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Robin
Posts: 750
Registered: November 2004
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Re:Official Small World Underground FAQ
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Sun, 02 October 2011 22:14

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| JoeLastname écrit le Sun, 02 October 2011 21:44 | Immortal Iron Dwarves appeared on turn 3 of our game, had all hammers by turn 6. The player in question kept them until the end, proceeded to be unable to score more than 10 points on any turn, and came in third place.
| If facing competent players, Iron Dwarves are not guaranteed to win at all.
Your example underlines the fact.
I personally don't approve of home rules to weaken them.
Better learn how to resist powerfull races rather than compensate the lack of competent tactics with "balancing" house rules.
It seems your example of play shows that good tactics are better than any tweaking of the rule - and, of course, luck does have its place (not only with the last conquest die roll, but also with the type of combos available).
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Deio
Posts: 142
Registered: January 2011
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Re:Official Small World Underground FAQ
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Mon, 03 October 2011 08:59

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| JoeLastname écrit le Sun, 02 October 2011 20:42 | Does the Shiny Orb cause immortal tokens it is used on to be discarded in the same manner as the Vampire power?
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Yes it does! ^^
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player650695
Posts: 1
Registered: August 2010
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Re:Official Small World Underground FAQ
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Fri, 14 October 2011 12:39

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Can I use Shiny Orb once per turn per opponent or just once per turn?
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Deio
Posts: 142
Registered: January 2011
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Re:Official Small World Underground FAQ
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Fri, 14 October 2011 14:13

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Each Relic can only be used once per turn! So you can only convert one enemy token per turn with the Shiny Orb, no matter how many opponents you have.
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elcoderdude
Posts: 4
Registered: January 2008
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elcoderdude
Posts: 4
Registered: January 2008
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elcoderdude
Posts: 4
Registered: January 2008
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iNano78
Posts: 1
Registered: January 2011
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elcoderdude
Posts: 4
Registered: January 2008
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Re:Official Small World Underground FAQ
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Sat, 12 November 2011 03:46

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| player791677 wrote on Mon, 08 August 2011 15:41 |
Do Will-o'-wisps get a final conquest attempt after they used their ability but were not able to conquer the region?
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Two-edge answered this question with Yes. My group today insisted the answer is No. Could we have an official ruling on this please?
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grig
Posts: 5
Registered: April 2011
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Relics Combo
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Sun, 04 December 2011 12:58

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Can I use the Stinky Troll's Socks to conquer an occupied region as if it were empty and then use the Sword of the Killer Rabbit for the same region (let's say it's a mountain) to conquer it with a single race token?
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Deio
Posts: 142
Registered: January 2011
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Re:Official Small World Underground FAQ
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Mon, 05 December 2011 12:12

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I would say yes: I think it is possible to use multiple relics in a single region.
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grig
Posts: 5
Registered: April 2011
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Re:Official Small World Underground FAQ
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Mon, 05 December 2011 18:39

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Thought so. Thank you! :b
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parkaboy

Posts: 3
Registered: April 2006
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Re:Official Small World Underground FAQ
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Thu, 15 December 2011 04:57

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I've been wondering if I should allow people to enter adjacent to chasms that are themselves on the edge of the board when starting a new race. I can see saying "no" since the regions you'd conquer are not themselves on the edge of the board. But I could also see the argument that the chasms extends the effective edge of the board.
For the meanwhile, we've been playing with "no." But I wondered if what everyone else has thought.
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Robin
Posts: 750
Registered: November 2004
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Re:Official Small World Underground FAQ
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Thu, 15 December 2011 08:23

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Chasms are regions and don't extend the board edge.
The fact that they are impassable to most of the races does not make them "void".
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PhRaCtaL
Posts: 1
Registered: December 2011
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Re:Official Small World Underground FAQ
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Fri, 30 December 2011 02:27

