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  #1  
Old 04-03-2010, 09:33 AM
ImNoSuperMan ImNoSuperMan is offline
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Default Small World for iPad (v2.0 - All new everything!)


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Quote:
What's New in v1.1

*** NEW FEATURES ***
- The famed Cursed! and Grand Dames expansions are now available as in-game expansions. The 5 new Races and 7 new Special Powers they introduce make Small World's combos more fun and unique than ever!
- a new in-game player lets you play the song of your choice from your music library while crushing your opponent
- A new leaderboard feature captures your high scores for posterity in the Champions page.
- The Amazons player can now choose which regions to abandon in order to keep 4 tokens in reserve.

*** BUG FIXES ***
- Dragon Master :the Dragon token sometimes failed to appear when Dragon Master Power was picked. FIXED.
- AI System : The bot now temporarily stops playing when you check your combos Info out

*** AI IMPROVEMENTS ***
- Seafaring Halflings do not plave their holes-in-the-ground in seas and lake regions anymore.
- Giants are now more likely to conquer Mountain regions when it makes sense

Quote:
What's New in v1.0

** NEW FEATURES ***
- Solo Mode : play alone against your iPad !
- Select the player who plays first : player 1, player 2 or random pick.
- Amazons : The regions they vacate at the end of turn are still picked automatically, but they now leave the less valuable ones first.

*** BUG FIXES ***
- Crashing bugs.
- Flying/Underworld/Seafarings Ghoul cannot use their power anymore in decline.
- Converting a region by a Pillaging Sorcerer now gives one extra VP.
- Flying Sorcerer can now use their power for their first conquest.
- Dragon Master: cannot attack a region anymore with Dragon but no race token.

Last edited by ImNoSuperMan; 08-14-2010 at 01:59 PM..
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  #2  
Old 04-03-2010, 10:47 PM
palenoue palenoue is offline
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Default No computer opponent, bummer

I like board games but have a very hard time finding someone who wants to play, so I was excited to hear Small World was coming out for the iPad. Bought it when it hit the app store. Got my iPad this morning and one of the first games I tried out was Small World. Great graphics, matches the board game, but there's no computer opponent! I can't play it!

Bummer.
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  #3  
Old 04-05-2010, 01:35 AM
mrbass mrbass is offline
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I've played Vinci (original boardgame Small World is based off) a few times since I own a copy. Small World only played once in real life. Bought for ipad as I love board games that enforce the rules such as wargameroom.com twilight struggle for instance compared to ones that just let you play the game yet fail to enforce rules.

Small World for ipad I wish you could access the rules without exiting the game or at the very least allow one to resume. I'm sure once the dev keeps test it out on the ipad those will be forthcoming and great to see Days of Wonder jumping on board. Who knows ticket to ride may be next.
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  #4  
Old 04-14-2010, 01:48 AM
mrbass mrbass is offline
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New patch is out can resume now. Also added Ghouls race and Berserk power.

I believe Diplomat power and Sorcerers race still not implemented in this iPad version of Small World. (could be wrong though).

Been playing quite a bit of this one as of late. Probably played about 25 games of it so far. Also different game due to the combinations of powers shuffled with the various races.

Here is list of Races:


Amazons
Take 4 additional Amazon tokens to be used only for conquest, not defense. At the end of each of your Troop Redeployments you must remove 4 tokens from the map (leaving at least 1 token in each of your regions if possible) and only take these 4 back in hand to redeploy once you Ready your Troops at the start of your next turn.

Dwarves
Collect 1 bonus coin for each Mine region you occupy at turn’s end; even when the Dwarves are in decline.

Elves
When the enemy conquers one of your regions, keep all your Elf tokens in hand for redeployment at the end of that player’s turn, rather than discarding 1.

Ghouls
Your Ghoul tokens all stay on the map when going into decline, and can continue to conquer new regions each turn as if they were still active. These conquests must be done before any conquest by your active race (whom you may even attack).

Giants
Your Giants may conquer any region adjacent to a Mountain region they occupy at a cost of 1 less Giant token than normal (a minimum of 1 is still required).

Halflings
Your Halfling tokens may enter the map through any region. Place a Hole-in-the-Ground in the first 2 regions you conquer, to make them immune to enemy conquests and racial and special powers. You remove the Holes (and lose their protection) when your Halflings go into decline, or you choose to abandon the region.

Humans
Collect 1 bonus coin for each Farmland region you occupy at turn’s end.

Orcs
Collect 1 bonus coin for each non-empty region you conquered this turn.

Ratmen
No race benefit other than their numbers.

Skeletons
During your Troop Redeployment, take 1 new Skeleton token from the tray for every 2 non-empty regions you conquered this turn, and add it to the troops you redeploy at the end of your turn.

Sorcerers
Once per turn per opponent, your Sorcerers can conquer a region by substituting 1 of your opponent’s active tokens with one of your own from the tray.
The replaced token must be the only token in its region (a single Troll token with its Lair is considered alone, and a Fortress or Mountain provides no protection) and that region must be adjacent to one of your Sorcerers’. Place the opponent’s token (even an Elf) back into the tray.

Tritons
Your Tritons may conquer all Coastal regions (those bordering a Sea or Lake) at a cost of 1 less token than normal. A minimum of 1 is still required.

Trolls
Place a Troll’s Lair in each region your Trolls occupy to increase its defense by 1. Lairs stay in the region after your Trolls go into decline. Remove the Lair if you abandon the region or when an enemy conquers it.

Wizards
Collect 1 bonus coin for each Magic Source region you occupy at turn’s end.


Special Powers

Alchemist
Collect 2 bonus coins at the end of each turn your race hasn’t yet gone into decline.

