 more token. The mountain stays for the next owner.

Mine
Dwarves earn +1 coin for each Mine region they hold, even In Decline. It does not change the conquest cost.

Cavern
Underworld conquers it for 1 token less, and all Cavern regions count as neighbours for Underworld.
Occupants
Empty: no tribe here.
Cost to conquer
- Base cost
- 2
- Mountain
- +1
- Before discounts
- 3
Before race and power discounts. Not in reach from your regions now.
Mountain
Features

Mountain
A mountain defends this region: conquering it costs 1 more token. The mountain stays for the next owner.
Occupants
Empty: no tribe here.
Cost to conquer
- Base cost
- 2
- Mountain
- +1
- Before discounts
- 3
Before race and power discounts. Not in reach from your regions now.
Swamp
Features

Cavern
Underworld conquers it for 1 token less, and all Cavern regions count as neighbours for Underworld.
Occupants
Lost Tribe · 1 token
Cost to conquer
- Base cost
- 2
- Lost Tribe
- +1
- Before discounts
- 3
Before race and power discounts. Not in reach from your regions now.
Forest
Features

Magic Source
Wizards earn +1 coin for each Magic Source region they hold. It does not change the conquest cost.
Occupants
Lost Tribe · 1 token
Cost to conquer
- Base cost
- 2
- Lost Tribe
- +1
- Before discounts
- 3
Before race and power discounts. Not in reach from your regions now.
Farmland
Occupants
Lost Tribe · 1 token
Cost to conquer
- Base cost
- 2
- Lost Tribe
- +1
- Before discounts
- 3
Before race and power discounts. Not in reach from your regions now.
Sea / Lake
Only the Seafaring power may conquer the water.
Occupants
Empty: no tribe here.
Cost to conquer
- Base cost
- 2
- Before discounts
- 2
Before race and power discounts. Not in reach from your regions now.
Swamp
Features

Mine
Dwarves earn +1 coin for each Mine region they hold, even In Decline. It does not change the conquest cost.
Occupants
Empty: no tribe here.
Cost to conquer
- Base cost
- 2
- Before discounts
- 2
Before race and power discounts. Not in reach from your regions now.
Forest
Features

Magic Source
Wizards earn +1 coin for each Magic Source region they hold. It does not change the conquest cost.
Occupants
Lost Tribe · 1 token
Cost to conquer
- Base cost
- 2
- Lost Tribe
- +1
- Before discounts
- 3
Before race and power discounts. Not in reach from your regions now.
Mountain
Border zone: a first conquest may start here.
Features

Mountain
A mountain defends this region: conquering it costs 1 more token. The mountain stays for the next owner.
Occupants
Empty: no tribe here.
Cost to conquer
- Base cost
- 2
- Mountain
- +1
- Before discounts
- 3
Before race and power discounts. Not in reach from your regions now.
Forest
Border zone: a first conquest may start here.
Features

Cavern
Underworld conquers it for 1 token less, and all Cavern regions count as neighbours for Underworld.
Occupants
Empty: no tribe here.
Cost to conquer
- Base cost
- 2
- Before discounts
- 2
Before race and power discounts. Not in reach from your regions now.
Farmland
Border zone: a first conquest may start here.
Occupants
Empty: no tribe here.
Cost to conquer
- Base cost
- 2
- Before discounts
- 2
Before race and power discounts. Not in reach from your regions now.
Hill
Occupants
Lost Tribe · 1 token
Cost to conquer
- Base cost
- 2
- Lost Tribe
- +1
- Before discounts
- 3
Before race and power discounts. Not in reach from your regions now.
Swamp
Border zone: a first conquest may start here.
Features

Cavern
Underworld conquers it for 1 token less, and all Cavern regions count as neighbours for Underworld.
Occupants
Lost Tribe · 1 token
Cost to conquer
- Base cost
- 2
- Lost Tribe
- +1
- Before discounts
- 3
Before race and power discounts. Not in reach from your regions now.
Forest
Border zone: a first conquest may start here.
Features

