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Small World Races Overview

The document outlines various fantasy races in a game, detailing their unique abilities and mechanics during gameplay. Each race has specific advantages, such as bonus coins for occupied regions, special conquest rules, and unique tokens that enhance gameplay strategies. The races include Amazons, Humans, Barbarians, Ice Witches, and many others, each with distinct characteristics that influence their performance in the game.

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0% found this document useful (0 votes)
49 views2 pages

Small World Races Overview

The document outlines various fantasy races in a game, detailing their unique abilities and mechanics during gameplay. Each race has specific advantages, such as bonus coins for occupied regions, special conquest rules, and unique tokens that enhance gameplay strategies. The races include Amazons, Humans, Barbarians, Ice Witches, and many others, each with distinct characteristics that influence their performance in the game.

Uploaded by

jurelopata
Copyright
© All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

Small World Races

AMAZONS (6): During your conquest, you HUMANS (5): Collect 1 bonus coin for each
may use 4 additional tokens. Farmland Region you occupy at turn's end.
BARBARIANS (9): Your Barbarians cannot ICE WITCHES (5): Collect 1 Winter marker
redeploy their troops at the end of each for each Magic Source they control at the
turn. If your final conquest attempt fails, end of their Redeployment phase. At the
keep the unused Barbarians off the board end of their Redeploymentphase, Ice
until the start of your next turn. Witches may place their Winter markers in
DWARVES (3): Collect 1 bonus coin for each their own Regions or any adjacent Region
Mine you occupy at turn's end, even when in (there cannot be more than 1 Winter
decline. marker per Region though). A Winter
ELVES (6): When conquered, you suffer no marker permanently augments the Region's
loss; withdraw all your tokens from the defense by 1. It remains on the board as
region. long as the Ice Witches are active. Regions
FAUNS (5): During Troop Redeployment,
with a Winter marker that are not controlled
collect 1 new Race token for each active
by an Ice Witch earn 1 less Victory coin than
region you conquered this turn. Your victims
usual.
also receive 1 new Race token for each of
IGORS (4): You collect all Race tokens lost in
their regions you conquered.
conquests (Lost Tribes, Monsters, and all
GHOULS (5): Your Ghouls all stay on the map player Race tokens including yours). At your
when going into decline. They may also start of turn, you may exchange these for
continue to conquer new Regions during the new Igor tokens at a rate equal to the player
following turns. count (4 players = 4 Race tokens per Igor).
GIANTS (6): Conquer any Region adjacent to
KOBOLDS (11): You may never occupy nor
a Mountain you occupy for 1 less
conquer a Region with less than 2 Kobold
GOBLINS (6): You may conquer any In
tokens. However, when going in decline,
Decline Region for 1 less Goblin token.
keep 1 token in each Region as normal.
GYPSIES (6): Place 1 bonus Victory coin
(from the bank) in each Region you abandon. LEPRECHAUNS (6): During Redeployment,
You cannot conquer these Regions again this place 1 Pot of Gold in any or all of the
turn, but you receive these coins as a bonus Regions your Leprechauns occupy. Each Pot
at turn's end. of Gold still present at the start of your next
HALFLINGS (6): Your first conquest may be turn goes into your Victory stash and is
anywhere. Also, place a Hole-In-The-Ground worth 1 coin. If an opponent conquers one
token in the first 2 Regions you conquer to of these regions before your next turn, he
make them immune to opponents' gets the Pot of Gold. Any remaining Pot of
conquests and racial & special powers. gold tokens can be used during subsequent
HOMUNCULI (5): Each time a Homunculi redeployments until all are gone.
Race combo is bypassed, in addition to a ORCS (5): Each turn, collect 1 bonus coin for
Victory Coin, you must add a Honumculus each non-empty Region you conquer.
token taken from the tray (if available) to PIXIES (11): During your Redeployment,
the combo. These tokens are added to leave only 1 Pixie token in each Region you
those normally received when the combo is occupy. All other Pixies must be kept off the
finally picked. board until the start of your next turn.
Small World Races
PRIESTESSES (4): When going into decline, SLINGMEN (5): Slingmen may conquer a
take 1 Priestess token from each occupied Region that is one Region away from one
Region and stack them to form a single they currently occupy, provided they do not
"Ivory Tower" in 1 of the Regions they control a Region adjacent to it. When a
occupy, abandoning all others. Each turn, Region is conquered this way, they
score 1 Victory coin for each Priestess in the immediately take 1 Victory coin from the
tower (in lieu of normal Decline scoring). stash. They may conquer Regions beyond
PYGMIES (6): Each time you lose a Pygmy the Lake, but not over the Seas.
token, roll a reinforcement die and receive
SORCERERS (5): Once per turn per
that many new Pygmies from the tray (if
opponent, substitute an opponent's single
available). Deploy them on the board at the
active token with a new Sorcerer token
end of the current player's turn.
from the tray (if available), to conquer an
RATMEN (8): No Race benefit other than
adjacent Region. The token your Sorcerer
their sheer numbers.
replaces must be the only race token in it's
SHRUBMEN (6): All forest regions occupied
Region. Troll's Lairs, Fortresses, and
by Shrubmen are immune to opponents'
Mountains do not protect against Sorcerers.
conquests and racial & special powers, even
Replaced tokens (including Elves) are placed
when in Decline.
back in the tray.
SKAGS (6): Randomly select and place 1 Loot
TRITONS (6): Conquer all coastal Regions
marker face down in each Region you
bordering a Sea or Lake for 1 less Triton
conquer. You may look at it only only after
token than usual (minimum 1 token).
you have selected it and placed it on the
TROLLS (5): Place a Troll's Lair in each
board. When an opponent conquers one of
Region you occupy to increase it's defense
your regions, reveal the Loot marker. If the
by 1. Troll's Lairs stay when Trolls go in
Loot marker is a Skag Attack marker, the
decline.
conquest is cancelled and the opponent WHITE LADIES (2): Once in decline, White
loses one token (he cannot retry any attack Ladies become immune to your opponents'
against this region during this turn). conquests and racial & special powers.
Otherwise, the opponent collects the Loot
WIZARDS (5): Collect 1 bonus coin for each
token. If you abandon a Region, leave the
Magic Source you occupy at turn's end.
Loot token behind. When you go in Decline,
or at the end of your last turn if you didn't
go in Decline, reveal all Loot tokens in your
regions and collect them.
SKELETONS (6): During Redeployment, take
1 new Skeleton for every 2 non-empty
Regions you conquered and deploy it.

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