Races & Special Powers Expansions

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Grand Dames of Small World

Introducing the leading ladies to Small World!

This mini-expansion features winning contest entries from Clay Blankenship, Blaise Hanczar, Mike Haverty, Jörg Krismann and Jason Oman.

Contains

  • 3 new Race banners and tokens (Gypsies, Priestesses & the ghostly White Ladies)
  • 2 new Special Power badges (Historian & Peace-loving)
  • 1 spare Special Power badge

When Priestesses go In Decline, they concentrate their forces by re-grouping in their Ivory Tower for defense, but still earn a full-measure of Victory coins...

Gypsies are always on the lookout for more riches. They can even earn Victory coins for regions they abandon...

Stronger in death than in life, the White Ladies become immune to conquests and Special Powers when In Decline. You better take care of them, before it is too late...

The Historian chronicles the rise and fall of civilizations - and gets a bonus Victory coin whenever a race goes In Decline...

Make love, not war! Even in Small World, sometimes the peacemaker comes out ahead - Peace-loving races collect 3 bonus coins for any turn they refuse to attack another active race...


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Not a Complete Game. A copy of Small World is required to play.

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Cursed!

Put a curse on your Small World!

This mini-expansion features winning contest entries from Gustav Åkerfelt, Philip Harding, Jörg Krismann, Travis Lauro, Paolo Mori, Leif Steiestol and Daniel Zielinski.

Contains

  • 2 new Race banners and tokens (Kobolds & Goblins)
  • 5 new Special Power badges (Cursed, Hordes of, Marauding, Ransacking & Were-)
  • 1 spare Race Banner, 1 spare Special Power badge and 1 spare Lost Tribe token.

Hit a man while he's down - Goblins conquer In Decline regions at one less cost...

Kobolds aren't necessarily cowards... They just like to work in teams. It takes 2 Kobolds to occupy a region after you've conquered it...

Your people are now Cursed! Skip over this Special Power and you'll have to pay 3 coins, not the 1 that is usual...

The only thing better than conquering is Ransacking. Take 1 coin away from an opponent for every territory you conquer...

The Hordes are at the door. Add the 2 Hordes of tokens to increase the size of your active Race...

The moon is full and the Were-people are howling. At night (even-numbered turns) the Were- power lets you conquer all regions with 2 less tokens than normal...

It's time for Double-Jeopardy! After an initial attack, Marauding forces get a second chance each turn to conquer even more territory...


pdf Download the Rules (pdf - 2 MB)

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Not a Complete Game. A copy of Small World is required to play.

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Be Not Afraid...

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Some are born great, some achieve greatness, and some have greatness thrust upon 'em.

There are many frightening inhabitants of Small World, but to survive you must Be Not Afraid...! This expansion for Small World includes a nasty lot of five new Races including Barbarians, Homunculi, Pixies, Pygmies, and greedy little Leprechauns. You'll also get five new Special Powers among which Catapult which allows you to leap over regions to conquer new lands.

Contains

  • 5 new Race banners and tokens (Barbarians, Homunculi, Leprechauns, Pixies & Pygmies)
  • 5 new Special Power badges (Barricade, Catapult, Corrupt, Imperial & Mercenary)
  • 1 spare Race Banner & 1 spare Special Power badge
  • A tray to store the tokens from all expansions released to date

Also included is a new storage tray solution that fits the tokens of all existing Small World expansions (even the Necromancer Island!) in a single, easy to sort, easy to access, container.


Not a Complete Game. A copy of Small World is required to play.

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