Magic Source
Wizards earn +1 coin for each Magic Source region they hold. It does not change the conquest cost.
Occupants
Empty: no tribe here.
Cost to conquer
- Base cost
- 2
- Before discounts
- 2
Before race and power discounts. Not in reach from your regions now.
Mountain
Border zone: a first conquest may start here.
Features

Mountain
A mountain defends this region: conquering it costs 1 more token. The mountain stays for the next owner.
Occupants
Empty: no tribe here.
Cost to conquer
- Base cost
- 2
- Mountain
- +1
- Before discounts
- 3
Before race and power discounts. Not in reach from your regions now.
Hill
Border zone: a first conquest may start here.
Features

Mine
Dwarves earn +1 coin for each Mine region they hold, even In Decline. It does not change the conquest cost.
Occupants
Empty: no tribe here.
Cost to conquer
- Base cost
- 2
- Before discounts
- 2
Before race and power discounts. Not in reach from your regions now.
Farmland
Border zone: a first conquest may start here.
Occupants
Empty: no tribe here.
Cost to conquer
- Base cost
- 2
- Before discounts
- 2
Before race and power discounts. Not in reach from your regions now.
Mountain
Border zone: a first conquest may start here.
Features

Mountain
A mountain defends this region: conquering it costs 1 more token. The mountain stays for the next owner.

Mine
Dwarves earn +1 coin for each Mine region they hold, even In Decline. It does not change the conquest cost.
Occupants
Empty: no tribe here.
Cost to conquer
- Base cost
- 2
- Mountain
- +1
- Before discounts
- 3
Before race and power discounts. Not in reach from your regions now.
Mountain
Features

Mountain
A mountain defends this region: conquering it costs 1 more token. The mountain stays for the next owner.

Cavern
Underworld conquers it for 1 token less, and all Cavern regions count as neighbours for Underworld.
Occupants
Empty: no tribe here.
Cost to conquer
- Base cost
- 2
- Mountain
- +1
- Before discounts
- 3
Before race and power discounts. Not in reach from your regions now.
Forest
Features

Magic Source
Wizards earn +1 coin for each Magic Source region they hold. It does not change the conquest cost.
Occupants
Lost Tribe · 1 token
Cost to conquer
- Base cost
- 2
- Lost Tribe
- +1
- Before discounts
- 3
Before race and power discounts. Not in reach from your regions now.
Forest
Border zone: a first conquest may start here.
Occupants
Empty: no tribe here.
Cost to conquer
- Base cost
- 2
- Before discounts
- 2
Before race and power discounts. Not in reach from your regions now.
Sea / Lake
Border zone: a first conquest may start here.
Only the Seafaring power may conquer the water.
Occupants
Empty: no tribe here.
Cost to conquer
- Base cost
- 2
- Before discounts
- 2
Before race and power discounts. Not in reach from your regions now.
Mountain
Features

Mountain
A mountain defends this region: conquering it costs 1 more token. The mountain stays for the next owner.

Mine
Dwarves earn +1 coin for each Mine region they hold, even In Decline. It does not change the conquest cost.
Occupants
Empty: no tribe here.
Cost to conquer
- Base cost
- 2
- Mountain
- +1
- Before discounts
- 3
Before race and power discounts. Not in reach from your regions now.
Swamp
Border zone: a first conquest may start here.
Features

