Subscribe to the TouchArcade YouTube channel Subscribe to the TouchArcade YouTube channel Small World - The Board Game TWIN SAILS INTERACTIVE CONTROL FANTASY RACES, SET OFF TO CONQUER NEW LANDS, OVERTHROW YOUR ENEMIES AND CLAIM THE VICTORY! In this digital adapt… TouchArcade Rating: $4.99 Buy Now Watch Media DetailsCONTROL FANTASY RACES, SET OFF TO CONQUER NEW LANDS, OVERTHROW YOUR ENEMIES AND CLAIM THE VICTORY! In this digital adaptation of the legendary board game, dive into a world inhabited by whimsical fantasy races. Take control of the dwarfs, wizards, amazons, giants, orcs or even humans. Then send out your troops to battle mercilessly and conquer new regions. Make shrewd use of the special powers of your races to expand your empire and win the game! Meanwhile, weaker civilizations will be ruthlessly chased out of this Small World! Carve out your place in a world that’s too small to accommodate everyone! This game of strategy and conquest can be played over and over again thanks to the nearly endless combinations of races and special powers. Whether you’re a newbie or an experienced player, you’ll love playing this classic board game with simple rules and tactical gameplay. Features: • MULTI AWARD-WINNING BOARD GAME: a digital adaptation of the award-winning board game that won the prestigious, Spiel des Jahres prize • HEROIC FANTASY: a heroic fantasy world full of humor with 14 Races and 20 Special Powers • ACCESSIBLE: accessible and tactical gameplay • SOLO: play solo against the AI. Games of one to five players • ONLINE MULTIPLAYER: challenge your friends or other players around the world • LOCAL MULTIPLAYER: play with other people in the room by connecting to the same Wi-Fi network. • EXCLUSIVE BOARDS: discover exclusive boards for 3, 4 or 5 players • EXPANSIONS: Enhance the game with new 34 Races & Special Powers to discover in the expansions: Cursed!, Grand Dames, Be Not Afraid, Royal Bonus... and A Spider's Web, available in the game shop. IDENTICAL RULES to the original board game but with the BENEFITS OF DIGITAL: • A tutorial to make learning the rules easy • Automatic point scoring • Play anywhere, anytime with family, friends or other players around the world. Information Seller:TWIN SAILS INTERACTIVE Genre:Board, Strategy Release:Apr 01, 2010 Updated:Mar 03, 2021 Version:3.0.6 Size:496.4 MB TouchArcade Rating: User Rating: (16) Your Rating:unrated Compatibility:HD Universal palenoue Member Aug 18, 2008 24 0 0 #2 palenoue, Apr 4, 2010 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. mrbass Well-Known Member Oct 7, 2008 2,210 0 0 United States of America http://mrbass.org/iphone/bestgames #3 mrbass, Apr 5, 2010 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. mrbass Well-Known Member Oct 7, 2008 2,210 0 0 United States of America http://mrbass.org/iphone/bestgames #4 mrbass, Apr 14, 2010 Last edited: Apr 14, 2010 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. Karma32 Well-Known Member Apr 12, 2010 230 0 0 #5 Karma32, Apr 14, 2010 I would have loved to get this game, but without a 1 player mode it's a no buy for me. Mythbuster Well-Known Member Nov 19, 2008 1,260 22 38 Journalist In the middle of nowhere #6 Mythbuster, Apr 14, 2010 100% agree! Dorfdad Well-Known Member Jan 4, 2009 136 0 0 #7 Dorfdad, Apr 14, 2010 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.. Tyvan Well-Known Member Feb 26, 2010 263 0 16 Georgia #8 Tyvan, Apr 14, 2010 I thought the directions that came with it did a pretty good job of explaining how to play the game. mrbass Well-Known Member Oct 7, 2008 2,210 0 0 United States of America http://mrbass.org/iphone/bestgames #9 mrbass, Apr 14, 2010 Last edited: Apr 15, 2010 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. Johnnyr Member Apr 12, 2010 16 0 0 #10 Johnnyr, Apr 14, 2010 This game is fantastic, the only thing it needs is sound effects =) antispin Well-Known Member Jul 6, 2009 110 0 0 Editor, tech and gaming websites #11 antispin, Apr 15, 2010 Single player mode please. I haz no frands :/ JCat Well-Known Member Mar 11, 2009 515 0 0 CEO E-Commerce NY #12 JCat, Apr 15, 2010 Add AI and sound, I'll purchase it in a heartbeat. jtlaurence Member Apr 8, 2009 12 0 1 #13 jtlaurence, Apr 15, 2010 Great video that explains the game well. http://www.youtube.com/watch?v=HiSAcFVEONM&feature=youtube_gdata Zerg New Member Mar 22, 2010 4 0 0 #14 Zerg, Apr 15, 2010 I'm going to go out on a limb here (flame suit on) but I like that it emulates a true board game - no music or AI. If anything, I can see letting people queue up tunes from their local iPad collection and have it play. AI though? I don't know much about programming but I have to imagine that is A LOT of code. Maybe it'd be easier to allow some sort of online multiplayer? Course then you have server hosting issues. I bought it (have the real board game and am a avid board gamer) and have no issues with no AI or music. It's fun to play with my wife or son. If I want to play against AI, I fire up some other game. Course this is just my opinion Johnnyr Member Apr 12, 2010 16 0 0 #15 Johnnyr, Apr 15, 2010 I think some dice rolling effects, clicks, the sound of the tokens being put down...without it the game is just missing