smallworld
In Small World, players vie for conquest and control of a world that is simply too small to accommodate them all.
Small World is inhabited by a zany cast of characters such as dwarves, wizards, amazons, giants, orcs, and even humans, who use their troops to occupy territory and conquer adjacent lands in order to push the other races off the face of the earth.
Število igralcev: 2 - 5
Igralni čas: 29 mn
Kompleksnost: 3 / 5
Igraj smallworld in 960 ostalih iger online.
Brez dodatnih prenosov, neposredno iz vašega brskalnika.
S prijatelji in tisoči igralcev iz celega sveta.
Zastonj.
Igraj smallworld in 960 ostalih iger online.
Brez dodatnih prenosov, neposredno iz vašega brskalnika.
S prijatelji in tisoči igralcev iz celega sveta.
Zastonj.
Povzetek pravil
Overview
Quickly expand your race across the island whilst destroying your opponents' chance of expansion
Your First Turn
For every player, their first turn of the game is slightly different
First, pick a randomly combined race/power. If you pick a combo beyond the first, pay one coin to each you wish to skip, these will then be claimed by someone who does pick it (Every player starts the game with enough coin to buy any available combo)
Once a combo is picked, take a number of race tokens for the race equal to the large numbers on BOTH the race and power tiles
Some races give extra race tokens during the game, but most only give what you get at this point, the race tokens are limited by the supply even if you come across a combo which could exceed this
After choosing your race, make your first Conquest, this must be to a landmass bordering the edge of the map
To conquer a region, you need 2 Race tokens +1 token for each piece present in the space (terrain, tribe, or opponents), all race tokens used to conquer a region stay in that region for now
You can conquer additional regions as long as they are adjacent to a region you already control
If another Race is conquered in this way, the owner takes them into their hand and puts one back into the box, losing it permanently
For the player's final conquest of the turn, providing they don't have enough pieces to actually conquer it yet still hold at least 1 token, they may roll the reinforcement Dice to see if they get lucky and gain extra strength to conquer it or not
After which, any opponents holding race tokens conquered this turn can now redeploy them in their owned regions
The active player then can redistribute their race tokens as they wish, providing at least 1 race token remains in all regions they occupy
Finally, the active player gains a coin for each region they occupy (plus bonus coins from certain powers if applicable)
Turn
After every player has taken their first turn, subsequent turns contain two choices for each player
• A player can choose to Expand, taking active race tokens from regions they own back into their hand (leaving at least one on the board) and conquering new adjacent regions as per the above rules
• A player can choose to Decline, taking all but 1 race token from regions they own and putting it back into the box, then flipping all the single race tokens belonging to them to the Decline side, as well as flipping the race/power tiles to their decline side. (This usually means the abilities are no longer active.) At the start of their next turn, they pick a new race/power combo like in the first turn by paying to skip any they aren't interested in. Declined races on regions still count as being owned by that player for scoring purposes. A player can only have one Active and one Decline Race, so the second and subsequent time this option is chosen, the oldest Declined race is fully discarded.
Game End
The game ends after a set number of rounds based on player count
The player with the most coins wins!
If tied, the player with the most race tokens (Active & Declined) out on the board wins!