In Small World, players vie for conquest and control of a world that is simply too small to accommodate them all.
Designed by Philippe Keyaerts as a fantasy follow-up to his award-winning Vinci, Small World is inhabited by a zany cast of characters such as dwarves, wizards, amazons, giants, orcs, and even humans, who use their troops to occupy territory and conquer adjacent lands in order to push the other races off the face of the earth.
Picking the right combination from the 14 different fantasy races and 20 unique special powers, players rush to expand their empires - often at the expense of weaker neighbors. Yet they must also know when to push their own over-extended civilization into decline and ride a new one to victory!
On each turn, you either use the multiple tiles of your chosen race (type of creatures) to occupy adjacent (normally) territories - possibly defeating weaker enemy races along the way, or you give up on your race letting it go "into decline". A race in decline is designated by flipping the tiles over to their black-and-white side.
At the end of your turn, you score one point (coin) for each territory your races occupy. You may have one active race and one race in decline on the board at the same time. Your occupation total can vary depending on the special abilities of your race and the territories they occupy. After the final round, the player with the most coins wins.
Clarifications: available in a pinned forum post.
- Accessible and strategic
- Great for group play
- May feel repetitive over time
- Conquest/area-control light-hearted
- Fantasy world with warring races
Mechanics (from transcript analysis)
- Area Control — Players choose combinations of fantasy races and special powers to conquer regions.
Video topics + discussion points
Quotes (from this video)
- It's not personal, it's business, okay?
- We need to remedy that and quickly.
- I am going to be cutthroat with some of these games.
- I feel better prepared already for Spiel.
- This shelf is absolutely beautiful, but we have to make space.
References (from this video)
- Accessible solo mode with minimal downtime
- Elegant folklore-inspired story cards and art
- Clear components and thematic flavor
- Engaging resource engine and card play
- Solo uses half the deck (40 of 80 cards), which may feel limiting for some
- Lightweight feel may not appeal to players seeking heavier strategy
- End-game VP scoring is somewhat discreet (potential secrecy in tracking points)
- gathering and telling stories
- world of folklore and myths
- story-driven, myth-inspired, deck/story-card based
Mechanics (from transcript analysis)
- actions: discover, journey, quest — Discover plays a card from hand; journey moves your adventurer and gains rewards; quest exhausts a hero to perform a special action
- deck-building/hand management — Draw five story cards, keep two in hand, play from hand, discard for costs; arcana are wild
- Engine building / tableau — Played story cards create a tableau that generates resources and points
- happiness mechanic — Check happiness at the end of actions; grants bonuses when conditions are met
- Resource management — Manage knowledge, gold, food, and arcana to pay costs and activate abilities
- tapestry row and wanderer — Tapestry row of story cards with a wandering helper that refills and discards cards
Video topics + discussion points
Quotes (from this video)
- I think this is a really fun solo game.
- There's no true AI.
- Very easy to manage this wanderer.
- I really like the art style here.
- I'm really excited to see what the final campaign looks like.
References (from this video)
- gateway-level
- interesting mechanism of die-off
- not loved by host
- area control with dying races
- fantasy world
Mechanics (from transcript analysis)
- Area Control — control fantasy races that die off and are replaced.
- area_control — control fantasy races that die off and are replaced.
- set-collection/variable powers — varying races with unique abilities
Video topics + discussion points
Quotes (from this video)
- It's your game night, so you get to decide.
- Storing your games vertically isn't perfect.
- If your shelves are overflowing, why not play a game that doesn't take up any space because it's Hearthstone.
- This is your game night.