Magic Source
Wizards earn +1 coin for each Magic Source region they hold. It does not change the conquest cost.
Occupants
Empty: no tribe here.
Cost to conquer
- Base cost
- 2
- Before discounts
- 2
Before race and power discounts. Not in reach from your regions now.
Magic SourceWizards earn +1 coin for each Magic Source region they hold. It does not change the conquest cost.
Lost TribeA native tribe holds this region. Conquering it costs 1 more token for each tribe, and the tribe is then removed.
MountainA mountain defends this region: conquering it costs 1 more token. The mountain stays for the next owner.
MineDwarves earn +1 coin for each Mine region they hold, even In Decline. It does not change the conquest cost.
Lost TribeA native tribe holds this region. Conquering it costs 1 more token for each tribe, and the tribe is then removed.
Lost TribeA native tribe holds this region. Conquering it costs 1 more token for each tribe, and the tribe is then removed.
CavernUnderworld conquers it for 1 token less, and all Cavern regions count as neighbours for Underworld.
Lost TribeA native tribe holds this region. Conquering it costs 1 more token for each tribe, and the tribe is then removed.
MineDwarves earn +1 coin for each Mine region they hold, even In Decline. It does not change the conquest cost.
Lost TribeA native tribe holds this region. Conquering it costs 1 more token for each tribe, and the tribe is then removed.
CavernUnderworld conquers it for 1 token less, and all Cavern regions count as neighbours for Underworld.
Lost TribeA native tribe holds this region. Conquering it costs 1 more token for each tribe, and the tribe is then removed.
Lost TribeA native tribe holds this region. Conquering it costs 1 more token for each tribe, and the tribe is then removed.
Magic SourceWizards earn +1 coin for each Magic Source region they hold. It does not change the conquest cost.
MountainA mountain defends this region: conquering it costs 1 more token. The mountain stays for the next owner.
MineDwarves earn +1 coin for each Mine region they hold, even In Decline. It does not change the conquest cost.
CavernUnderworld conquers it for 1 token less, and all Cavern regions count as neighbours for Underworld.
MountainA mountain defends this region: conquering it costs 1 more token. The mountain stays for the next owner.
CavernUnderworld conquers it for 1 token less, and all Cavern regions count as neighbours for Underworld.
Lost TribeA native tribe holds this region. Conquering it costs 1 more token for each tribe, and the tribe is then removed.
Magic SourceWizards earn +1 coin for each Magic Source region they hold. It does not change the conquest cost.
Lost TribeA native tribe holds this region. Conquering it costs 1 more token for each tribe, and the tribe is then removed.
Lost TribeA native tribe holds this region. Conquering it costs 1 more token for each tribe, and the tribe is then removed.
MineDwarves earn +1 coin for each Mine region they hold, even In Decline. It does not change the conquest cost.
Magic SourceWizards earn +1 coin for each Magic Source region they hold. It does not change the conquest cost.
Lost TribeA native tribe holds this region. Conquering it costs 1 more token for each tribe, and the tribe is then removed.
MountainA mountain defends this region: conquering it costs 1 more token. The mountain stays for the next owner.
CavernUnderworld conquers it for 1 token less, and all Cavern regions count as neighbours for Underworld.
Lost TribeA native tribe holds this region. Conquering it costs 1 more token for each tribe, and the tribe is then removed.
CavernUnderworld conquers it for 1 token less, and all Cavern regions count as neighbours for Underworld.
Lost TribeA native tribe holds this region. Conquering it costs 1 more token for each tribe, and the tribe is then removed.
Magic SourceWizards earn +1 coin for each Magic Source region they hold. It does not change the conquest cost.
MountainA mountain defends this region: conquering it costs 1 more token. The mountain stays for the next owner.
MineDwarves earn +1 coin for each Mine region they hold, even In Decline. It does not change the conquest cost.
MountainA mountain defends this region: conquering it costs 1 more token. The mountain stays for the next owner.
MineDwarves earn +1 coin for each Mine region they hold, even In Decline. It does not change the conquest cost.
MountainA mountain defends this region: conquering it costs 1 more token. The mountain stays for the next owner.
CavernUnderworld conquers it for 1 token less, and all Cavern regions count as neighbours for Underworld.
Magic SourceWizards earn +1 coin for each Magic Source region they hold. It does not change the conquest cost.
Lost TribeA native tribe holds this region. Conquering it costs 1 more token for each tribe, and the tribe is then removed.
MountainA mountain defends this region: conquering it costs 1 more token. The mountain stays for the next owner.
MineDwarves earn +1 coin for each Mine region they hold, even In Decline. It does not change the conquest cost.
Magic SourceWizards earn +1 coin for each Magic Source region they hold. It does not change the conquest cost.Forest ×8Mountain ×8Farmland ×7Swamp ×7Hill ×6Sea / Lake ×35 players
48 regionsSea / Lake
Border zone: a first conquest may start here.
Only the Seafaring power may conquer the water.
Occupants
Empty: no tribe here.
Cost to conquer
- Base cost
- 2
- Before discounts
- 2
Before race and power discounts. Not in reach from your regions now.
Mountain
Border zone: a first conquest may start here.
Features

