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Forum: Small World - English
 Thema: Small world Realms relics and places suggestion
player1019453
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March 2012
Re:Small world Realms relics and places suggestion Fri, 24 May 2013 01:54
So I've been playing with some abilities for these pieces one of my friends and I came up with. Most of them work well and have been quite fun.

Not all are actually named.

Windmill
Gives control of the Knight token. We were messing around with naming him after Don Quixote, but there's not really been a consensus. Anyways, you can use the Knight as an additional one of your race tokens or to conquer a region that would otherwise be immune to conquest (such as through Hobbit Holes, Balrog, White Ladies).

Ancient Ruins
Gives control of the Yeti. You control the Yeti exactly like the Balrog, but instead of taking over the region it moves into, the Yeti just kills one race token of the occupying race. There's been some controversy over how often it does this, but I think the Yeti kills an occupying token at the end of the turn for the race occupying the same spot as the Yeti or whenever he moves into a new region.

The Statue
Place it in one of your regions after completing a round of conquest (but before final conquest) to use the race tokens from that space in a second round. This is like the Marauding power but for one space.

The Crystal Skull
Placing this in one of your regions allows you to use your opponents race tokens (but not his powers) from one adjacent region as part of your forces this turn; however, you cannot attack the race your using tokens from.

The Necklace of Doom
This relic simply nullifies all racial and special abilities in the space it occupies. It does not affect other relics or places. I have seen this used equally offensively or defensively. The most obnoxious was when a Pixie race used it to nullify their "defend with only 1 token" and place all their extra tokens in one space... on top of the Fountain of Youth.
      
 Thema: Elves
player1019453
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Re:Elves Fri, 24 May 2013 02:16
Indeed, Elves can last indefinitely on the gameboard and conquer other races as they please, but that doesn't make them extremely powerful. If you're not scoring many coins in the process, you're not going to do very well. This is true regarding any seemingly powerful race, special power, or combo. In Small World knowing when to pick a race or send it into decline is often much more important than how powerful it is.
      
 Thema: Interesting Race Banners/Special Power combos
player1019453
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Re:Interesting Race Banners/Special Power combos Fri, 24 May 2013 02:22
Someone else here mentioned Corrupt Leprechauns, and I have to agree they would be so much fun! In fact, I've been waiting for them to show up since I got the game a couple years ago.

One of the most terrifying I've seen for brute force is Mercenary Orcs. So long as you don't collect their bonus coin you're basically were all the time. Great for slaughtering your opponents' races.

Gypsies are wonderful with basically any power that enhances mobility (underworld, flying), attack power (mounted, commando), or scoring (forest, swamp).
      
player1019453
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Re:Interesting Race Banners/Special Power combos Fri, 24 May 2013 02:29
Another memorable race was Forest Shrooms. While not particularly powerful, in one game both the Great Brass Pipe and the Diamond Fields were on forests. Scoring 3 coins for each forest and not having to conquer anything in between gave them a sizable lead. I think they also were partially protected by a White Lady barrier and held the Fountain of Youth.
      
 Thema: The Many Faces of Stonehedge
player1019453
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The Many Faces of Stonehedge Fri, 24 May 2013 02:37
I have to say, Stonehedge is probably my favorite Relic/Place to see come up in a game because it's so variable. Yes, sometimes you end up with a Peaceloving Stonehedge and everyone ignores it. That said, I think the biggest Small World blood-bath I've ever seen was a five-way battle over controlling a Merchant Stonehedge. (This was ended when some Cultists sat the Great Ancient on the space for the rest of the game. They won.)

Anyways, has anyone else found really incredible/awful incarnations of Stonehedge?
      
 Thema: Rules Clarification: Fortifications and Decline
player1019453
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Re:Rules Clarification: Fortifications and Decline Fri, 24 May 2013 02:49
I know it's not following the official rules, but in several of my games the players elected to make the fortresses permanent features on the game board. If another race conquered a space with a fortress they basically got to move in and get the defense bonus (though not the bonus coin). I don't think the Fortified race ever tried to retake them, but we ruled that the fortified race would be able to ignore the defense bonus since "they know the fortress better than than those Peaceloving Humans".
I know it's not how you're supposed to play, but it sure makes the fortresses relevant for much longer.
      