References (from this video)
- Accessible and fast to learn
- Dynamic arc via rise/decline and race cycling
- Humor and theme synergize with mechanics
- Some players feel it becomes repetitive over many plays
- Scaling and interaction can vary with player count
- rise, decline, and staggering expansion of factions
- A whimsical fantasy world crowded with competing races
- lighthearted, humorous conquest with escalating power
Mechanics (from transcript analysis)
- Area Control — Races vie for control across territories
- area_control — Races vie for control across territories
- decline_mechanic — Players can put a faction into decline to refresh options
- Unique player powers — Choose different factions with unique abilities each game
- variable_player_power — Choose different factions with unique abilities each game
Video topics + discussion points
Quotes (from this video)
- The arc is this strange cadence to it.
- And so it has this sort of the arc of the game is in these interesting spurts of attention and ignorance that players throw each to each other's ways.
- The arc has such strong story beats to it, especially with the new stuff.
- Desperation. We're all going to lose.
- It's a nailbiter like it gets right to the edge.
References (from this video)
- Classic, approachable, and widely recognized
- Engaging with quick rounds and satisfying expansions
- May feel repetitive after many plays
- New players might need a gentle intro to some rules
- race-like factions vying for control of territories
- mythic fantasy world domination
- light, accessible conquest with thematic flavor
- Root
- Five Tribes
Mechanics (from transcript analysis)
- area majority — Play different races to control territories and gain bonuses.
- Area majority / race-style conquest — Play different races to control territories and gain bonuses.
- Hidden decline/rotation — Factions eventually go into decline to allow new factions.
Video topics + discussion points
Quotes (from this video)
- Harvest feels lighter than viticulture, but intriguing for quicker play.
- Castle Combo has quick play and surprising depth for a fast 3x3 card grid game.
- I think this game would play a lot better with more players because that way you would be able to move these highway men a lot faster and they would serve to be more of an impediment.
- Memoir 44 is a classic thanks to its approachable yet tactical WWII battles.
References (from this video)
- High replayability with factions
- Solid gateway to heavier euros
- Can be harsh or chaotic for some groups
- area control with ephemeral races
- A fantastical world being conquered by diverse fantasy races
- Short bursts of strategy with quick setup and takedown
- Dominion
- Killer Bunnies
- Carcassonne
Mechanics (from transcript analysis)
- Area Control — Races vie for control of regions to score points.
- Variable Powers — Races possess special abilities that influence strategy each round.
Video topics + discussion points
Quotes (from this video)
- Killer Bunnies really opened our minds and then we found more games like Small World and Dominion.
- 320 plus plays later, we got over that.
- Time has been the bigger constraint on our hobby than money.
- Production quality matters, there is this toy factor and tangible aspect of board games.
- We grew into a taste for simpler, shorter games and still love our heavy titles, but the curve shifted.
- We want a collection that can serve up our favorites for any scenario.
References (from this video)
- fast setup and playtime
- smooth core loop with accessible rules
- some players feel balance is uneven between races
- expansions can overcorrect
- race-selection, expansion, and area control
- fantasy map with multiple races and special abilities
- light-hearted, humorous
- Ethnos
- Root
- Eclipse
Mechanics (from transcript analysis)
- area majority — draft races and place them to expand influence
- set collection (races), area majority — draft races and place them to expand influence
- variable board control — regions shift as players gain and lose dominance
Video topics + discussion points
Quotes (from this video)
- Diplomacy by email explicitly by email
- i don't want to sit at a table with you and play that game
- it's such a minimalistic game where the players themselves drive all of the fun and interaction of the game
- it's the first time in a game where i felt incentivized for certain strategies to die
- a box of cardboard chits that does everything that i want a game that is full of Twilight Imperium-esque plastic armies marching across the board
- there's room for betrayals, there's room for deal making
- the apex of like pure dudes on a map area control games
- my blood rage to me is where area control was starting to get played with
References (from this video)
- Accessible and quick
- Can be luck-driven
- World conquest with rotating powers
- Fantasy world with unique races and powers
- Archetypal fantasy conquest with quick sessions
- Dominion
- Risk
Mechanics (from transcript analysis)
- Area Control — Players conquer spaces on a map with race/power combos.
Video topics + discussion points
Quotes (from this video)
- Don't forget about Bob.
