The Decline and Fall of the Seafaring Elven Empire
(Originally posted on BoardGameGeek.)
Two to five players, well-balanced for all. About an hour-and-a-half to play, depending on the number of people (more people, more time).
I’m always looking around for good strategy games. I love to play them, but I’m terrible at them, so I’m trying to find one that I don’t always lose. I also play most of my games with only a single other person, whether my wife or a friend over for the evening. Strategy games almost always need a third player to hold the game’s triangular shape, which makes it complicated. Risk, for example, places neutral pieces on the board if you’re playing with two.
Small World fills my constraints wonderfully. There are multiple boards for rebalancing from two to five players. There’s a huge amount of replay value in the mix of races and classes you can choose for your armies. There’s an automatic neutral army mechanic that allows two players to play an interesting game. There’s an ingenious catch-up mechanic based on dwindling resources that makes for interesting decisions throughout the game, as well. I’m slightly ahead of myself, though.
The game plays like Risk, with several major differences.
First, attacking is a simple comparison, with at most one die roll. As in Diplomacy, whoever has the most units wins, but Small World also allows you to roll a die to add a random number of units to your attack. (EDIT: Most of the time, you can only roll this die on your last attack, and then only if you don’t have enough units to succeed without it.) This means that each turn moves fast, as most of the time is spent deciding where to send your units, and not resolving a dozen die rolls over a single attack.
Second, your army has a race and a class, which you get to choose. Races (like Elves or Humans) are paired with classes (which they call “special powers,” like Heroic, or Seafaring) randomly each game, and shuffled when you run out. Some combinations are downright broken (Commando Amazons? Good night!), but they come up so infrequently as to not be a problem, and can only last a few rounds before dying out anyway. The queue of upcoming pairs is visible on the side of the board, in order. You can choose the next pair in the queue for free, but must pay one VP for each pair you choose to skip. This balances the more powerful pairs, and also provides compensation (you get all coins paid for skipping your pair) for the person who eventually chooses the underpowered pair.
The most important difference is that you don’t get reinforcements. When you get your army initially, you have a limited number of units to use for attacking. You need at least one unit occupying an area to control it, and you get VPs based on the number of areas you control, which creates a difficult decision. See, at any time you can choose to put your existing army “in decline,” which allows you to choose a new army. However, once an army has gone into decline, they only maintain a single unit in each area, you can no longer attack with them, and you lose your next turn. This means that the choice as to when you go into decline has a huge effect on the game.
If you go into decline too early, you lose out on VPs you could have gotten by expanding farther, because any extra units you’re using for defense go away. If you go into decline too late, you might miss a great race/class pair that just appeared in the queue. Too early, and the ratio of active turns (where you’re gaining territory) and inactive turns (where you can’t attack) starts to get low. Too late, and the amount of territory you can gain each turn diminishes to uselessness: since you don’t gain any more units to attack, there comes a point where you cannot gain more territory – diminishing returns.
The final major difference is two-fold: semi-hidden victory points and a turn limit. Recent versions of Risk have a turn limit, but the “victory points” are purely determined by the number of countries controlled, which is public information. Small World’s victory points are semi-hidden, by which I mean that you have a stack of them on the table, so people can generally tell whether you’re doing amazing or not with a glance. However, you’re allowed to hide the exact number of VPs you have, and are not required to answer any questions about how many are in front of you. This means that quite a few games end with loads of tension while people count (Dominion does this very well).
If you’re looking for a quick, lighter strategy game, Small World definitely fits the bill. I’ve never had a game last more than two hours (even when teaching it), and most are much faster than that. You can play it quick-and-dirty, just attacking where you feel, but the choice of when to drop into decline makes skill and thought a major factor in victory. Expansions provide new race/class pairs to shuffle into your set, but the base game provides enough variety to keep it interesting for a long time.