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| Quote: | Iron Dwarves
Q. Is it possible to conquer a region with nothing but Silver Hammers?
A. Yes, but as you will be forced to remove them at turn's end, the region will be lost (unless you redeploy an Iron Dwarf in that region).
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I agree with BStout, in that I think this ruling is wrong.
First, I also agree that one could argue FOR the requirement of having at least one Dwarf token for each conquest given his comparison of the wording in the rules for Iron Dwarves versus the Amazons
| Quote: | Amazons
... At the end of each of
your Troop Redeployments (see Troop Redeployment, p. 5), remove four tokens from the map, making sure to leave at least one Amazon token in each of your Regions if possible, and only take these four tokens back in hand to redeploy on the map once you Ready your Troops (see Ready your Troops, p. 6) at the start of your next turn.
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| Quote: | Iron Dwarves & their Silver Hammers
... At the end of the Troop Redeployments (see Troop Redeployments, p. 7) of each of your turns, remove all the Silver Hammers from the map, making sure to leave at least one Iron Dwarf token in each Region. Take your Silver Hammers back in hand and place them off the board, in front of you, where they will wait until the start of your next Conquest phase.
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User Deio pointed out that apparently in the French version of the game, the words "if possible" are present, and mistakenly left out of the English version. I would suggest that the wording was mistakenly put INTO the French version (can we confirm in other languages?)
However, I think the final agrument for this ruling being wrong can be found in the rulebook itself:
| Quote: | 2. Conquering Regions
Important Note: Regardless of a Race and/or Special Power benefit, a player must always have at least one Race token available to initiate a new Conquest.
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...the rulebook clearly states that at least one Race token must be available to initiate a conquest. I suppose one could argue that as long as the player HAD one token in hand, they need not deploy it for EVERY conquest (only the last one I guess). But I think that it's a stretch to suggest that, and a clear semantic argument.
There seems to be enough discussion in the forum regarding the Iron Dwarves being potentially over-powered...and yet we seem to be bending the rules already in place in order to make them even more powerful.
Honestly, I was surprised to even SEE this ruling in the FAQ. The first time I played with the ID, the use of the Racial Power seemed clear. It's only after reading the FAQ that I have additional questions.
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ludd_gang
Posts: 11
Registered: December 2010
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Re:Official Small World Underground FAQ
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Fri, 30 December 2011 03:12

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So sheilds don't ever go away? So if I hold the same 2 mushroom forests for 3 turns, I have 6 of them?
Thanks!
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Enchained
Posts: 3
Registered: December 2011
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Re:Official Small World Underground FAQ
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Fri, 30 December 2011 20:13

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Wise - At the end of any turn your Wise tokens are In Decline (including the turn you send them in Decline), if they still occupy at least 1 region on the board, score 2 Victory coins.
My question is, Wise tokens I suppose you mean the monster tokens, and if that´s correct that means at the end of my turn they go into "Decline Position" and I win 2 VC´s for each region occupied by them, however if someone wants to conquer my region it counts has one token only since they are in "Decline Position" and even if i had 4 tokens there when they turn to Decline Position only one counts.
Probably I´m making a big mess in my mind, if i am please tell me what i wrong and the real meaning of Wise.
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Brf123
Posts: 18
Registered: August 2011
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Enchained
Posts: 3
Registered: December 2011
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Re:Official Small World Underground FAQ
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Fri, 30 December 2011 21:11

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| Brf123 wrote on Fri, 30 December 2011 20:01 |
| player963152 wrote on Fri, 30 December 2011 13:13 | Wise - At the end of any turn your Wise tokens are In Decline (including the turn you send them in Decline), if they still occupy at least 1 region on the board, score 2 Victory coins.
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If your race has "Wise" as its special power, that power stays with them when they go into decline. Each turn that in-decline race is still on the board, you would get 2 extra Victory coins.
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Thank you like i said, a big confusion was made in my head
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Rune_Wolf
Posts: 1
Registered: January 2012
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Re:Official Small World Underground FAQ
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Wed, 11 January 2012 06:22

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Does Stonehedge's power effect just the space Stonehedge is in, or does it apply to every space occupied by the race occupying Stonehedge (that is, they'd effectively have 2 powers, theirs and Stonehedge's?)
In the particular game we played, Stonehedge had the "Thieving" power, and the question was: can the race in Stonehedge steal a coin from only races occupying a space next to Stonehedge, or from races adjacent to ANY of their spaces?
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Enchained
Posts: 3
Registered: December 2011
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Re:Official Small World Underground FAQ
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Wed, 11 January 2012 17:36

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I´m still a noob about some of the rules but i play with the 2 powers however the effect only plays to that region. I was thinking of making the same question, so you better hear the answer from someone wiser
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Haren
Posts: 1
Registered: December 2011
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Re:Official Small World Underground FAQ
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Fri, 13 January 2012 21:16