Berserk
You may use the Reinforcement die before each of your conquests. Roll the die; select the region you wish to conquer; then place the required number of tokens (minus the die results) there. If you do not have enough tokens, this is your final conquest attempt for the turn. A minimum of 1 is still required.

Bivouacking
Deploy 5 Encampment tokens in any of your region(s), during your Troop Redeployment phase. Each counts as 1 token toward its region’s defense (and thus protects a single race token from the Sorcerer’s racial power). Multiple encampments may be placed in the same Region for a higher defense bonus. Each turn you may break camp and settle in any new region you occupy. Encampments are never lost during an attack on their region, but all disappear when their race goes into decline.

Commando
You may conquer any region with 1 less token than normal. A minimum of 1 is still required.

Diplomat
At the end of your turn, you may select 1 opponent whose active race you did not attack this turn as your ally. He cannot attack your active race until your next turn. You may change allies each turn. Declined tokens are not affected (declined Ghouls are immune and may still attack you).

Dragon Master
Once per turn, you may conquer a region using 1 token, regardless of the number of defending tokens. Place your Dragon there to make the region immune to enemy conquests and racial and special powers until your Dragon moves. During each new turn, you may move your Dragon to a different region you wish to conquer. Your Dragon is removed from the board when you go into decline.

Flying
You may conquer any region except Seas and Lakes.

Forest
Collect 1 bonus coin for each Forest region you occupy at turn’s end.

Fortified
Once per turn while active, place 1 Fortress in a region you occupy to increase its defense by 1 (even if you are entering or are in decline) and collect 1 bonus coin at turn’s end (unless you leave or are in decline).
Remove the Fortress if you abandon the region or when an enemy conquers it. There is a maximum of 1 Fortress per region and 6 Fortresses on the map.

Heroic
At the end of your turn, place your 2 Heroes in 2 regions you occupy; the regions are now immune to enemy conquests and racial and special powers until your Heroes move. Heroes disappear when you go into decline.

Hill
Collect 1 bonus coin for each Hill region you occupy at turn’s end.

Merchant
Collect 1 bonus coin for each region you occupy at turn’s end.

Mounted
You may conquer any Hill or Farmland region with 1 less token than normal. A minimum of 1 is still required.

Pillaging
At the end of the turn, collect 1 bonus coin for each non-empty region you conquered this turn.

Seafaring
You may conquer Seas and Lakes as if they were empty regions. You keep these regions even after going into decline.

Spirit
When declined, your Spirit race tokens never count toward the ‘only 1 race in decline at a time’ limit. If a third race you control goes into decline, your Spirits remain on the board and the other declines race disappears as normal.

Stout
You may go in decline at the end of a turn of conquests, after scoring.

Swamp
Collect 1 bonus coin for each Swamp region you occupy at turn’s end.

Underworld
Conquer any Cavern region with 1 less token than normal. A minimum of 1 is still required. All Cavern regions are considered adjacent to each other for your conquests.

Wealthy
Collect 7 bonus coins at the end of your first turn.

Last edited by mrbass; 04-14-2010 at 02:19 AM..
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  #5  
Old 04-14-2010, 03:53 AM
Karma32 Karma32 is offline
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I would have loved to get this game, but without a 1 player mode it's a no buy for me.
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  #6  
Old 04-14-2010, 05:44 AM
Mythbuster Mythbuster is offline
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Quote:
Originally Posted by Karma32 View Post
I would have loved to get this game, but without a 1 player mode it's a no buy for me.
100% agree!
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  #7  
Old 04-14-2010, 06:08 AM
Dorfdad Dorfdad is offline
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Can anyone figure out WTF your supposed to do with this game? I tired to play it read the instructions but made NO SENSE.

I picked a player and started the game seems I drag my guys to empty spots. Sometimes after dragging them there it on empty spots the guys just disappear. It rolls a dice and 95% of the time it comes up blank.

Than its someone else s turn. He does the same. No battles just rolling a dice blank..

Looks nice but no new player will grasp the game..
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  #8  
Old 04-14-2010, 07:19 AM
Tyvan Tyvan is offline
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iPhone 4, OS 4.x
 
Join Date: Feb 2010
Location: Georgia
Posts: 261
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Quote:
Originally Posted by Dorfdad View Post
Can anyone figure out WTF your supposed to do with this game? I tired to play it read the instructions but made NO SENSE.

I picked a player and started the game seems I drag my guys to empty spots. Sometimes after dragging them there it on empty spots the guys just disappear. It rolls a dice and 95% of the time it comes up blank.

Than its someone else s turn. He does the same. No battles just rolling a dice blank..

Looks nice but no new player will grasp the game..
I thought the directions that came with it did a pretty good job of explaining how to play the game.
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  #9  
Old 04-14-2010, 08:13 AM
mrbass mrbass is offline
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If you conquer a non-occupied land it is 2 of your guys. If unoccupied mountain it is 3 guys since mountain has +1 defense. For each enemy in the land you need a guy.

Example an enemy has 2 guys in the mountain. You need 2 + 1 for mountain + 2 for the two enemies so 5 guys to conquer the territory. If you only have four troops you can still attack and hope for a dice roll of at least one pip otherwise your conquest is a failure and you just redeploy your troops.

If your low on troops and probably won't conquer much more land you should put your civilization into decline. Game consists of 10 rounds and player with highest victory points is victorious.

Last edited by mrbass; 04-14-2010 at 08:36 PM..
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  #10  
Old 04-14-2010, 08:59 PM
jtlaurence jtlaurence is offline
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Great video that explains the game well. http://www.youtube.com/watch?v=HiSAc...=youtube_gdata
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