How to get better in Small World

By: Dennis B. B. Taylor

Discover the Secrets to Thriving in Small World

Small World is a captivating game that offers endless possibilities and strategic decisions. Unveiling the hidden gems requires both curiosity and calculated moves. To succeed in this enchanting realm, let me show you the keys to thriving in Small World.

Embrace Curiosity

One of the most important elements in Small World is curiosity. By embracing your inner explorer, you unlock the door to fascinating discoveries. It’s about delving into uncharted territories and uncovering the wonders that lie within. Remember, curiosity ignites the spark that fuels your journey in Small World.

Strategic Thinking

In Small World, it’s not just about luck; it’s also about strategic thinking. Every move you make has a profound impact on your success. You need to carefully consider different factors, weigh your options, and plan your moves strategically. Small World rewards those who can think ahead and make clever choices.

Adaptability is Key

As you traverse the ever-changing landscape of Small World, you must be adaptable. Your strategies may need to evolve as you encounter new challenges and formidable opponents. Adaptability allows you to overcome obstacles, capitalize on opportunities, and secure your path to victory.

Master the Races and Powers

Races and powers are the building blocks of Small World. Understanding their unique abilities and synergies is crucial to dominating the game. Each combination unlocks a realm of possibilities and strategies. By mastering the harmonious interplay of races and powers, you wield the power to shape the course of Small World in your favor.

Collaboration and Diplomacy

Small World is not a solitary journey. Collaboration and diplomacy play vital roles in your conquest. Negotiate alliances with other players, forge beneficial partnerships, and strategically manage your relationships. Diplomacy can be a powerful tool to outmaneuver your adversaries and secure your dominance in Small World.

Immerse Yourself in the Experience

To truly excel in Small World, immerse yourself in its rich tapestry. Imagination and creativity fuel this immersive experience. Dive into the vibrant world, imagine yourself as a mighty ruler, and let your strategic prowess shine. Small World is not just a game; it’s an adventure waiting to unfold.

Now that you know the secrets to thriving in Small World, embark on your journey and conquer the realm! Unleash your curiosity, strategize effectively, adapt to challenges, master races and powers, engage in diplomacy, and embrace the immersive experience. May your reign be glorious and your conquests be legendary in the captivating realm of Small World!

What’s great about Small World is that each game brings a different set of strategies, depending on the combinations of Races and Powers available. This keeps the game fresh and challenges you to think critically about which races and powers to choose.

It’s important to note that not all Race and Power combinations are created equal. Some are definitely stronger than others. Keep an eye out for when a weaker combo is consistently being passed over in favor of stronger options.

However, even if a particular Race/Power combo isn’t as powerful, over time, the accumulation of Victory Coins can still lead to success. Victory Coins are the ultimate goal of the game, ensuring that every race will eventually have its chance to shine.

Now, let’s take a look at some statistics from the Base Game that can help us evaluate the races:

Let’s start by examining the distribution of tokens among the 14 races and X Special Powers. Here’s a breakdown:

– 1 Race grants 3 tokens.

– 6 Races grant 5 tokens each.

– 6 Races grant 6 tokens each.

– 1 Race grants 8 tokens.

– 1 Power grants 2 tokens.

– 1 Power grants 3 tokens.

– 8 Powers grant 4 tokens each.

– 10 Powers grant 5 tokens each.

On average, a Race Tile will provide you with around 5-6 tokens, while a Power Tile will give you around 4-5 tokens. It’s worth considering how the boards are divided as well:

For a 2-player game:

– There are 20 Regions.

– There are 4 Farmlands, Forests, Hills, Mountains, and Swamps each.

– There are 4 Magic Symbols, Mining Symbols, and Underworld Symbols each.

For a 3-player game:

– There are 27 Regions.

– There are 5 Farmlands, Forests, Hills, and Swamps each.

I have to admit, this game is a bit confusing. It’s called “7 Wonders” and it’s all about building cities. The goal is to score the most points by constructing various buildings and wonders. But here’s the catch – it’s not just a simple game of building. There are different resources you need to collect and use strategically.

For each turn, you choose a card from your hand and then pass the rest to the next player. You’ll have to carefully decide which cards to keep and which ones to pass on. Some cards give you resources, like wood or stone, while others give you special abilities or bonuses. It’s like a puzzle that you have to solve each round.

