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#1
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Low bandwidth Version | Pop Up Low bandwidth Version | Pop Up Quote:
Last edited by ImNoSuperMan; 08-14-2010 at 01:59 PM.. |
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#2
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....
Quote:
Quote:
Last edited by ImNoSuperMan; 08-14-2010 at 02:01 PM.. Reason: impressions/reviews |
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#3
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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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#4
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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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#5
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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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#6
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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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#7
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100% agree!
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#8
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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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#9
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Quote:
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#10
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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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