Small World is a quick, easy to learn and addictive strategy game. Anyone can have a good time playing: it takes only a few minutes to explain the rules and most people will grasp the sense of the game within the first round. Yet the game offers interesting decisions on every round and no two games are alike. Better yet, games are fairly short yet addictive enough that players will be up for another game. This makes the game one of my most successful game purchases in a while, with the game already seeing a lot of play amongst my friends.
The game places players in the eponymous 'Small World', a domain that isn't quite big enough to accommodate the many fantasy peoples that inhabit it. Each player selects a particular race on their turn, receives a certain number of tokens and attempts to place them on the board so as to capture as many territories as possible. Players receive victory points for each territory they occupy at the end of the turn, and after a fixed number of turns the player with the most points wins. Here is the fun part: each race possesses different abilities and is paired with a random special power. The combinations of races and abilities are random and so each game sees different combinations, which many include Spirit Elves, Fortified Giants, Commando Humans or Forest Wizards. The abilities grant extra points on certain tiles, allow your race to move across the board differently or take over territories more easily and so on. Some combinations are weak, others are very strong. Most are more or less useful depending on the stage in the game and the state of play. Adding a further dimension to the game is the fact that you only have a finite number of tokens to make your conquests with any one race, so you usually find yourself running out of steam at some point. The solution is to go into decline, abandoning your active race and selecting a new one to continue the conquests. This introduces a tricky set of decisions over when to go into decline and when to hold on.
Even though there are lots of decisions to be made, turns are quite short due to the simplicity of the main mechanisms. There is a level of conflict in the game, sufficient to make the game competitive, but not enough to leave people feeling bitter. The artwork suits the style of the game: quirky and good natured. Overall, this is one of the best put together games I have bought in a long while and I'm sure it will get a lot of play in future.