One of the interesting things about this game is that you can’t just focus on your own city. You have to pay attention to what your neighbors are doing too. You might want to block them from getting a certain card or resource, or maybe you want to copy their strategy and build similar structures. It adds an extra layer of complexity and strategy to the game.

The game is played over three ages, and each age has a different set of cards. As you progress through the ages, the cards become more powerful and allow you to build bigger and better things. You’ll need to plan ahead and think carefully about which cards to play in each age.

At the end of the game, you’ll tally up the points and see who has the highest score. Points are earned from building structures, completing sets of cards, and constructing wonders. It’s a game that requires both strategy and a bit of luck. You’ll never know exactly what cards you’ll get, so you have to be adaptable and flexible in your approach.

Overall, “7 Wonders” is a challenging, yet rewarding game. It’s a game of choices and trade-offs, where every decision you make has consequences. If you enjoy games that make you think and strategize, then this is definitely a game you’ll want to try. So gather your friends, set up the game board, and let the construction begin!

  • There are 45 regions in total.
  • Of these, there are 9 each of farmlands, forests, hills, mountains, and swamps.
  • There are also 9 each of magic symbols, mining symbols, and underworld symbols. If you’re playing with 3 or 4 players, there will be a little more emphasis on mountains, but overall, the distribution is fairly even. In a 2 player game, each player gets a bit more space, but it’s still around 9 regions per player.

Now, let’s dive into the different races in the basic game:

Oh, you beautiful and dangerously tempting creatures! As a race, you start with 6 tokens, which is already above average. But that’s not all – you also get an extra 4 tokens specifically for attacking. These bonus tokens are removed at the end of your attack phase, so use them wisely. With this advantage, you can conquer new territories faster and spread your army thin more quickly than other races.

Oh boy, let me tell you about Amazons! They shine bright but burn out fast. But hey, that’s not a problem in a game with a limited number of turns. It just means you’ll get to your next race more quickly. Amazons are like turbo-charged engines that grab more coins in fewer turns than any other race.

Let me tell you, Amazons are one of the top races. I’d pay a hefty price to get my hands on them, no matter what kind of Powers they come with. Especially if those powers are aggressive, like Berserk and Commando. Man, they really know how to kick things up a notch!


When it comes to the base game, Dwarves often get the short end of the stick. They start with only 3 tokens on their Race tile, which puts them at the bottom of the token pool. However, they have the ability to earn more coins when they occupy mining regions, and even continue earning those extra coins when they go into decline.

The challenge lies in the fact that the mines are spread out on the board, with none of them adjacent to each other. This makes it difficult for Dwarves, with only 7 or 8 tokens, to reach and occupy 3 mines frequently.

Instead, they are more likely to only secure 2 mines before going into decline. During this time, they have to leave behind a single token to defend the mine, which becomes a prime target for opponents who realize that the Dwarves are still earning 2 coins every turn.

When a bunch of Coins starts to pile up on them in the auction, these races have the opportunity to take advantage of them. But this goes against the strategy of earning early in the game. Sometimes they don’t even get the chance to take advantage of the Coins before going into decline. However, most of the time, other races have better advantages.

If you can secure Mines in regions with earn powers like Forest, Hill, and Swamp, these races can be decent. But keep in mind that when you go into decline, you lose these extra powers. The best combination is probably Fortified, as the fortification remains even after going into decline, providing higher mine defenses. Mountain mines are also a good option.


Hey there! So, let’s talk about elves. These little guys start their turn with a nice stash of 6 tokens. Now, don’t be fooled by their seemingly weak appearance – they pack a punch!

Here’s the thing: it’s wise to keep the elves around for a while before deciding to put them in decline, especially when playing against aggressive opponents.

See, if your opponents keep attacking you (not cool, but it happens), you’ll have the upper hand in the long run. Every time you get attacked, you’ll get all your tokens back to fight back with a vengeance!

Think of the elves as the cockroaches of Small World – they just won’t go away! The more they get attacked, the longer they’ll stick around before eventually going into decline.

But here’s the clever part: when they lose regions during an attack, those regions actually go back into your hand. That means you can save them for later and unleash a powerful counterattack when the time is right. Talk about a comeback!

If you keep getting attacked a lot, it can actually work in your favor. It’s a smart strategy to provoke your opponents into targeting you. When you play against them, the best approach is to avoid attacking them. This will keep them engaged and give you an advantage, as you won’t be weakening your own forces while they stay strong.