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What happens to elves, when attacked by a skeleton? - Do they still get to flee, and if so would the loss still count towards a +1 skeleton for the skeleton player?
I assume the skeletons are supposed to be raised from the dead units on the battlefield
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rasmussen81

Posts: 6063
Registered: July 2007
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Re:Official Small World Underground FAQ
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Sat, 14 January 2012 05:19

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| Haren wrote on Sat, 14 January 2012 00:16 | What happens to elves, when attacked by a skeleton? - Do they still get to flee, and if so would the loss still count towards a +1 skeleton for the skeleton player?
I assume the skeletons are supposed to be raised from the dead units on the battlefield
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The Elves still get their tokens back (they get them back from any attack except for the Sorcerers' Special Powers) but the Skeletons also get +1 token for every two non-empty regions they conquer. The Skeletons are getting tokens for defeating others, not for eliminating them. Don't think of it as converting 'dead' units to Skeletons, just think of it as a special ability they benefit from. 
This is a question from the Original Small World game, but this is the thread for the newer Small World Underground game...so future questions about the original game should probably be asked over in that thread. Don't worry, you probably didn't even realize there was a difference!
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Spieler976549
Posts: 1
Registered: January 2012
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Re:Official Small World Underground FAQ
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Thu, 19 January 2012 00:19

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what happens if a tomb race (in decline) is attacked by the (a) balrog or by the (b) stinky troll's socks?
is there a difference to active races?
do they loose (a) 2 tokens and can redeploy the rest?
do they loose (b) no tokens and can redeploy them?
for example, i have 4 tomb mummys (in decline) in a region that is attacked (a) by the balrog or (b) with the stinky troll's socks
can i redeploy (a) 2 or (b) 4 of them after the player´s turn?
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smajor82
Posts: 1
Registered: March 2012
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teejan
Posts: 2
Registered: March 2012
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Re:Official Small World Underground FAQ
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Tue, 27 March 2012 21:41

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can the will-o-wisp use the reinforcement die every time they attack from/against a crystal region or simply once per turn?
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image
Posts: 2
Registered: June 2011
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Re:Official Small World Underground FAQ
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Tue, 27 March 2012 22:33

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| teejan wrote on Tue, 27 March 2012 15:41 | can the will-o-wisp use the reinforcement die every time they attack from/against a crystal region or simply once per turn?
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every time
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alkamo
Posts: 1
Registered: October 2010
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Deio
Posts: 142
Registered: January 2011
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Re:Official Small World Underground FAQ
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Thu, 05 April 2012 14:32

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Your first interpretation is perfectly right. The Socks do not counteract mountains.
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Mellivex
Posts: 2
Registered: June 2011
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Re:Official Small World Underground FAQ
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Wed, 11 April 2012 23:45

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Quarreling Spiderines, Flocking Spiderines, and The Great Brass Pipe.
In the first game of Smallworld Underground my group played, Quarreling Spiderines floated to the top of the Race Menu and I eagerly snatched it up because it seemed to be an incredibly powerful combination.
As I had originally interpreted from the Spiderines and Quarreling descriptions, Spiderines may treat all regions adjacent to chasms as neighbors for conquest purposes, whereas Quarreling only cared if the regions were physically separated from each other, regardless of how they're treated during the conquering phase.
At least that's how we interpreted it until Flocking showed up... and then we got really confused. The rulebook specifically states that Spiderines next to chasms are still considered 'penned-in' as one big region so they would get the Flocking bonus.
We had to do a lot of mental math at that point and I had to watch many, many victory coins be sent back to the bin. We guessed that if they DO get the Flocking bonus (since it was officially in the rulebook), then they can't ALSO get the Quarreling bonus.
Ok fine.
But then I found the Official FAQ here and... well... the part about the Great Brass Pipe seems to throw this all for a seriously conflicting loop!
As stated in the FAQ:
Great Brass Pipe
Q. A Quarreling race conquers the Brass Pipe and using the Brass Pipe expands to 3 new separate regions in different locations, which are all of the same territory type as that under the Brass Pipe. Does the race get the Quarreling bonus +4?
A. Yes.
What the what? So Spiderines treat locales adjacent to chasms as one big region (and as per the rulebook get a Flocking bonus)... yet officially in the FAQ the Brass Pipe has a race treat the regions as seperate chunks (and receive a Quarreling bonus)? Since the Brass Pipe essentially bestows upon any race the same power that Spiderines naturally have (although limited to a specific terrain type rather than 'next to chasm') how can these two be treated differently in terms of Quarreling vs Flocking?
So, I guess what I'd appreciate is if the good folks at DoW could lay it out for us plain and simple:
1. How do you score Quarreling Spiderines which have used chasms to conquer regions all over the map?
2. How do you score Flocking Spiderines which have used chasms to conquer regions all over the map?
3. How do you score Quarreling Race XYZ which has used the Great Brass Pipe to conquer regions all over the map?
4. How do you score Flocking Race XYZ which has used the Great Brass Pipe to conquer regions all over the map?
Thanks guys We SERIOUSLY love these games and would appreciate the clarification!
(Also... can't wait for Smallworld Realms )
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Robin
Posts: 750
Registered: November 2004
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Re:Official Small World Underground FAQ
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Mon, 16 April 2012 16:15

