Small World Power Pack: Be Not Afraid & A Spider Web

RRP: £22.99

NOW £17.88
RRP £22.99

There is so little room in Small World, the players will be competing for what little space there is before the end of the second turn. Now, with the Be Not Afraid Expansion, players will have the options of using five new races and five new special powers to conquer Small World. Barbarians cannot redeploy during their own turn, but they do start with nine race tokens! Also, they…
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Description

There is so little room in Small World, the players will be competing for what little space there is before the end of the second turn. Now, with the Be Not Afraid Expansion, players will have the options of using five new races and five new special powers to conquer Small World.

Barbarians cannot redeploy during their own turn, but they do start with nine race tokens! Also, they can be redeployed when conquered by other races. Truly the marauding race of Small World with little else to worry about.

Every time the Homunculi race are passed over, in addition to a victory coin put on them, they also receive an Homunculi token which the player who chooses them will receive, so the longer they last on the selection line up the more they appeal to the savvy player.

Leprechauns can leave a pot of gold token in each region they control during redeployment, or even in all of them. If these tokens are still present at the start of the players next turn he gains them as points. But if someone conquers regions containing them, they gain points for themselves as they steal the leprechauns treasure.

Pixies must only leave one token per region they control, the rest staying in the players hand. Pixies spread fast, but can be easily conquered.

Finally, Pygmies roll the reinforcement die when they lose a token taking the resulting roll in race tokens to be deployed at the end of the current players turn except when taken over by a sorcerer special power.

Each race is combined with a special power, and Be Not Afraid adds five new ones to choose form; Barricade, where you collect three victory points when you race occupies four regions or less at the end of their turn.

When the catapult is placed in a region, it becomes immune to conquer, but can also catapult race tokens up to two regions away to conquer with one less token than normally needed (minimum of one). When an opponent conquers a region with a Corrupt special power they must give the corrupt player one victory point, if they cannot then they cannot conquer the region.

Imperial races collect bonus victory points for each region in excess of three that they control. And finally, the mercenary races can use victory points to hire mercenaries to replace their own race tokens to conquer regions.

Be not afraid, it's a world of (S)laughter after all!

Player Count: 2-5
Time: 40-90 Minutes
Age: 8+

Additional information

Weight 0.735 kg