These opponents are skilled at using almost any Special Power to their advantage, since their own power is already so strong. It’s easier to list the power they aren’t as effective with, which is Diplomat. The goal is to wear down your opponents by making them fight against you. So while Diplomatic Elves may seem like a good pairing thematically, it’s best not to activate the Diplomatic power at all.


Ghouls are a game-changer. They have a power that lets you break the rules and keep all your tokens when you decide to decline. Even when they’re in decline, they still act like an active race and can launch attacks.

So, here’s what you do. As soon as you go into decline with the Ghouls, make sure you have another active race ready to go. The sooner, the better. Having two races working together is a smart move in a game with limited turns. Keep in mind, though, that your Ghouls won’t be able to attack the same turn they go into decline. But don’t worry, they’ll be right there fighting with your other active race on the next turn.

When it comes to choosing the right power and race combination in the game, there are a few factors to consider. One option that stands out is Stout – it gives you the power to attack and then go into decline immediately. This can be advantageous because you can strategically attack and conquer regions before transitioning into decline.

Another powerful combination is Spirit, which allows you to have two ongoing races in decline. This means you can have two races on the board simultaneously, maximizing your potential for conquest.

On the other hand, if you have previously chosen Ghouls as your race, Amazons might not be the best follow-up choice. Amazons have a tendency to go into decline quickly, which would force you to remove the Ghouls from the board sooner than you might like.


When it comes to giants in this game, they love setting up their base on mountains. It gives them an advantage because they can easily conquer the surrounding areas. I noticed that the 3 and 4 player boards have more mountains than the others, making them ideal for giants. However, if you’re playing with just 2 players, giants won’t be as effective because the mountains are more spread out.

Personally, I prefer grabbing mountain regions that are next to each other. This way, I can get a bonus every time I conquer the first one. The 4 and 5 player boards have clusters of mountains that are conveniently close to each other. On the 5 player board, the number of mountains goes back to normal, but there’s a tempting set of 3 adjacent mountains right on the board’s edge.

When it comes to mountains, they are naturally well-protected, making them difficult to conquer. As a result, they can remain strong for a long time, even in times of decline. If you’re looking for a race to play that has this advantage, Giants are a great choice. They can be a stepping stone before playing Elves, who also have a long lifespan before declining. On the other hand, Amazons are not a good race to choose after Giants because they lack the defensive advantage of the mountains.

To make the most out of playing the Giants, any Special Power will enhance their abilities. For example, Fortified is a good choice because it grants your conquered regions next to your mountain bases the same defensive benefits as the mountains themselves, even when the Giants are in decline. Bivouacking is another great pick that amplifies your mountain defenses, making them incredibly strong while the Giants are active.


In the realm of races, the Halflings may be small, but don’t let that fool you. They may be pint-sized, but they pack a punch that will leave you reeling. When it comes to strategic play, these guys are the real deal.

What makes the Halflings particularly formidable in a game with four or five players is their ability to establish their presence early on. By setting up camp away from the other enterprising races, they gain valuable time to expand and fortify their territories before the inevitable conflicts arise.

One of the Halflings’ most vexing qualities is their knack for making their first two conquests immune to outside influences. This means that your opponents won’t be able to exercise their special powers over these territories or conquer them through brute force.

If you happen to be dealt Hill, Forest, or Swamp halflings, you’re in for a real treat. You can lay claim to two adjacent spots of these types as your initial conquests, and the best part is that you won’t have to waste any resources defending them. With just one token each, you can secure your hold on these territories and reap the rewards of doubling your Coins without any fear of losing them.

Do you want to know about another cool power that goes well with Underworld? It’s called Tunneling! With this power, you can separate your first two holes and create an awesome tunnel system. It’s perfect for messing with your opponents or claiming easy spots. And if you get Heroic Halflings, you’ll even have four regions that are immune to attacks! How cool is that?


Boring! I reckon it’s pretty cool to make some extra cash while farming, but I need some excitement! Being a step behind with 1 less token might not be ideal, but the added earning potential probably evens things out.

It’s a blast to have Mounted Humans around; they come in handy for reaching and conquering those farmlands. With few downsides, most powers only enhance the Humans’ gameplay. If anything, their lackluster nature might get them overlooked and result in a big pile of coins.


