($49.99; 2-5 players; Ages 10+; daysofwonder.com)
(five stars)
Resolving this year to branch out and play more traditional tabletop games has lead me to so many delights that could never be captured by a videogame. With all of the advances in texture modeling, 3D animation, motion capture, storytelling, etc., some types of games are just meant to be played on a flat surface... and I don't mean a plasma.
"Smallworld" from Days of Wonder is one of those types of games.
Actually a reimplementation of an older game known as "Vinci," "Smallworld" is a conquer-and-control style of game where points are awarded at the end of each round for the number of territories on a map controlled by a player. The game is played in a set number of rounds and at the end, points are added up and a winner is determined.
Translated for those who are unfamiliar with boardgame mechanics: it's similar to "Risk," but its over in an hour; and there's very little luck involved.
Unlike "Vinci's" theme which relied on European civilizations and countries, "Smallworld" is a silly send-up of all things high-fantasy. Rather than playing in any realism, "Smallworld" has 14 different races of creatures from Dwarves and Giants, to Hobbit-like Halflings and Ratmen, all battling to control as much of the small map as possible. This is especially good for families as the cartoonish depiction of high-fantasy characters make the game visually appropriate for anyone in the home. The play mechanics are simple enough that children as young as 8 could play, though the real depth of the game will be grasped by older kids.
Each race has its own special strength and is randomly combined with 20 different special abilities. Both the race strengths and the special abilities aid the player in capturing and controlling areas of the map, or award bonus points at the end of the round. For example, a "Flying Dwarf" may capture any area of the map without needing to control an adjacent area because of the "Flying" ability, and Dwarves receive bonus points for controlling areas of the map that have mines on them. "Tritons" require less armies to conquer areas adjacent to water, and races who have the "Fortifying" special ability get to construct a castle for added defense. The random combination of races to special powers allow for a unique game every time, and strategy deciding what race a player will draft initially into the game.
Play continues with players spreading their forces in order to control as much of the map as possible. At some point, though, a player's army will be spread too thin to conquer effectively, and the player will need to strategically decide when to put that race into decline and draft a new army. Once in decline, players will continue to collect points for controlling areas of the map, but can no longer use declined races or their special abilities to conquer new areas. With the new race in place, players will have to try to conquer new areas of the map, without re-conquering areas they already control with a declined race.
Unlike "Risk," where a losing player can almost never fight their way back on top, "Smallworld's" mechanic of putting a race into decline and starting over with a new race can swing the balance of power sharply in a game. And with up to 5 people playing on a map, and with multiple races in decline, a player who's collecting a bunch of points at the end of a round because of a particularly strong race, can quickly be dominated by a newly drafted race who's forces are numerous.
The decline mechanic also prevents players from becoming too attached to their armies, and though the game naturally encourages players to gang-up on each other, knowing that you always have a race in the wings to draft when you need it, never makes "Smallworld" feel vicious. Plus the set number of rounds keeps all players in the game the entire time, as opposed to "Risk" where the first person out better have a book with them to pass the time until a winner is declared.
Two expansions have already been released for "Smallworld" with greater combinations of races and abilities for more varied play, with a third expansion, "Be Not Afraid," shipping now. And for "Smallworld" on the go, a very competent, colorful, two-player iPad version is available for about $5.
Though the high-fantasy theme and artwork may not sit well for those who would have preferred the less colorful and more mundane look of "Vinci," "Smallworld" is a great game for hardcore and casual gamers alike. And a highly recommended replacement for some of those more common family games out there.
Disclaimer: Review copy provided by Days of Wonder
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