Mountain
A mountain defends this region: conquering it costs 1 more token. The mountain stays for the next owner.
Occupants
Empty: no tribe here.
Cost to conquer
- Base cost
- 2
- Mountain
- +1
- Before discounts
- 3
Before race and power discounts. Not in reach from your regions now.
Swamp
Border zone: a first conquest may start here.
Occupants
Empty: no tribe here.
Cost to conquer
- Base cost
- 2
- Before discounts
- 2
Before race and power discounts. Not in reach from your regions now.
Mountain
Border zone: a first conquest may start here.
Features

Mountain
A mountain defends this region: conquering it costs 1 more token. The mountain stays for the next owner.
Occupants
Empty: no tribe here.
Cost to conquer
- Base cost
- 2
- Mountain
- +1
- Before discounts
- 3
Before race and power discounts. Not in reach from your regions now.
Forest
Border zone: a first conquest may start here.
Features

Magic Source
Wizards earn +1 coin for each Magic Source region they hold. It does not change the conquest cost.
Occupants
Empty: no tribe here.
Cost to conquer
- Base cost
- 2
- Before discounts
- 2
Before race and power discounts. Not in reach from your regions now.
Farmland
Border zone: a first conquest may start here.
Occupants
Empty: no tribe here.
Cost to conquer
- Base cost
- 2
- Before discounts
- 2
Before race and power discounts. Not in reach from your regions now.
Farmland
Border zone: a first conquest may start here.
Occupants
Empty: no tribe here.
Cost to conquer
- Base cost
- 2
- Before discounts
- 2
Before race and power discounts. Not in reach from your regions now.
Hill
Border zone: a first conquest may start here.
Occupants
Empty: no tribe here.
Cost to conquer
- Base cost
- 2
- Before discounts
- 2
Before race and power discounts. Not in reach from your regions now.
Swamp
Occupants
Empty: no tribe here.
Cost to conquer
- Base cost
- 2
- Before discounts
- 2
Before race and power discounts. Not in reach from your regions now.
Mountain
Features

Mountain
A mountain defends this region: conquering it costs 1 more token. The mountain stays for the next owner.
Occupants
Empty: no tribe here.
Cost to conquer
- Base cost
- 2
- Mountain
- +1
- Before discounts
- 3
Before race and power discounts. Not in reach from your regions now.
Mountain
Features

Mountain
A mountain defends this region: conquering it costs 1 more token. The mountain stays for the next owner.
Occupants
Empty: no tribe here.
Cost to conquer
- Base cost
- 2
- Mountain
- +1
- Before discounts
- 3
Before race and power discounts. Not in reach from your regions now.
Hill
Occupants
Empty: no tribe here.
Cost to conquer
- Base cost
- 2
- Before discounts
- 2
Before race and power discounts. Not in reach from your regions now.
Farmland
Occupants
Empty: no tribe here.
Cost to conquer
- Base cost
- 2
- Before discounts
- 2
Before race and power discounts. Not in reach from your regions now.
Hill
Occupants
Empty: no tribe here.
Cost to conquer
- Base cost
- 2
- Before discounts
- 2
Before race and power discounts. Not in reach from your regions now.
Farmland
Occupants
Empty: no tribe here.
Cost to conquer
- Base cost
- 2
- Before discounts
- 2
Before race and power discounts. Not in reach from your regions now.
Hill
Occupants
Empty: no tribe here.
Cost to conquer
- Base cost
- 2
- Before discounts
- 2
Before race and power discounts. Not in reach from your regions now.
Forest
Occupants
Empty: no tribe here.
Cost to conquer
- Base cost
- 2
- Before discounts
- 2
Before race and power discounts. Not in reach from your regions now.
Swamp
Occupants
Empty: no tribe here.
Cost to conquer
- Base cost
- 2
- Before discounts
- 2
Before race and power discounts. Not in reach from your regions now.
Hill
Occupants
Empty: no tribe here.
Cost to conquer
- Base cost
- 2
- Before discounts
- 2
Before race and power discounts. Not in reach from your regions now.
Mountain
Border zone: a first conquest may start here.
Features