My favorite race in the game is definitely the Orcs. They bring a whole new level of strategy to the table, which is really refreshing. You see, normally when you do your attacks, you want to pick up all your tokens except for one so you can keep earning coins. It’s efficient because that one token left behind earns you a coin, while it takes two or three attacking tokens to earn the same amount.

But the Orcs are different. Their aggressive power makes them counter to that strategy. Instead of leaving behind a token, it’s actually better to pick them all up and abandon the regions they’re on. Then, you can go ahead and attack your opponents’ occupied regions. Not only does this earn you the coins needed to conquer instead of occupy, but it also makes your opponents’ lives miserable. It’s a win-win!

You know what’s great? You don’t have to move your troops all around and stretch them thin. Just leave at least 3 tokens on each of the 3 spots you want to defend. Your enemies will want to strike back, but your orcs will always have a strong presence in every region they conquer. Plus, if your opponents don’t attack to weaken your numbers, your orcs will stick around even longer.

When it comes to fighting, orcs love teaming up with aggressive powers like Berserk, Commando, or Mounted. With these powers, they can conquer more than just 3 or 4 spots with their usual 9 or 10 tokens. They’re my personal favorites to play, especially because they have such a cool style. And don’t forget to add Pillaging for even more awesomeness.


If you’re a fan of It’s Always Sunny in Philadelphia, you might catch this reference. When the episode aired featuring Charlie’s play about Dayman and Nightman, with the catchy title song, “Dayman- Ah-ah-ahaaaaa,” something funny happened. My friend Rob and I were playing Small World and had Diplomatic Ratmen come up. We couldn’t resist singing our own version to the same tune, “Diplomatic Ratmen, Ah-ah-ahhhh!” It was hilarious, bro.

Now, let me tell you why Ratmen are so awesome. It’s not just because of the song, but because there are tons of them. Their power lies in overwhelming the board with sheer numbers. They can conquer territories faster than almost any other race, except for maybe the Amazons. And you know what? They can hold onto those territories too. Any Special Power you give them just adds to the chaos. It’s a blast when you can boost their numbers even more with the Hordes of ability from the Cursed expansion.

Oh, and I almost forgot to mention Skeletons…

Skeletons are my absolute favorites, and they should be your favorites too. Just like we saw with Ratmen, more tokens means more awesomeness. Now, at first glance, Skeletons may not have the highest number of tokens, but don’t be fooled. If you play them aggressively, they will multiply.

So, similar to Orcs, your strategy should be to attack occupied spots and create more skeletons. These aggressive races are the kinds that make even the most peaceful players toss alliances aside and go on the offensive. And just like the Elves, Skeletons stick around for a long time. They keep spawning tokens on the board, so it’s wise to choose a race that will stick around and keep earning Coins even during their decline. That’s where Skeletons excel; they’ll be there for quite a while.

Just like Orcs, any Special Powers that favor an aggressive strategy work really well with them. Powers like Commando, Berserk, and Mounted can be a perfect match. And when you combine them with Pillaging, you’ve got a powerful army of multiplying and strengthening Orcs. It’s like mixing two delicious flavors together.


Let me tell you about sorcerers. They start off with 5 tokens on their race tile to balance out their incredible power. Just like skeletons, they have the ability to multiply by using their unique power. But what makes sorcerers truly special is how they completely change the way your opponents play the game.

When you have sorcerers in your arsenal, your opponents won’t be able to spread their tokens thinly across the board, leaving behind lone tokens to defend territories. They know how powerful the sorcerer’s effect can be, so they’ll be more cautious with their moves and resources.

As a sorcerer, you have the power to not only remove an opponent’s token from the board (even those pesky Elves are gone for good), but you also get to conquer a region immediately with a brand new token that magically appears out of thin air.

So here’s the thing – you need to keep an eye on the Auction line for when sorcerers make an appearance. If you don’t pay attention, you might find yourself in a vulnerable position. Your opponents can take advantage of your carelessness by buying up sorcerers and using them against you.

Let me tell you about Sorcerers. They’re pretty cool because their power can be combined with just about anything and still be awesome. You don’t have to worry too much about finding the perfect match because Sorcerers are worth it no matter what.

