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*player1138704
Junior Member

Posts: 28
Registered:
September 2012
Small World Realms Place/Relic ideas Sun, 06 January 2013 20:26
Small World Realms gives you a bunch of popular places and relics that have no specific rules attached to them so you can create your own. Any one come up with something really good? Here are a few ideas I've had.


Places:
* For every two units you have here at the end of your turn take a bonus coin.

* Once per turn, the person holding this place can can discard a relic they own and have not already used this turn and draw a new one from the face down pile (draw until you hit a relic then discard and reshuffle any places you find first).

* At the beginning of your turn, you may chose an opponent and use his active race's power in place of your own for this turn.

Relics:
* At the beginning of your turn, you can choose a region you control and move all your units from there to any other empty region.

* Once a turn you may use your active race to attack any region adjacent to your in-decline race.

Places or Relics:
* Any opponent conquering this region loses one unit to the tray

[Updated on: Sun, 06 January 2013 20:27]

      
masterdruid817
Member

Posts: 50
Registered:
October 2013
Re:Small World Realms Place/Relic ideas Wed, 01 January 2014 03:56
The skull or the necklace relic: use this during a conquest to cause your foe to lose one extra race token to the relic's SOUL-SAPPING POWERS!!!!
The statue relic: Simply put, he comes alive and becomes an extra race token. If the region with the statue is conquered by another player, the opposing player does not cause any losses to the defending player. (If this seems underpowered, the change it to two extra, use a place instead of a relic, remove the no-loss rule, and use a set of monsters from underground for the two tokens.)

[Updated on: Wed, 01 January 2014 22:22]

      
philippos42
Junior Member

Posts: 16
Registered:
January 2014
Re:Small World Realms Place/Relic ideas Sun, 16 February 2014 01:21
These aren't very strong, but they might be interesting:

A relic that can be placed in a water region to allow you to occupy and score it this turn.

A relic that gives a single region immunity to magical effects and special powers (like the Gnomes) and immunity to theft effects.

A relic that can summon a monster from the tray (if available) to an unoccupied region adjacent to the region you place it in.
      
blaxnlion
Senior Member

Posts: 285
Registered:
January 2013
Re:Small World Realms Place/Relic ideas Sun, 16 February 2014 10:48
philippos42 wrote on Sun, 16 February 2014 01:21

These aren't very strong, but they might be interesting:

A relic that can be placed in a water region to allow you to occupy and score it this turn.

A relic that gives a single region immunity to magical effects and special powers (like the Gnomes) and immunity to theft effects.

A relic that can summon a monster from the tray (if available) to an unoccupied region adjacent to the region you place it in.


Your first relic would be redundant with Kraken. Your second would be redundant with Gnomes. And the third one is too specific Wink that or I didn't get the main concept.
      
KAKYBAC
Junior Member

User Pages
Posts: 20
Registered:
March 2014
Re:Small World Realms Place/Relic ideas Mon, 17 March 2014 20:01
okay so here are mine.

CHILLWIND YETI: Place the Yeti token upon any Mountain Region. At the end of each round of turns, the player who has scored the least amount of Victory Coins during that round may decide to move the Yeti Token. Roll the reinforcement die and freely conquer as many consecutive adjacent Regions as there are pips. The Yeti Region is always immune. If the VC total is a tie then the player who has the most adjacent Regions to the Yeti gains control. If it is still a tie, then the coldest person wins!!!

SHRINE OF SHEOGORATH: Place the Shrine Token and 1 random Special Power banner within the Lake Region. The player whose Active Race claims the majority of surrounding Regions immediately gains that power in addition to their own.

note: I have to give credit to Keyaerts himself for this idea! Similar to one of his scenarios for Realms

AMULET OF BARENZIAH: At the start of the game place the Amulet token upon the 6th Special Power and Race combo. The player who chooses this combo may place the Amulet token upon one of their conquered Regions and freely receive one additional coin from the tray. However this Region must never be immune and can always be conquered with 1 less token than usual, the victor taking the amulet for themselves. When moving into Decline, the amulet remains upon its last Region conferring the same benefit (and drawback).

Note: this is a nice buff to the player who goes last in a 4/5/6 player game. Bonus is tiny but fun.

THE RUSTY THRONE
: Place the Throne token upon the Region containing the City Art. This Region must never be immune and can be conquered with 2 less tokens than usual. The Player who occupies the throne at their turns end may decide upon the first conquest of the next player (-in line to the throne) if they do not otherwise go in Decline.

The Active Race which sits on the throne at the end of the game receives 1 additional bonus Coin.

THE JOUSTING KNIGHT:
Place the Knight token upon any empty Region at the start of the game. During redeployment, the player who occupies this Region may choose to enter into a jousting competition with the Knight for the chance to win 1 bonus Victory coin. Roll the reinforcement die for the Knight and then for yourself. Who ever has the most pips wins. If the result is a draw, keep rolling until there is a Victor. If you lose you must abandon this Region. If you win, receive 1 bonus victory coin. The shamed Knight now moves to the most central empty region (if there are any).

[Updated on: Tue, 18 March 2014 01:31]

      
    
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