Mountain
A mountain defends this region: conquering it costs 1 more token. The mountain stays for the next owner.
Occupants
Empty: no tribe here.
Cost to conquer
- Base cost
- 2
- Mountain
- +1
- Before discounts
- 3
Before race and power discounts. Not in reach from your regions now.
Farmland
Border zone: a first conquest may start here.
Occupants
Empty: no tribe here.
Cost to conquer
- Base cost
- 2
- Before discounts
- 2
Before race and power discounts. Not in reach from your regions now.
Swamp
Occupants
Empty: no tribe here.
Cost to conquer
- Base cost
- 2
- Before discounts
- 2
Before race and power discounts. Not in reach from your regions now.
Sea / Lake
Only the Seafaring power may conquer the water.
Occupants
Empty: no tribe here.
Cost to conquer
- Base cost
- 2
- Before discounts
- 2
Before race and power discounts. Not in reach from your regions now.
Mountain
Features

Mountain
A mountain defends this region: conquering it costs 1 more token. The mountain stays for the next owner.
Occupants
Empty: no tribe here.
Cost to conquer
- Base cost
- 2
- Mountain
- +1
- Before discounts
- 3
Before race and power discounts. Not in reach from your regions now.
Farmland
Occupants
Lost Tribe · 1 token
Cost to conquer
- Base cost
- 2
- Lost Tribe
- +1
- Before discounts
- 3
Before race and power discounts. Not in reach from your regions now.
Forest
Border zone: a first conquest may start here.
Occupants
Empty: no tribe here.
Cost to conquer
- Base cost
- 2
- Before discounts
- 2
Before race and power discounts. Not in reach from your regions now.
Swamp
Occupants
Empty: no tribe here.
Cost to conquer
- Base cost
- 2
- Before discounts
- 2
Before race and power discounts. Not in reach from your regions now.
Hill
Occupants
Empty: no tribe here.
Cost to conquer
- Base cost
- 2
- Before discounts
- 2
Before race and power discounts. Not in reach from your regions now.
Farmland
Occupants
Empty: no tribe here.
Cost to conquer
- Base cost
- 2
- Before discounts
- 2
Before race and power discounts. Not in reach from your regions now.
Forest
Occupants
Empty: no tribe here.
Cost to conquer
- Base cost
- 2
- Before discounts
- 2
Before race and power discounts. Not in reach from your regions now.
Hill
Features

Magic Source
Wizards earn +1 coin for each Magic Source region they hold. It does not change the conquest cost.

Cavern
Underworld conquers it for 1 token less, and all Cavern regions count as neighbours for Underworld.
Occupants
Lost Tribe · 2 tokens
Cost to conquer
- Base cost
- 2
- Lost Tribe
- +2
- Before discounts
- 4
Before race and power discounts. Not in reach from your regions now.
Swamp
Border zone: a first conquest may start here.
Occupants
Empty: no tribe here.
Cost to conquer
- Base cost
- 2
- Before discounts
- 2
Before race and power discounts. Not in reach from your regions now.
Hill
Border zone: a first conquest may start here.
Occupants
Empty: no tribe here.
Cost to conquer
- Base cost
- 2
- Before discounts
- 2
Before race and power discounts. Not in reach from your regions now.
Sea / Lake
Border zone: a first conquest may start here.
Only the Seafaring power may conquer the water.
Occupants
Empty: no tribe here.
Cost to conquer
- Base cost
- 2
- Before discounts
- 2
Before race and power discounts. Not in reach from your regions now.
Forest
Border zone: a first conquest may start here.
Occupants
Empty: no tribe here.
Cost to conquer
- Base cost
- 2
- Before discounts
- 2
Before race and power discounts. Not in reach from your regions now.
Mountain
Features

Mountain
A mountain defends this region: conquering it costs 1 more token. The mountain stays for the next owner.
Occupants
Empty: no tribe here.
Cost to conquer
- Base cost
- 2
- Mountain
- +1
- Before discounts
- 3
Before race and power discounts. Not in reach from your regions now.
Mountain
Border zone: a first conquest may start here.
Features