If you’re looking for some aggressive powers to help you in attacking, then you’re in luck because that’s exactly what Sorcerers bring to the table. With their help, you can easily break through reinforced lines and gain control over regions held by single tokens.


Tritons and Giants are like fierce warriors, born with a special skill that gives them an edge when it comes to conquering specific areas. For Tritons, coastal regions are their playground. If you’re playing on a 4-5 player board, you’ll have a whopping 10 coastal regions to choose from, giving you a nice advantage over others.

Now, on a 2 or 3 player board, you’ll start with 6 coastal regions along the edge. The 2 player board is especially awesome because some of these edge coastal regions are right next to the lakeside regions. That means you can pounce on those territories and have a major advantage from the start.

Whether you start on the East or West side, you can easily make your way to the other side by conquering regions that are in your favor. It’s a piece of cake for these Tritons. But on the bigger maps, you might have to be a little more strategic and conquer a few non-coastal regions to expand your empire.

If you want to really spread your influence across the map, the Flying and Underworld powers will be your best friends. But honestly, Tritons can team up with almost any Special Power and still reign supreme. These guys are just that good.

And let’s not forget about the Trolls. They’re a force to be reckoned with too.

Out of all the different Races to choose from, Trolls stand out as the most naturally powerful. Their ability to hold onto conquered territories is crucial for accumulating a wealth of coins.

Trolls remain formidable even when they enter a decline, as their lairs serve as a strong deterrent against enemy attacks. The cost and efficiency of assaulting their well-defended lairs usually makes it more appealing for opponents to target easier prey. Unless, of course, Trolls are coupled with a particularly debilitating Special Power, such as Cursed.

When Trolls do eventually enter decline, they tend to stick around for quite a while. To maximize your chances of success, it’s wise to follow them up with a long-lasting Active Race like Orcs, Ratmen, or Gypsies.

Trolls synergize well with virtually any other Race. I’ll leave it to you to share your own stories of memorable Troll victories.


Wizards don’t really excite me, just like humans. The thing is, humans have the advantage of having their money regions all next to each other on the map. With wizards, though, their magic regions are scattered everywhere.

On the bright side, wizards do offer a good number of tokens. That’s more than what can be said for dwarves. Plus, wizards have the Flying and sometimes Underworld abilities that can help you quickly move to the magic regions. Other than that, wizards are pretty ordinary.

Now, let’s talk about the races from the expansions: Cursed! and Grand Dames were released at the same time, while Be Not Afraid came out later. If you haven’t gotten them yet, I highly recommend picking them up. They add a bunch of cool races and powers to the game.

Ooh, here’s something interesting! Did you know that the Cursed and Grand Dames cards were actually designed by fans? Yep, the developers held a contest and asked people from all over the world to come up with their own card ideas. They took those ideas, put them to the test, and voila – brand new cards!


Curse: A Bewitching Enigma

Have you ever wondered about the mysterious world of curses? They seem to have a peculiar power, captivating our imagination while shrouding our thoughts in a cloud of uncertainty. Curiosity is piqued as we delve into the enigmatic realm of curses.

Let me take you on a journey into the profound depths of curses. As you follow me on this mystical path, we will explore the hidden meaning and antagonistic duality of curses. Brace yourself for a discovery that might surprise you.

Let’s start by unraveling the enigma of a curse. Deeply rooted in dark tales and folklore, a curse is believed to possess an otherworldly force that brings misfortune upon its victim. It is as if someone has harnessed the power of the unknown, casting a malevolent spell that defies reason and logic.

But beneath this veil of haunting malediction lies a fascinating paradox. Curses are not only a harbinger of doom; they can also ignite a flame of personal transformation. They profoundly affect the lives of those unlucky souls entangled by their web of despair, yet somehow granting them an unexpected opportunity for growth.

So, how do we interpret this intricate dance between catastrophe and revival? Well, perhaps a curse is a double-edged sword, capable of both destruction and redemption. It possesses a rare potency that can force us to confront our weaknesses and confront them head-on. Through the pain and struggle, we unearth reserves of strength and resilience we never knew we possessed.

Now, as we venture deeper into this twisting labyrinth of enchantment, we encounter a crucial question: How can we break free from the clutches of a curse? Ah, the quest for liberation! It is a journey fraught with uncertainty, as each curse carries its own unique set of rules and conditions.

