Wednesday, June 1, 2011

Small World Underground

Small World Underground

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Price: $40.61 $36.95   Updated Price for Small World Underground now
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Product Feature

  • Small World Underground - when in a hole keep digging
  • This is a standalone game
  • Recommended for experienced Small World players
  • Tons of replay value

Product Description

Small World Underground is a stand-alone game set beneath the surface of the same fun, light-hearted Small World universe of epic conquests and fallen empires. Featuring new Races and Special Powers, it also introduces a new twist to the original game play - Monster occupied regions that protect Relics and Places of great power. While more daunting to conquer, these bestow even greater powers to their owner. Like previous Small World expansions which sold out quickly, this sequel to the best-selling Small World board game (over 100,000 sold world wide) is sure to be a hit with fans. Small World Underground can be played on its own or combined with other Small World game elements, as many of the Races and Sepcial Powers from the original game and previous expansions are compatible. Recommended for experienced Small World players, the game includes: 2 double-Sided Game Boards, 15 New Fantasy Races with matching banners and tokens, 21 New Special Power badges, 9 Popular Places and 6 Righteous Relics, 106 Victory Coins, dozens of additional special tokens, 5 Player and 1 Game Turn Summary Sheets, 1 Reinforcement Die, and Rules Booklet.

Small World Underground Review

I've played both Smallworld and Smallworld: Underground. Game mechanics are almost identical. Underground adds relics and items to the mix, which can be fun, overpowered or useless. Overall, I don't think that these upset the balance of the game. Rather, these items encourage more warfare, and I appreciate that.

I like the artwork much better for underground and the races are much more interesting.

I agree with other posters that some races and abilities are downright useless and there is not a lot of balance to the game in that respect. I sometimes found myself choosing the best of the worst races. Regardless, the game is balanced enough that I would buy Smallworld: Underground instead of Smallworld because I think it's more interesting in the aesthetics, mechanics and races.

The new abilities and rules are not as clear as they could be. Specifically, the "vanishing" ability is puzzling. It states that one may remove all race tokens when going into decline and receive two tokens for each region "instead of one." The instead part references some rule that I can't find in the book.

Pros:
Artwork
Relics
Races
Overall clarity and presentation of instructions
Multiple boards depending upon the number of players

Cons:
Some underwhelming abilities
Not as balanced as the original Smallworld
Clarity of some instructions could be improved

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