BOARDS

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.

  • Amazons6
    Amazons
    In Decline

    Amazons

    +4 tokens for conquest only, returned at redeployment.

  • Dwarves3
    Dwarves
    In Decline

    Dwarves

    +1 coin per Mine region, even In Decline.

  • Elves6
    Elves
    In Decline

    Elves

    Lose no tokens when a region is conquered.

  • Ghouls5
    Ghouls

    Ghouls

    Stay on the map with every token In Decline and conquer first on each later turn.

  • Giants6
    Giants
    In Decline

    Giants

    -1 token to conquer next to a Mountain you hold.

  • Halflings6
    Halflings
    In Decline

    Halflings

    First 2 conquests become immune Holes; deploy anywhere on turn one.

  • Humans5
    Humans
    In Decline

    Humans

    +1 coin per Farmland region.

  • Orcs5
    Orcs
    In Decline

    Orcs

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

  • Ratmen8
    Ratmen
    In Decline

    Ratmen

    Their numbers are enough.

  • Skeletons6
    Skeletons
    In Decline

    Skeletons

    +1 token per 2 non-empty regions conquered.

  • Sorcerers5
    Sorcerers
    In Decline

    Sorcerers

    Swap a lone adjacent enemy for a Sorcerer, once per opponent.

  • Tritons6
    Tritons
    In Decline

    Tritons

    -1 token to conquer regions next to the sea.

  • Trolls5
    Trolls
    In Decline

    Trolls

    Troll's Lair in every region: +1 defense, stays In Decline.

  • Wizards5
    Wizards
    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.

  • Alchemist
    4

    Alchemist

    +2 coins every turn.

  • Berserk
    4

    Berserk

    Roll the Reinforcement die before each conquest.

  • Bivouacking
    5

    Bivouacking

    5 Encampments: +1 defense each, redistributable.

  • Commando
    4

    Commando

    -1 token to conquer any region.

  • Diplomat
    5

    Diplomat

    Declare peace with one opponent each turn.

  • Dragon Master
    5

    Dragon Master

    Conquer any region with 1 token + the Dragon.

  • Flying
    5

    Flying

    Conquer any land region regardless of adjacency.

  • Forest
    4

    Forest

    +1 coin per Forest region.

  • Fortified
    3

    Fortified

    Place a Fortress once per turn; +1 coin per Fortress.

  • Heroic
    5

    Heroic

    2 Heroes make their regions immune.

  • Hill
    4

    Hill

    +1 coin per Hill region.

  • Merchant
    2

    Merchant

    +1 coin per region occupied.

  • Mounted
    5

    Mounted

    -1 token to conquer Farmland and Hill regions.

  • Pillaging
    5

    Pillaging

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

  • Seafaring
    5

    Seafaring

    Conquer Sea and Lake regions.

  • Spirit
    5

    Spirit

    Keep two In-Decline races on the map.

  • Stout
    4

    Stout

    Decline right after a conquering turn.

  • Swamp
    4

    Swamp

    +1 coin per Swamp region.

  • Underworld
    5

    Underworld

    -1 token for Caverns; all Caverns are adjacent.

  • Wealthy
    7

    Wealthy

    +7 coins once, after your first turn.

Combos

Any Race pairs with any Power — 280 combinations. Here are a few classic ones.

  • Sorcerers5
    Flying
    +5

    Flying · Sorcerers

    Reach anywhere on the map, then swap lone enemies for Sorcerers.

  • Dwarves3
    Hill
    +4

    Hill · Dwarves

    Coins from Hills and Mines stack up fast and keep paying In Decline.

  • Orcs5
    Berserk
    +4

    Berserk · Orcs

    The die softens every conquest while Orcs cash in each region taken.

  • Trolls5
    Dragon Master
    +5

    Dragon Master · Trolls

    A Lair in every region plus one untouchable Dragon fortress.

  • Amazons6
    Wealthy
    +7

    Wealthy · Amazons

    Ten tokens for a huge first turn, then seven bonus coins.

  • Skeletons6
    Underworld
    +5

    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 regions
    111111111
    Mountain ×4Farmland ×4Forest ×4Swamp ×4Hill ×4Sea / Lake ×3
  • 3 players

    30 regions
    111111111
    Mountain ×7Farmland ×5Forest ×5Swamp ×5Hill ×5Sea / Lake ×3
  • 4 players

    39 regions
    11111111111111
    Forest ×8Mountain ×8Farmland ×7Swamp ×7Hill ×6Sea / Lake ×3
  • 5 players

    48 regions
    12
    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.

Sunlit AtlasWarm gouache terrain and gilded, curving frontiers.
Nocturne AtlasThe same cartography in a cool, evening palette.

Sign in to save your board choice.

This site uses cookies

Essential cookies only, for authentication and game sessions. No tracking.