I'm a seasoned Small World player, I litterally own all of the expansions. And I think you missed out on one tip: - Always go for mountains instead of lost tribe, it's the same cost, but montains provide protection once occupied. (Unless you are Orcs and/or Pillaging). Seems basic but mountains are strong in this sense, basically provides you with extra units, and turn efficiency is important - as you said.
Hey there! I'm really enjoying this game on the ipad and am considering getting it for real life play. I've heard it's quite a pain to set-up and take down though. Do you play both in real life and on the ipad? Do you have a preference between the two? Is it worth getting for real life play if I own the app?
I wouldn’t say it’s a long set-up game, takes like 5 minutes. I would recommend getting it, but it’s alzo one of my favorite games so I am biased. You’ll have to setup the mountains, lost tribes, shuffle abilities/races and VP/coins yourself.But this is still an easy to learn gateway game so shorter setup than most big box games. And ofc because you hve to move everything yourself the gameplay will take at lesst an hour for 4-5 players including setup even more-so to teach new players. I recommend putting the coins into plastic bags as the box can be messy and the clean-up is a bit tedious but again less than a real big box game. It’s a great visual and better for live but if you already have a great thing with pass n play maybe using a HDMI or playing online or you don’t expect to play a lot live/in person than you might not want to shell-out the $50-60. I’ll play twice a week max in person since my group doesnt love it as much as i do but that purchase has over time already proved its worth
wow this is very thorough, thank you! It seems similar to settlers of Catan in terms of set-up time, but the turns likely take longer in small world (counting pieces and payouts, paying out coins, etc). Having the set timer is really nice. I've been playing it on the ipad all weekend non-stop and can't seem to get enough. Would you recommend the expansions in real life? A couple of them seem good online, the one with the dames I don't really enjoy as much (but maybe it's better with time or with people in real life?)
Yes it's nice being able to skip too. I've also played with the expansions on the app and have enjoyed the expansions (like you wasn't too impressed by the great dames but the others ex: were-,pixies,hordesof, and pymies are kinda cool). I would not recommend buying them at least initially as I'm happy enough playing with just the Vanilla combinations in real life or the app even tho I have all of them. It would also be extra to set-up and teach, you'd have to order them online (they aren't that expensive around 10-15) but the options in the base game are more than enough for several playthroughs.
I really hope the bit about the elves was just a joke, might not seem like it to beginners I personally would think there is some truth to it joke or not. The elves come with 6 tokens instead of the usual average 5 and they never go away, even their natural enemy (sorcs) can be dealt by keeping your tokens together.
0:56 Is the "8 or more" statement a generally accepted rule? That seems like a high bar. I'm reluctant to go into decline even if the previous decline is only earning around 4. Maybe I shouldn't be?
i feel like it takes to long to get to that "8 or more" before declining. it usually takes at least 2 rounds to do that and if someone attacks you in the same round you entered the board, it's gonna take even longer. ideally, you want to come in strong in round 1 and decline in round 2 or 3. but if other players see you about to decline with 8 tokens on the board, they might decide to target you...and then you end up having to eat a turn where you decline and only leave 3-4 behind, whereas , declining a turn sooner might have left you with 6 on the board. i usially decline with between 4-6. if i get lucky and manage to do like..were-something on an even numbered round and expand , it's one thing, but that usually paints a target on myself, so i rarely take were-anything although, were-white ladies might be the only combo of white ladies i might consider, because they get 6 tokens and if you come in, you could potentially get 6 territories in 1 turn, then decline next turn to have 6 declined tokens that are impossible to remove. this is the only time i would EVER take white ladies
@@Femaiden You usually decline between 4-6, but it is ideal to decline in 2 or 3? And you only play sub-optimally so as to not get targeted by opponents? Declining around 2-3 sounds too early to me, since you won't get full use of the 1st race, and the 2nd race will fizz out. Granted, I haven't played much with actual humans.
Good question. I suppose anything can be a good choice given the right situation. Elves are useful if you're planning to get attacked a lot, so I guess it comes down to play style. I would personally prefer to be aggressive and go for more points then plan on hoping my opponents be aggressive. You have to lose points (territory) to properly use the elves.
@@rayreviewsgames Elves are actually one of the best races in the base game. An usual number of 10-11 unkillable units that can expand quickly, fearlessly and combo pretty well with most abilities for versatile board positioning. Great as an opening race to expand, a mid game race to maintain control and a quick points scorer in the late game ability dependent. Here's my take on the base game tier list: Top tier- Elves, Ratmen, Amazons- exceptionally versatile for board positioning and ability combos, high unit numbers for expanding, and a great race selection at every stage of the game. High tier- Giants, Tritons, Ghouls- Giants/Tritons have high unit numbers, versatile ability combos, useful at every game stage and are aggressive claiming territory, but aren't top tier imo for predictable board placement making them easier to counterplay. Ghouls are uniquely strong and are best used to punch holes in defences and pave the path for your active race to conquer freely. There only downside is they are awful to pick in late game (but they're amazing early game and usually win you the game if not dealt with!). Solid tier- Skeletons, Trolls, Halflings- Strong unit numbers, all great mid game options for defending territory and fairly versatile strong combo selections, but not as stronger point scorers as the races above and not as aggressive at expanding. Mid tier- Wizards, Humans, Sorcerers, Orcs- Only combo effectively with specific abilities, average unit numbers, abilities that make them easier to counterplay, however they can all be very powerful with the right ability combo and shouldn't be underestimated. Dwarf tier- Dwarves- why they only have 3 units is a mystery...