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The logics that seem to be expressed by the FAQ are that adjacency must be reciprocal to have an effect upon the Quarreling power.
The Great Brass Pipe only works "one way" : from owner to attacked enemy.
I would apply the same logics to the Spiderines : if a region is adjacent to them, but they are not adjacent to the region, they could apply the Quarreling bonus.
The only possible exception would be if the region (adjacent to a chasm) is occupied by an enemy who owns the Great Brass Pipe : adjacency would be established both ways.
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Taxis
Posts: 2
Registered: October 2010
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rasmussen81

Posts: 6063
Registered: July 2007
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Re:Official Small World Underground FAQ
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Sat, 21 April 2012 17:59

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| Taxis wrote on Fri, 20 April 2012 20:16 | A Berserk race can attack the Gnomes? The Gnomes are invincible to every power that help to conquer a region, so I understand that the Berserk power can't use the dice. But the problem is that the Berserk rules say: "may use the Reinforcement die before
each of your conquests, rather than just the last one of your turn" so... a Berserk race can't attack Gnomes or only need to ignore the dice?
Sorry for my english 
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Good question. I believe that a Berserk Race wanting to attack the Gnomes would simply not roll the dice since they can't use their Special Power. Notice that it says you 'may' use the die...not 'must' use the die. It's your choice and in this case it would be better for you not to roll.
I hope this makes sense.
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Taxis
Posts: 2
Registered: October 2010
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Re:Official Small World Underground FAQ
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Tue, 24 April 2012 23:45

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Thanks! So my group and me were playing it right
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mcarnicella
Posts: 1
Registered: April 2012
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Re:Official Small World Underground FAQ
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Fri, 04 May 2012 15:44

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Hello! Thank you for your hard work. We love the game.
My question is concerning the Special Power Martyr.
If the player with Martyr is attacked by the Balrog, do they still receive the bonus token? i.e. is the Balrog considered an opponent?
Thanks again.
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Deio
Posts: 142
Registered: January 2011
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Re:Official Small World Underground FAQ
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Sun, 06 May 2012 09:31

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I would consider that the Balrog is not an opponent, so you shouldn't receive any bonus token if attacked by it, in my opinion.
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Robin
Posts: 750
Registered: November 2004
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Re:Official Small World Underground FAQ
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Sun, 06 May 2012 11:58

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| Deio écrit le Sun, 06 May 2012 09:31 | I would consider that the Balrog is not an opponent, so you shouldn't receive any bonus token if attacked by it, in my opinion.
| I would play it that way too.
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Laslow
Posts: 2
Registered: May 2011
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Re:Official Small World Underground FAQ
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Sun, 06 May 2012 13:32

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How many racial liches should there be? 5 or 7?
If you look in the rulebook there is a picture of a 7 but the little cardboard thing has a 5.
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rasmussen81

Posts: 6063
Registered: July 2007
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Re:Official Small World Underground FAQ
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Sun, 06 May 2012 14:24

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| Laslow wrote on Sun, 06 May 2012 15:32 | How many racial liches should there be? 5 or 7?
If you look in the rulebook there is a picture of a 7 but the little cardboard thing has a 5.
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Interesting...if there is a difference, go with whatever is on the cardboard piece. What page is the difference found on?
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Laslow
Posts: 2
Registered: May 2011
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