- espresso shot of Risk
- the AHA of solving it
- Begin with the end in mind
References (from this video)
- elegant insert that highlights tokens and makes organization intuitive
- well-presented components with defined storage zones
- older iterations may require updates for modern sleeving
- conquest and area control with a humorous tone
- fantasy world with evolving factions
- lighthearted, accessible strategy
- Five Tribes
- Parks
Mechanics (from transcript analysis)
- area control / race selection with modular components — players select races and use their special abilities to gain control of zones
Video topics + discussion points
Quotes (from this video)
- everything to me has sort of built around and built off of wasteland express
- this tub which is color coded to the player pieces
- the insert has transformed what is the absolute worst aspect of this game and made it this beautiful premium
- sleeving is a hobbyist mentality
- open like a feast as soon as you open the box
- the central basin allows you to get everything successfully into the box and the lid closes
- box mapping removes all inserts
References (from this video)
- fun race and ability combinations
- cool concept
- scales well for different player counts
- completely fallen out of favor
- overpowered race combinations (flying sorcerers)
- became stale over time
- excessive expansions made it too complicated
- setup can be fiddly
- area control not engaging enough for modern tastes
- area control
- fantasy races
- Ticket to Ride
- Carcassonne
- Catan
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- it's only a game
- you're listening to the broken meeple show a podcast that speaks passionately about board games
- I am very much a cold blooded I'm a cold blooded lizard I need cold
- the top 50 has finally finished finally it's done
- there is nothing apart from it being bright and sunny there is nothing about the summer that really gets me like you know excited or interested because it's just too hot
- I look at these top 50s uh they certainly increase a bit
- there's a lot of good feedback in terms of what's up next hard to say really
- I would give it at least a seven out of 10 right now and say it's good
- the Arkham Horror games are still pretty solid and you know they're fun to play but they are definitely getting to a point where I don't think I can uh like really say that they're practical
- my tastes were new at that point you know I respected terroriser for its thiness
- I have definitely developed to want more theme in my games
References (from this video)
- accessible entry point to area control concepts
- punchy, quick rounds with high player interaction
- thematic flavor may feel light to some
- faction variety can be a bit rigid over many plays
- conquest through abstracted fantasy races
- Fantasy world with shifting empires
- light, humorous fantasy
- World's Fair 1893
Mechanics (from transcript analysis)
- area majority — Factions vie for space to gain benefits; flexible presence drives control dynamics.
- hand management — Players balance faction cards for optimal timing and impact.
Video topics + discussion points
Quotes (from this video)
- "top 23 board game terms that we mentioned quite a bit"
- "we want to ramp up quicker"
- "we're going to pick out the top 20 is where we started but then we said well it's 2023 so we're going to give you the top 23 board game terms"
References (from this video)
- fun race diversity
- great for a casual group
- limited moment-to-moment excitement
- can be harshly deterministic
- races and special powers
- fantasy conquest
- nostalgic, thematic
- Ta-Te-Yo
- Carcassonne
Mechanics (from transcript analysis)
- race drafting — choose a race with special powers and expand on a modular map
Video topics + discussion points
Quotes (from this video)
- the bigger the collection gets the harder it is for new games to find your place
- nostalgia can get you
- we love hard cooperative games
- there's always the thing of like how many times do I try a game
- it's not always about the ending, I'm there for the journey
References (from this video)
- easy to learn and highly replayable
- rich depth from variable powers
- can be chaotic with many players
- area control with evolving factions
- fantasy world with competing races and powers
- light-hearted, yet competitive
Mechanics (from transcript analysis)
- Area Control — players vie for territories on a modular map
- Unique player powers — different races and powers create asymmetry each game
- Variable player powers — different races and powers create asymmetry each game
Video topics + discussion points
Quotes (from this video)
- all the interactions between players are positive
- this list is designed around people just getting into the Hobby
- easy to learn and once some people know the game you can mix them up
- Forbidden Island teaches the basics of cooperative gaming and can be used as a launching point to other games in the Forbidden series
- the Resistance is probably the best of them
- Seven Wonders scales incredibly well from three to seven players
- One worker mechanic is an awful lot of fun
- Memoir 44 is the most accessible of them mostly because it feels like playing with toy soldiers
- Small World looks really dinky and inviting but it's a mercenary and brutal game
References (from this video)
- Fresh, modular faction combos keep each game distinct
- Accessible teach and quick play sessions
- Strong player interaction through bidding and expansion
- Can feel chaotic for players who dislike bidding
- Some balance shifts between mixes of races
- Race-and-power dynamics with unique abilities
- Fantasy world with multiple whimsical factions
- Modular, humorous, and highly replayable due to randomized faction blends
- Risk Legacy
Mechanics (from transcript analysis)
- Area Control — Players conquer regions to score points and expand influence.