 Thema: Small World Hybrid
player1019453
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Re:Small World Hybrid Fri, 24 May 2013 03:18
I recently tried a three-player hybrid game and boy was it action packed!!
When my opponents managed to open with Royal-Wise Cultist-Ogres and Quarreling-Thieving Mummy-Ratmen, I thought I was dead! I probably would have been if I hadn't grabbed the Adventurous-Immortal Will-O-Wisp-Trolls. Kept me alive long enough to get a good in-decline stronghold.
The second slew of races was even more spectacular. I was sure the player who grabbed the Dragon Master-Merchant Kraken-Shrooms would win. Turns out that sort of money-making power couldn't stand up to a combined assault by Commando-Historian Mudmen-Skeletons and my Mounted-Martyr Pixie-Orcs!!! In the end I barely pulled off the win with a score of 223, just five coins more than second place!!
This is a great variant of Small World! Thanks for the post. We'll be sure to play it again!
      
 Thema: Double Powers?
player1019453
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Re:Double Powers? Fri, 24 May 2013 03:27
Double powers sounds like an interesting mechanic, but can I suggest going a step further?
player1304997 has a post called "Small World Hybrid" where he talks about playing two race combos together as a single race. I've tried it, and it's a whole different experience. I think I've been converted to a whole new Small World!
      
 Thema: Different Game Modes
player1019453
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Re:Different Game Modes Fri, 24 May 2013 03:34
I think one of the Realms scenarios has a mechanic that works like your Mode 1.
I also think you Mode 3 sounds interesting to try...
I've seen the double special power variant several times, but the one that really stood out to me was one by player1304997. In his "Small World Hybrid" post he advocates playing a race using two special powers and two races with all the tokens of each. I've played a few of these games and I'm a convert!
      
 Thema: Official Small World Underground FAQ
Spieler1332140
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May 2013
Re:Official Small World Underground FAQ Fri, 24 May 2013 01:06

RACE QUESTION:

Say the Will-O-Wisps player has only 1 token left in hand. He wants to conquer an empty crystal region, which would cost him normally 2 tokens. He now rolls the Reinforcement-die and rolls a blank face. Is he allowed now to roll a 2nd time, due to the "Final Conquest Attempt"-Rule according to the rulebook p.6?

Thanks in advance and greetings from Germany :)
      
rasmussen81
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Re:Official Small World Underground FAQ Fri, 24 May 2013 03:57
Spieler1332140 wrote on Fri, 24 May 2013 03:06


RACE QUESTION:

Say the Will-O-Wisps player has only 1 token left in hand. He wants to conquer an empty crystal region, which would cost him normally 2 tokens. He now rolls the Reinforcement-die and rolls a blank face. Is he allowed now to roll a 2nd time, due to the "Final Conquest Attempt"-Rule according to the rulebook p.6?

Thanks in advance and greetings from Germany Smile



Just like the Berserk Power (in the base game of Small World) doesn't get a last roll, the Will-o-Wisps don't get a final roll. If they try a roll that doesn't succeed, their turn is over.
      
Forum: Discussion - English
 Thema: I get that rudeness is....
HangedManBendy
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Re:I get that rudeness is.... Fri, 24 May 2013 05:05
(Sorry. This turned into a long response.)

I agree. Blocking is a tactic that often backfire, but it is a big part of the game, even "no block" games. After all, you ARE trying to claim the best routes before other players get them.

What I like about blocking is it seems more 'honest' to me. What I mean is, the game is designed to force you into a lack of available resources, requiring you to challenge others for the most convenient paths.

One strategy people seem to prefer is building up a huge store of cards then laying them out exactly as they had intended w/o being molested. If played "nice" (it SUCKS(!!) that ppl call no block games "nice", btw), you can easily find your way around paths that your opponent takes. It's almost like they want to play with each person on their own map, and the highest points / best use of the map wins. But the game is not really balanced for that.

I tend to refer to that strategy as 'shooting the moon' ala Hearts. If you let your opponent run the Hearts he gets 26 points. Nice for him, but everyone loses 26 also. Should you let your opponent get the best highest scoring plays, just to play "nice"?

My only real point is, there are strengths and weaknesses to different strategies. Telling ppl not to take advantage of the weakness of your chosen strategy is .. uncomfortable. Esp. when the weaknesses in their strategy are happily shot up. The best reason for game rules is to avoid hurt feelings after the game starts.

HOWEVER, yes, it does feel bad getting jacked with by big blockers. One way around that is to only play games with names that sound sweet, like nice, cool, clean, fun or fair (grrrrr!! I swear they use those names to be jerks). Or they may just call them something appropriate, like "no block". No block games are a great way to agree on house rules in advance. I play them a lot. It's a different rule set essentially.

If you do play blockers, it helps to misdirect them, so they waste resources blocking the wrong paths. Screwing with their blocking tactics can be extra fun! Also, try to leave those last connecting routes with as many choices nearby as possible to avoid a block.

It also helps not to take it personally, b/c the "blockers" are actually trying to have a fun game too, w/o hurting anyone's feelings, and they don't always know you are against their play style.