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Spyros
Junior Member

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July 2004
Races and Special Abilities Speculations Tue, 03 February 2009 19:19
What we saw, speculations about special powers and race abilities:

Special Powers
1.Diplomat (5) - chose one race (cannot attack or be attacked)
2.Comando (4) -1token to conquer territory
3.Alchemist (4) - +2 VP per Turn
4.Flying (5) - can attack anywhere?
5.Berserk (4) - +1d6 when attacking?
6.Wealthy (4) - +7 VP once
7.Forest (4) - +1VP per forest
8.Swamp(4) - +1VP per swamp
9.Heroic(4) - same ability*2 / Heroes cannot enter space / gain 2 heroes tokens???
10.Dragon Master - Dragon cannot enter???
11.Hill(4) - +1VP per hill
12.Mounted - ???
13.Fortified (3) - May build Forts? (+1 to be attacked, +1 VP)
14.(one more) (2) - ? +1VP

Races
1.Dwarves (3)- mines (decline)
2.Skeletons (6)- +1 per 2ocuppied regions controlled
3.Sorcerers(5)- Replace 1 sole token with own???
4.Rats (8)- Nada - (+8 tokens?)
5.Amazons (6) - +4 tokens only when attacking
6.Giants (6) - has something to do with attacking (2 areas simultaneously with one stack of tokens?)
7.Elves - ???
8.Wizards - ???
9.Humans - ???

What do you think?

[Updated on: Tue, 03 February 2009 19:21]

      
rasmussen81
DoW Content Provider
Designer's Oath

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July 2007
Re:Races and Special Abilities Speculations Thu, 05 February 2009 03:32
Wow. It looks like you did a lot of detective work to get all that information from the little hints and clues they've given us! Nice work. Smile

Sadly I'm the kind of person who needs to see and read the rules before any of this will be useful to me. Confused
      
Spyros
Junior Member

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July 2004
Re:Races and Special Abilities Speculations Thu, 05 February 2009 06:31

You can find the rules of Vinci on BGG. They won't be exactly the same as in Small World but they'll give you some idea of what is going on...
      
GreatDane
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June 2004
Re:Races and Special Abilities Speculations Fri, 06 February 2009 14:23
Bivouacking: (5) 1 defense, x5
Heroic: should be (5)
Underworld: (5) -1 attack, Caves (can move from cave to cave)

Halflings: (6) x2, cannot enter/be attacked? in Hills
Wizards: (5) +1 VP in areas with XX symbol
      
Zachtheawesome
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Cadet

Posts: 18
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July 2014
  Re:Races and Special Abilities Speculations Tue, 29 July 2014 18:27
When elves are attacked, none die. Humans get +1 VC for a farmland. Wizards get +1 VC for a magic source. Mounted is farmlands and hills are -1 troop to attack. Giants are next to a mountain is -1 troop. Merchant is +1 VC for every region you own. Orcs are +1 VC for each non-empty region you conquer. Pillaging is the same as orcs. Tritons are -1 troop next to a sea or lake. Surprised
      
AngryMarine
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Faster Than Mongolian Horse

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January 2012
Re:Races and Special Abilities Speculations Wed, 30 July 2014 07:31
Quote:

When elves are attacked, none die. Humans get +1 VC for a farmland. Wizards get +1 VC for a magic source. Mounted is farmlands and hills are -1 troop to attack. Giants are next to a mountain is -1 troop. Merchant is +1 VC for every region you own. Orcs are +1 VC for each non-empty region you conquer. Pillaging is the same as orcs. Tritons are -1 troop next to a sea or lake.


Bingo! You would look a true prophet if you could travel five and a half years back! Laughing Laughing Laughing
      
    
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