- area_control — Players conquer regions to score points and expand influence.
- Auction / Bidding — Players bid on factions and powers to tailor their strategy.
- auction_bid — Players bid on factions and powers to tailor their strategy.
- Race — Active race can Decline to draft a new race and re-enter the map.
- race_and_decline — Active race can Decline to draft a new race and re-enter the map.
- Unique player powers — Races have unique abilities and combos that shift each game.
- variable_player_power — Races have unique abilities and combos that shift each game.
Video topics + discussion points
Quotes (from this video)
- this is the game that actually introduced The Legacy concept
- it's layered on top of what's already a better version of risk
- the primary action selection mechanism on your turns you have this pyramid that has different actions
- two-player only game where you and your opponent are actually playing out the historical event of the Cold War
- it's highly asymmetrical and by that I mean the different factions literally play completely differently
References (from this video)
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- Twilight Struggle is one of my all-time favorite games.
- Tabletop Simulator is one of the best ways to be able to play a whole bunch of board games on your computer.
- Terraforming Mars is my evening unwind game.
- Slay the Spire is a really clever deck-building dungeon-crawler.
References (from this video)
- Accessible mechanics for light to mid-weight play
- Appealing artwork and thematic flavor
- Rules can be somewhat dense for new players
- Power balance can be situational
- conquest and territory control
- Fantasy world with evolving empires and fantasy civilizations
- light, colorful abstraction with humorous fantasy motifs
Mechanics (from transcript analysis)
- Area Control — Players vie for control of map regions to maximize points.
- tile/board placement and combination — Placement of land tiles with special powers to shape their empire.
- Variable player powers — Civilians or races grant unique abilities affecting strategy.
Video topics + discussion points
Quotes (from this video)
- I love the artwork
- the rules are bit complicated
- ARX is a competitive game where each player tries to get the most victory points
- who controls the initiative controls ARX
- it's a heavy Gamers game that is very aggressive
- you draft cards for example take a villager here and then you place them in your village
- the rule book freaking sucks I mean it's really really bad
- this will be the last one so this one is Monster Hunter world
References (from this video)
- Opening day Disney ride theme
- Fantasy
- Whimsy
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- moments during board games that formulate memories that you'll never forget
- there's just something for everyone
- it's all about the people
- the board gaming space has allowed me to just have so many incredible fun moments that i'll never forget
- it chose us via christy
- we're gonna have it at jeff's parents basement everybody's coming
- agricola sucks and everybody else seems to love it
- arnak is severely overrated
- i don't think gloomhaven should be number one on the list anymore
- humans are not good at rating things
- my nine is different than your nine
References (from this video)
- Brutal, high-interaction area control with diverse power combos
- Excellent replayability due to numerous race/power permutations and expansions
- In-decline mechanic provides fresh strategic shifts
- Functional solo option via app
- Thematic and flavorful despite brutal gameplay
- Toxic social dynamics can sour the experience when players gang up
- Not ideal for players who dislike direct confrontation
- Certain combos can feel game-breaking or overpowered
- Rules density and interaction can be intimidating for new players
- Empire building, conquest, and decline
- Fantasy world conquest in a whimsical realm
- Dynamic, emergent play driven by race/power combos
- Galilean Moons
- Cosmic Encounter
Mechanics (from transcript analysis)
- Area Control — Take and hold territories; control earns coins.
