Why Small World Became Our Go-To Game for Breaking the Ice (And Starting Friendly Wars)


Beginning: I’ll admit – When the first person introduced Small World to our weekly game night, I was not thinking much would come of it. The box cover seemed a bit silly and I thought it would simply be a long, drawn-out area control game. Oh boy, was I wrong!

Perfect for Our Group: What makes Small World perfect for our group is the fact that it seems to walk that very thin line between being easily understood by newcomers and yet still having enough depth for our veterans to enjoy. The basic concept is ridiculously easy to grasp – Pick a fantasy race with a unique ability, capture territory, earn points. However, the number of potential combinations you receive is wild at times. I remember a particular game where my friend Jake received “Diplomatic Skeletons” and we could not stop laughing at the picture of undead diplomats attempting to negotiate peaceful treaties. Honestly, I believe the humor incorporated into the game is one of its greatest strengths.

Setup: The setup process is extremely creative too. While it may take a few minutes, laying out five random race/ability combinations and if you want to purchase one of the lower priced combinations, you must use coins to pass over the ones previously available. These coins simply remain on the board until the end of the game, making the passed over combinations increasingly more desirable for future players. This very small element of economic pressure creates tension before the game begins. I recall last month watching two individuals debate whether or not to take advantage of “Wealthy Elves” or hold out for something better to appear. At the exact moment when you’re reviewing the combinations currently available and contemplating which combination best aligns with your preferred method of play, it’s easy to see why everyone is instantly invested.

Interactive Elements: The elements that make our social gaming nights enjoyable are the interactivity of nearly every aspect of the game. Not only are you continually interacting with your fellow players (bumping into each other and battling for territory), but also continually figuring out the ideal time to switch from the current civilization and begin anew with the selection of a new race. The combat system itself is deterministic (no dice rolls or card pulls) and maintains a smooth flow of gameplay. All you do is calculate the total amount of tokens and bonus terrain and determine who will win the battle and then move forward. I’ve personally witnessed numerous games stall due to overly complex and lengthy combat resolutions, however, Small World continues to maintain the focus on decision-making rather than chance.

Declining Civilizations: I think the most creative element of the entire design is the “Decline” mechanism. At any point in time, you have the option to essentially retire your current civilization and select a new race/ability combination upon your next turn. The points earned by your retired civilization remain on the board and continue to earn points, but cannot grow or increase further. The ability to accurately assess the correct time to decline is a true test of skills. Decline too early and you leave points unearned; decline too late and you are left with a poor position and the opportunity to utilize your former civilization becomes obsolete. I have won games by perfectly timing the decline of my civilization and I have also lost games by holding onto a declining civilization far beyond its expiration date.

Variety: As mentioned, the variety is simply staggering. I would estimate that we have likely played approximately fifty games of Small World, and I am fairly confident that we have never seen the same combination of races and abilities. In a single session I once had “Flying Dwarves” which appears to be a preposterous combination but turned out to be quite successful for hopping over mountains. On another occasion, someone acquired “Berserk Halflings,” and we spent the entire game joking about tiny, enraged farmers on a rampage. The sheer randomness of the combinations makes it impossible to formulate a strategy prior to selecting your civilization, therefore, you are required to be flexible and adjust to the unexpected combination you obtain.

Teaching New Players: For introducing new players to Small World, I believe the game finds the ideal balance between explaining the basic concepts within ten minutes and offering enough complexity that experienced players will not feel that they are merely playing a children’s game. I have used the game to introduce new players to our group, such as when a friend’s roommate, who stated he did not “really” play board games, attends a game night. The game consistently succeeds in delivering enjoyable experiences for both new and returning players alike.

Drawbacks: While I truly believe that Small World is a wonderful addition to any group of gamers, there are certainly drawbacks. The primary drawback is the inherent table tension generated by the constant battles for territory. We have had instances in which a player became frustrated with being targeted repeatedly, particularly when he/she is new to the game and unfamiliar with the reasoning behind targeting choices. Small World is less severe than other area control games, but there is certainly conflict involved. Additionally, some of the combinations of races and powers are significantly stronger than others, and when one player obtains a strong combination while another receives a weaker combination, it can lead to feelings of injustice.

Another drawback is the analysis paralysis created by a few players. With numerous possible locations to expand and multiple viable expansion routes, some players tend to overthink and spend excessive amounts of time determining the optimal order to complete their turns. Unfortunately, this can cause games to extend far beyond what is normally considered acceptable. Typically, we either employ a timer of some sort or place some form of friendly pressure to expedite the process.

Components: From a component standpoint, I believe the components are excellent quality. The board is sturdy and the tokens are thick cardboard that have endured countless games. The artwork is consistently delightful throughout the game.

Time Consuming Setup: My only criticism of the components is that the setup is slightly longer than some of the other games in our collection. The process of sorting and organising the various race tokens and power badges, arranging the board for the appropriate player count and distributing starting coins, etc., takes a bit of time. While it is not excessively time consuming, when you are attempting to fit in several games in a three-hour window, time is money.

What I Love Most About Small World: I believe the most appealing aspect of Small World is how it generates these spontaneous narrative moments. As you explain the actions of your “Merchant Skeletons” establishing trade routes or your “Pillaging Amazons” sweeping through the countryside, you inevitably find yourself creating humorous anecdotes and stories around the events occurring in the game. These shared moments of laughter and creativity are the exact type of experiences I am searching for in social gaming.

Gameplay Scalability: The game scales exceptionally well, as we have played it successfully with three, four, and five players. Depending on the player count, the size of the board changes, providing an optimal number of spaces regardless of the player count. With more players, the game becomes more chaotic and interactive. With fewer players, the game becomes more strategic and controlled. Both of these scenarios are enjoyable for different reasons.

Three Years of Running Our Game Club: Over the past three years of running our game club, I have developed a sense of identifying games that consistently provide a positive experience for diverse groups of people and circumstances. Small World is clearly one of the consistent performers that meet these requirements. It is sufficiently accessible for new players, entertaining for experienced players, concludes in a timely fashion, and provides the type of social interaction that brings people back to game night. Yes, Small World has a few flaws, as does almost every game, however, the primary consideration is that people have fun, and Small World delivers that objective each time it is placed at the table.


Like it? Share with your friends!

0