why do you have to "lose territory" to use the elves effectively? that makes no sense. unless you aren't understanding how they work. you take elves because you DONT want to be attacked. their ability means that every time they lose a race token, they get 1 back. it has the net effect of just them being like...immortal. their total population neither grows nor shrinks. the benefit to this is that other players "should" be reluctant to attack the elves, because removing them from the board is potentially more expensive than expanding elsewhere, and nobody should want to get into attrition against the elves, because if the elves player continues to retaliate and you two get into a tit for tat, you will be losing multiple race tokens per round , while the elves player loses nothing. elves only real weakness is the sorcerors, because they can convert elves, reducing the elves population. the pygmies work similar to elves in that when they get attacked, they lose 1 token but regain between 0-3 tokens back. so like, 50% of the time, they lose the 1 token, but 33% of the time, their population grows bigger...so ..pygmies DO want to get attacked, which might be where your OG statement DOES apply. you have the elves mixed up with pygmies. interesting side note. fauns (a kickstarter backer race, which can also not be purchased in the app version) are interesting in that when the fauns attack another race, the fauns gain 1 race token, but the opponent race also gains 1 race token, essentially regaining the token they lost, so the fauns treat all the other races as if they are elves, but they also treat themselves as double growth skeletons(as long as they only attack active races, not declined races) i guess the lore couuld be explained that the fauns are using their music to charm the other guy into abandoning the territory. all this being said...i never take the elves...because i hate them...and i hate when the opponent takes them. . . my favorite are the skeletons., especially commando skeletons or mounted skeletons or fortified skeletons or merchant skeletons or underworld skeletons or berserker skeletons or pillaging skeletons or. . .
I'm a seasoned Small World player, I litterally own all of the expansions. And I think you missed out on one tip:
- Always go for mountains instead of lost tribe, it's the same cost, but montains provide protection once occupied. (Unless you are Orcs and/or Pillaging).
Seems basic but mountains are strong in this sense, basically provides you with extra units, and turn efficiency is important - as you said.
Yup it is especially useful to decline on a mountain as you make up for the solo token with the defensive terrain
Hey there! I'm really enjoying this game on the ipad and am considering getting it for real life play. I've heard it's quite a pain to set-up and take down though. Do you play both in real life and on the ipad? Do you have a preference between the two? Is it worth getting for real life play if I own the app?
I wouldn’t say it’s a long set-up game, takes like 5 minutes. I would recommend getting it, but it’s alzo one of my favorite games so I am biased. You’ll have to setup the mountains, lost tribes, shuffle abilities/races and VP/coins yourself.But this is still an easy to learn gateway game so shorter setup than most big box games. And ofc because you hve to move everything yourself the gameplay will take at lesst an hour for 4-5 players including setup even more-so to teach new players. I recommend putting the coins into plastic bags as the box can be messy and the clean-up is a bit tedious but again less than a real big box game. It’s a great visual and better for live but if you already have a great thing with pass n play maybe using a HDMI or playing online or you don’t expect to play a lot live/in person than you might not want to shell-out the $50-60. I’ll play twice a week max in person since my group doesnt love it as much as i do but that purchase has over time already proved its worth
wow this is very thorough, thank you! It seems similar to settlers of Catan in terms of set-up time, but the turns likely take longer in small world (counting pieces and payouts, paying out coins, etc). Having the set timer is really nice. I've been playing it on the ipad all weekend non-stop and can't seem to get enough.
Would you recommend the expansions in real life? A couple of them seem good online, the one with the dames I don't really enjoy as much (but maybe it's better with time or with people in real life?)
Yes it's nice being able to skip too. I've also played with the expansions on the app and have enjoyed the expansions (like you wasn't too impressed by the great dames but the others ex: were-,pixies,hordesof, and pymies are kinda cool).
I would not recommend buying them at least initially as I'm happy enough playing with just the Vanilla combinations in real life or the app even tho I have all of them. It would also be extra to set-up and teach, you'd have to order them online (they aren't that expensive around 10-15) but the options in the base game are more than enough for several playthroughs.
EXACTLY what I was looking for. Thanks!!!
Very informative and concise. Great job!
I really hope the bit about the elves was just a joke, might not seem like it to beginners I personally would think there is some truth to it joke or not.
The elves come with 6 tokens instead of the usual average 5 and they never go away, even their natural enemy (sorcs) can be dealt by keeping your tokens together.
