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A Small World Scenario for 3 to 6 players
At first no one noticed the small island on the lake - nor paid any attention to the gnarly pretense of a man who drifted onto it, sitting astride a wooden log with a huge grimoire on his lap employing a shovel as his unlikely paddle. A ghastly green mist soon shrouded the island, wrapping it in a ghostly silence pierced only by a maniacal laughter and some intermittent curses. Then, one moonlit night, an impossibly crooked tower emerged high above the mist, casting a long and dark shadow on the surrounding land... The Necromancer had arrived!
In Necromancer Island, one of the players assumes the role of a dreaded Necromancer who inhabits an island in the center of Small World's central Lake region. He captures the souls of all Race tokens lost to conquests, using them to progressively spawn Ghosts who invade the surrounding Regions. To make matters worse, his Powers grow as his reach across the land increases. If the Necromancer succeeds in bringing all of his Ghosts into play, anytime before the game's end, he wins!
- 1 Necromancer Island game piece
- 1 Well of Souls game piece
- 14 Ghost tokens
- 1 Rulebook in English, French & German
Necromancer Island is a free, limited-edition scenario available from game retailers worldwide and for purchasers of a Small World product from the Days of Wonder web store during November and December 2010 only while supplies last
Not a Complete Game. A copy of Small World is required to play.
A play-by-play Example
Welcome to Necromancer Island. To help you with your first foray in the shadow of Necromant, here follows a brief blow-by-blow description of one Game Turn involving the Necromancer and his Ghostly minions...
We join this game in mid-play. The Necromancer player has been lucky enough to draw the Commando power at game start; this has helped him spread his Ghosts quickly over the map, at the expense of his two nemesis, the Dwarf and Amazon players...
Faced with this ghastly threat, the brave Amazons choose to confront the Ghosts now and then; for if no one attacks the Necromancer's troops, Small World will be lost for all....
Two Ghost regions fall under the Amazons' attacks.
For good measure, the Amazons also conquer a Dwarven region.
The troops lost during the Amazons' conquest phase are sent to the Well of Souls. There are thus 3 tokens there, 2 Ghosts and 1 Dwarf.
It is now the Dwarf player's turn to play. The Dwarves are happy just conquering a region occupied by the Amazons, sending a 4th token into the Well of Souls.
With the Dwarf player's turn now over, the Necromancer has enough souls (4) in his Well of Souls to spawn a new Ghost onto the island; he takes a Ghost token from his reserve and places it on the island, then sends the Ghost tokens that were in the Well of Souls back into his reserve, while the Amazon and Dwarf tokens that were in the Well of Souls are now permanently discarded into the game box.
It is now the Necromancer's turn to play. He already has 3 Ghosts in hand, and decides to use Victory coins earned in prior turns to buy himself (ie spawn) a 4th Ghost. Because he has a single power (Commando) and 3 Ghosts in hand, the Necromancer player must pay 1 + 3 = 4 Victory coins to spawn this new Ghost. Alternatively he could have opted to take a 2nd Special Power on, but he's intent on pressing his advantage and trying to get all his Ghosts onto the board as quickly as possible.
The Necromancer is now ready to unleash is new Ghosts onto Small World. At the end of his turn, he will score 1 Victory coin for each region he now occupies. He will also add to his Well of Souls a number of tokens equal to this number of regions. These tokens can be taken from among those not left in the game box and not used in this game. Should this result in 4 or more tokens now appearing in his Well of Souls, the Necromancer can now spawn some new Ghost(s). If that empties his reserve of Ghosts, he instantly wins the game.
If not, a new turn begins for all the players...