- Attack and reinforcement — Attack using tokens; last-ditch attempts use dice; mountains count as tokens.
- Board setup and expansion — Place terrain features; introduce race/power variants; expansions add combos.
- Combat: Dice — Attack using tokens; last-ditch attempts use dice; mountains count as tokens.
- Decline mechanic — Option to go into decline; swap in new race/power and re-enter map.
- End condition — Game ends when the round track reaches its end.
- Gold/Silver/Bronze Scoring — Earn coins per controlled area; additional bonuses from race/power.
- Scoring and coins — Earn coins per controlled area; additional bonuses from race/power.
- token management — Redeploy tokens after attacks; balance between aggression and retention.
- Token Pairing — Redeploy tokens after attacks; balance between aggression and retention.
- Variable Powers — Each player has a pair of powers that alter strategy each game.
Video topics + discussion points
Quotes (from this video)
- The best thing about this game is the in-decline mechanic.
- Casually genocidal.
- The combos are endless.
- The best way to play Small World is maximizing your points, not being a vindictive wanker.
- If you want solo play the app is pretty good.
References (from this video)
- Quick rounds with high interaction
- Easy to teach to new players
- Can feel repetitive after several plays
- The balance of powers can shift dramatically
- Fantasy race milling / conquest
- Carcassonne
- Bohnanza
Mechanics (from transcript analysis)
- Area control / set collection — Players control fantasy races with special abilities to gain footholds on a shared map.
Video topics + discussion points
Quotes (from this video)
- I'm very bold in my opinions, I hate it but I'm still willing to give it a second and third try because it's better it's an expensive game
- America blue shell is when you brace Mario Kart and then if you're in last place you get rewarded the blue shell
- it's a shared objective, you really pay attention to what other people are doing
- canvas... what a stinker... you're a pile of poops I love that game
- Rise of X added ... I had the Dreadnought portion and it replaced the main board
- I'll take it from me, I think he's French no he's Jamaican
References (from this video)
- fast play time per round
- easy entry for mixed groups
- can be chaotic
- some consider balance variable due to asymmetry
- conquest and decline of civilizations
- fantasy realm with quick, asymmetric races
- light, cartoonish
- Dominion
Mechanics (from transcript analysis)
- area control / race/ability asymmetry — play as different fantasy races with unique abilities to control regions
- diesel engine length games with decline — timed risk-and-reward where players eventually abandon civilizations
Video topics + discussion points
Quotes (from this video)
- the longer the better is kind of my uh my bias for board game memories
- Deluxe components in games worth a higher price point
- the qua chip qua of quber chips is the biggest example of like this is an upgrade that was so worth it for us
- we don't really have any links in the description ... we want no engagement do not engage on this video
- Shelf of Shame tends to be less of unplayed games and more of man we haven't gotten those to the table in a while
- Animal crackers ... they are clean
References (from this video)
- clear tension between expansion and vulnerability
- accessible for new players
- may skew toward combat-heavy playstyles
- conquest with diminishing returns as empires expand
- fantasy world with expanding empires
- humorous, satirical fantasy/
- Dominion
Mechanics (from transcript analysis)
- expansion and vulnerability — as empires expand, their armies become spread thin and more vulnerable to attacks
Video topics + discussion points
Quotes (from this video)
- it's brilliantly incorporated into this.
- the final sprint is at the end of the game and the wind can change everything.
- these are old games like Monopoly and Risk.
- hidden information is always wonderful … so games like Ticket to Ride stay involving while you don't know who the leader is.
- Power Grid has that brilliant turn order mechanism whereby the player who's furthest back gets the advantageous positions in turn order.