Mountain
A mountain defends this region: conquering it costs 1 more token. The mountain stays for the next owner.
Occupants
Empty: no tribe here.
Cost to conquer
- Base cost
- 2
- Mountain
- +1
- Before discounts
- 3
Before race and power discounts. Not in reach from your regions now.
Forest
Occupants
Empty: no tribe here.
Cost to conquer
- Base cost
- 2
- Before discounts
- 2
Before race and power discounts. Not in reach from your regions now.
Mountain
Border zone: a first conquest may start here.
Features

Mountain
A mountain defends this region: conquering it costs 1 more token. The mountain stays for the next owner.
Occupants
Empty: no tribe here.
Cost to conquer
- Base cost
- 2
- Mountain
- +1
- Before discounts
- 3
Before race and power discounts. Not in reach from your regions now.
Hill
Border zone: a first conquest may start here.
Occupants
Empty: no tribe here.
Cost to conquer
- Base cost
- 2
- Before discounts
- 2
Before race and power discounts. Not in reach from your regions now.
Farmland
Occupants
Empty: no tribe here.
Cost to conquer
- Base cost
- 2
- Before discounts
- 2
Before race and power discounts. Not in reach from your regions now.
Forest
Occupants
Empty: no tribe here.
Cost to conquer
- Base cost
- 2
- Before discounts
- 2
Before race and power discounts. Not in reach from your regions now.
Swamp
Border zone: a first conquest may start here.
Occupants
Empty: no tribe here.
Cost to conquer
- Base cost
- 2
- Before discounts
- 2
Before race and power discounts. Not in reach from your regions now.
Forest
Border zone: a first conquest may start here.
Occupants
Empty: no tribe here.
Cost to conquer
- Base cost
- 2
- Before discounts
- 2
Before race and power discounts. Not in reach from your regions now.
Swamp
Occupants
Empty: no tribe here.
Cost to conquer
- Base cost
- 2
- Before discounts
- 2
Before race and power discounts. Not in reach from your regions now.
Forest
Occupants
Empty: no tribe here.
Cost to conquer
- Base cost
- 2
- Before discounts
- 2
Before race and power discounts. Not in reach from your regions now.
Swamp
Border zone: a first conquest may start here.
Occupants
Empty: no tribe here.
Cost to conquer
- Base cost
- 2
- Before discounts
- 2
Before race and power discounts. Not in reach from your regions now.
Farmland
Border zone: a first conquest may start here.
Occupants
Empty: no tribe here.
Cost to conquer
- Base cost
- 2
- Before discounts
- 2
Before race and power discounts. Not in reach from your regions now.
MountainA mountain defends this region: conquering it costs 1 more token. The mountain stays for the next owner.
MountainA mountain defends this region: conquering it costs 1 more token. The mountain stays for the next owner.
Magic SourceWizards earn +1 coin for each Magic Source region they hold. It does not change the conquest cost.
MountainA mountain defends this region: conquering it costs 1 more token. The mountain stays for the next owner.
MountainA mountain defends this region: conquering it costs 1 more token. The mountain stays for the next owner.
MountainA mountain defends this region: conquering it costs 1 more token. The mountain stays for the next owner.
MountainA mountain defends this region: conquering it costs 1 more token. The mountain stays for the next owner.
Lost TribeA native tribe holds this region. Conquering it costs 1 more token for each tribe, and the tribe is then removed.
Magic SourceWizards earn +1 coin for each Magic Source region they hold. It does not change the conquest cost.
CavernUnderworld conquers it for 1 token less, and all Cavern regions count as neighbours for Underworld.
Lost TribeA native tribe holds this region. Conquering it costs 1 more token for each tribe, and the tribe is then removed.
MountainA mountain defends this region: conquering it costs 1 more token. The mountain stays for the next owner.
MountainA mountain defends this region: conquering it costs 1 more token. The mountain stays for the next owner.
MountainA mountain defends this region: conquering it costs 1 more token. The mountain stays for the next owner.Mountain ×9Swamp ×9Forest ×9Farmland ×9Hill ×9Sea / Lake ×3
Board appearance
Choose the map treatment you see at every Small World table. This account preference follows you between rooms.






