it's personality. jeffyg3 Well-Known Member Mar 22, 2010 1,251 0 36 #16 jeffyg3, Apr 15, 2010 Glad I decided not to get it then. No single player and no sound effects? That's just not a worthy purchase in my book. Doesn't have to have music, but clicking sounds, a sound the game makes when a piece is moved, etc. Once they add in a single player and sound effects then I'll push that buy button for this game. sw001 New Member Jun 22, 2009 1 0 0 #17 sw001, Apr 15, 2010 Small World is currently my favorite iPad game now, and I think really shows promise for the iPad. Small World is a pretty quick to pick up game, and being able to play it with friends and family is great. I play it with my kids at home, and a friend on the train while going to work. The iPad is great because it can simulate a true board game because of the screen size. Much easier to get out the pieces and play w/ the iPad, and especially to clean up. I think that anyone that is a board game fan and has friends and/or family to play with will really appreciate the Small World. I'll probably be buying the full version soon. NonSpog Member Apr 9, 2010 9 0 0 #18 NonSpog, Apr 15, 2010 Looks really cool, and I love board games, but like others above said without either Single Player or an online multiplayer component (I've got both friends and family, but my wife is not a board game fan and she's the only one here at the house) it will sadly not be something I pick up. Tyvan Well-Known Member Feb 26, 2010 263 0 16 Georgia #19 Tyvan, Apr 15, 2010 So you own and love the board game right? Then why not get the iPad game? You bought the original board game and love it even tho it has no AI. Treat this just as if it is a boardgame. It becomes an easy portable game version of the board game you already love, but without all the setup/cleanup time. Play it when you do have 2 people around. I promise you will not regret buying it. It is my favorite ipad app ATM. Tyvan Well-Known Member Feb 26, 2010 263 0 16 Georgia #20 Tyvan, Apr 15, 2010 Last edited: Apr 15, 2010 An overview of the Smallworld ipad app in HD. http://www.youtube.com/watch?v=SlaI3o_Fghc (You must log in or sign up to post here.) Show Ignored Content Page 1 of 21 1 ← 2 3 4 5 6 → 21 Next > Share This Page Tweet Your name or email address: Do you already have an account? No, create an account now. Yes, my password is: Forgot your password? Stay logged in
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.
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.
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.
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..
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.
Great video that explains the game well. http://www.youtube.com/watch?v=HiSAcFVEONM&feature=youtube_gdata
I'm going to go out on a limb here (flame suit on) but I like that it emulates a true board game - no music or AI. If anything, I can see letting people queue up tunes from their local iPad collection and have it play. AI though? I don't know much about programming but I have to imagine that is A LOT of code. Maybe it'd be easier to allow some sort of online multiplayer? Course then you have server hosting issues. I bought it (have the real board game and am a avid board gamer) and have no issues with no AI or music. It's fun to play with my wife or son. If I want to play against AI, I fire up some other game. Course this is just my opinion
I think some dice rolling effects, clicks, the sound of the tokens being put down...without it the game is just missing it's personality.
Glad I decided not to get it then. No single player and no sound effects? That's just not a worthy purchase in my book. Doesn't have to have music, but clicking sounds, a sound the game makes when a piece is moved, etc. Once they add in a single player and sound effects then I'll push that buy button for this game.
Small World is currently my favorite iPad game now, and I think really shows promise for the iPad. Small World is a pretty quick to pick up game, and being able to play it with friends and family is great. I play it with my kids at home, and a friend on the train while going to work. The iPad is great because it can simulate a true board game because of the screen size. Much easier to get out the pieces and play w/ the iPad, and especially to clean up. I think that anyone that is a board game fan and has friends and/or family to play with will really appreciate the Small World. I'll probably be buying the full version soon.
Looks really cool, and I love board games, but like others above said without either Single Player or an online multiplayer component (I've got both friends and family, but my wife is not a board game fan and she's the only one here at the house) it will sadly not be something I pick up.
So you own and love the board game right? Then why not get the iPad game? You bought the original board game and love it even tho it has no AI. Treat this just as if it is a boardgame. It becomes an easy portable game version of the board game you already love, but without all the setup/cleanup time. Play it when you do have 2 people around. I promise you will not regret buying it. It is my favorite ipad app ATM.