Review: Small World Underground
Kirk digs deep in this review of Small World Underground with 15 new races, 21 new powers and new features in Relics and Popular Places!
![]() | Small World Underground Release Date 2011 Publisher Days of Wonder (US) Designer Philippe Keyaerts Players 2 - 5 Brand Small World |
If you thought things were tight in Smallworld, wait until you see the competition for real estate going on beneath the surface. It's even tighter than last time, with you once again trying to build empires for your chosen fantasy race, each trying to get ahead with Special Powers. In this expansion that retains all the charm and fun of the original with a bunch of new choices, you can visist Popular Places, seek out Righteous Relics, explore 15 new Fantasy Races, and 21 new Special Powers. It looks absolutely stunning, and this, combined with the sensibilities of the game, make it a winner even for younger gamers. Grab your slice of the Underground pie while you can!
The first time you play any SmallWorld game, you will find the rules fairly simple: It's a riff on Risk with thousands of possible fantasy race and special power combinations. As you conquer areas of the the map, your army uses it's special powers and racial powers to capture different strategically important territories. Eventually, your army will diminish and it will
Kirk digs deep in this review of Small World Underground with 15 new races, 21 new powers and new features in Relics and Popular Places!
Get that sickeningly sweet song out of your head and get ready to rumble as Kirk leads you into the battle ravaged fantasy land that is Small World.
Ever since Small World Underground was announced in April 2011, players have longed to combine it with the original Small World from 2009. This feat was somewhat achieved with sections in the SWU rulebook, with limited crossover allowed, but let's face it... that's not what we wanted! We wanted to play both games together! After Spiel 2011, we can do just that...