0:56 Is the "8 or more" statement a generally accepted rule? That seems like a high bar. I'm reluctant to go into decline even if the previous decline is only earning around 4. Maybe I shouldn't be?
i feel like it takes to long to get to that "8 or more" before declining. it usually takes at least 2 rounds to do that and if someone attacks you in the same round you entered the board, it's gonna take even longer.
ideally, you want to come in strong in round 1 and decline in round 2 or 3. but if other players see you about to decline with 8 tokens on the board, they might decide to target you...and then you end up having to eat a turn where you decline and only leave 3-4 behind, whereas , declining a turn sooner might have left you with 6 on the board.
i usially decline with between 4-6. if i get lucky and manage to do like..were-something on an even numbered round and expand , it's one thing, but that usually paints a target on myself, so i rarely take were-anything
although, were-white ladies might be the only combo of white ladies i might consider, because they get 6 tokens and if you come in, you could potentially get 6 territories in 1 turn, then decline next turn to have 6 declined tokens that are impossible to remove. this is the only time i would EVER take white ladies
@@Femaiden You usually decline between 4-6, but it is ideal to decline in 2 or 3? And you only play sub-optimally so as to not get targeted by opponents? Declining around 2-3 sounds too early to me, since you won't get full use of the 1st race, and the 2nd race will fizz out. Granted, I haven't played much with actual humans.
wow! short and sweet!
W-why are the elves a bad choice? :(
Good question. I suppose anything can be a good choice given the right situation. Elves are useful if you're planning to get attacked a lot, so I guess it comes down to play style. I would personally prefer to be aggressive and go for more points then plan on hoping my opponents be aggressive. You have to lose points (territory) to properly use the elves.
@@rayreviewsgames Elves are actually one of the best races in the base game. An usual number of 10-11 unkillable units that can expand quickly, fearlessly and combo pretty well with most abilities for versatile board positioning. Great as an opening race to expand, a mid game race to maintain control and a quick points scorer in the late game ability dependent. Here's my take on the base game tier list:
Top tier- Elves, Ratmen, Amazons- exceptionally versatile for board positioning and ability combos, high unit numbers for expanding, and a great race selection at every stage of the game.
High tier- Giants, Tritons, Ghouls- Giants/Tritons have high unit numbers, versatile ability combos, useful at every game stage and are aggressive claiming territory, but aren't top tier imo for predictable board placement making them easier to counterplay. Ghouls are uniquely strong and are best used to punch holes in defences and pave the path for your active race to conquer freely. There only downside is they are awful to pick in late game (but they're amazing early game and usually win you the game if not dealt with!).
Solid tier- Skeletons, Trolls, Halflings- Strong unit numbers, all great mid game options for defending territory and fairly versatile strong combo selections, but not as stronger point scorers as the races above and not as aggressive at expanding.
Mid tier- Wizards, Humans, Sorcerers, Orcs- Only combo effectively with specific abilities, average unit numbers, abilities that make them easier to counterplay, however they can all be very powerful with the right ability combo and shouldn't be underestimated.
Dwarf tier- Dwarves- why they only have 3 units is a mystery...
why do you have to "lose territory" to use the elves effectively? that makes no sense. unless you aren't understanding how they work.
you take elves because you DONT want to be attacked.
their ability means that every time they lose a race token, they get 1 back. it has the net effect of just them being like...immortal.
their total population neither grows nor shrinks.
the benefit to this is that other players "should" be reluctant to attack the elves, because removing them from the board is potentially more expensive than expanding elsewhere, and nobody should want to get into attrition against the elves, because if the elves player continues to retaliate and you two get into a tit for tat, you will be losing multiple race tokens per round , while the elves player loses nothing.
elves only real weakness is the sorcerors, because they can convert elves, reducing the elves population.
the pygmies work similar to elves in that when they get attacked, they lose 1 token but regain between 0-3 tokens back. so like, 50% of the time, they lose the 1 token, but 33% of the time, their population grows bigger...so ..pygmies DO want to get attacked, which might be where your OG statement DOES apply.
you have the elves mixed up with pygmies.
interesting side note.
fauns (a kickstarter backer race, which can also not be purchased in the app version) are interesting in that when the fauns attack another race, the fauns gain 1 race token, but the opponent race also gains 1 race token, essentially regaining the token they lost, so the fauns treat all the other races as if they are elves, but they also treat themselves as double growth skeletons(as long as they only attack active races, not declined races)
i guess the lore couuld be explained that the fauns are using their music to charm the other guy into abandoning the territory.
all this being said...i never take the elves...because i hate them...and i hate when the opponent takes them. . .
my favorite are the skeletons., especially commando skeletons or mounted skeletons or fortified skeletons or merchant skeletons or underworld skeletons or berserker skeletons or pillaging skeletons or. . .
Small World is a monotonous exercise in addition and subtraction, nothing more, nothing less.