Yet, there might be a glimmer of hope. By unraveling the source of the curse and confronting its dark origins, we may uncover a path towards redemption. Along this treacherous road, we must armor ourselves with courage and resilience, for the curse may attempt to taint our spirit and renew its grasp upon us.

Remember, my friend, the true nature of a curse lies not in the paralyzing grip of fear, but in the strength we can muster to overcome it. The depths of our character are tested, and it is through this struggle that we emerge with newfound wisdom and resilience.

In conclusion, curses are indeed a bewitching enigma, carrying both an ominous air of despair and a glimmer of potential redemption. They force us to confront our deepest fears and weaknesses, but also unveil an opportunity for personal growth and transformation. So, should you ever find yourself entangled in the web of a curse, remember this: it is not the end, but rather the beginning of a courageous journey towards self-discovery. Embrace it, and see where it leads you.

Are you looking for the perfect race to dominate the game of Small World? Let me introduce you to the cunning Goblins. With their combat advantage against other In Decline races, they are a force to be reckoned with.

When you start the game with the Goblins, you’ll have a clear advantage in the early stages. With lots of Lost Boys on the board, you can swiftly conquer territories and establish your dominance.

However, as the game progresses, you’ll face a strategic challenge. You’ll need to choose the right moment to pick up the Goblins from decline. Timing is everything. You want to swoop in and claim those juicy targets that your opponents have left behind.

To execute this plan successfully, you must be the first to go into decline. But here’s the catch – you need someone else to go into decline right after you. This way, the Goblins’ power won’t go to waste, and you can continue your reign of chaos!

So here’s the thing: when it comes to those Powers that spice things up with Goblins, most of them actually make these little guys even stronger. It’s like adding more fuel to their fire. There is one exception though – Ransacking. This Power requires you to attack Active Races, so if you happen to be playing as Goblins, it’s best to steer clear of this one. It’s just not a good match, you know?

Now, let’s talk about Kobolds. They’re everywhere! Seriously, you can’t swing a stick without hitting a Kobold. When you choose the race tile for Kobolds, you’ll get twice as many tokens as the other race tiles. That’s a lot! Kinda makes you feel like a Kobold hoarder, doesn’t it? But here’s the thing – the number of Special Tiles doesn’t double along with the tokens, so there’s a catch. These pesky Kobolds need at least 2 tokens to conquer and occupy a region. It’s like their drawback is trying to keep up with their sheer numbers. But hey, don’t underestimate them! Sure, they might not be able to spread out as much as other races, but they can totally gang up on those well-fortified regions. Yeah, teamwork makes the dream work, my friend!

When it comes to dealing with Trolls and Giants in your opponents’ fortified areas, I have just the solution for you. Meet Kolbolds: the ultimate weapon to bring down their numbers and diminish their resources. These little creatures excel at attacking and demolishing your adversaries’ strongest regions. But that’s not all, they also offer impressive defense capabilities when they gather and unleash their power.

You can pair Kolbolds with any other force, especially the aggressive ones, and they will work wonders for you. Their versatility is unmatched!

Expansion: Grand Dames

  • First, there’s a race with 2 tokens.
  • Then, there’s a race with 4 tokens.
  • Next, there’s a race with 6 tokens.
  • After that, there’s a power with 4 tokens.
  • Finally, there’s a power with 5 tokens.

When it comes to racing and having power, there are different options with varying numbers of tokens. Let me break it down for you.

Starting off, we have a race with just 2 tokens. It’s a simple race, but still exciting. Just you and one other competitor, battling it out to see who comes out on top.

Next, we have a race with 4 tokens. Now things start to get more interesting. More competitors join the race, making it a bit more challenging. But that also means more excitement and a higher level of competition.

Moving on, we have a race with 6 tokens. This is where things really heat up. With even more competitors in the mix, it’s a fierce battle to the finish line. You’ll need to stay focused and bring your A-game to come out as the ultimate champion.

Now, let’s talk about the power options. We have a power with 4 tokens. This power gives you an advantage in the race, allowing you to outperform your opponents and achieve victory. It’s like having an extra boost to propel you ahead.

Last but not least, we have a power with 5 tokens. This is the ultimate power option, giving you an even greater advantage in the race. With this power, you’ll have the ability to overcome any obstacles and leave your competitors in the dust.

So, whether you prefer a simple race with just a few competitors or a more intense battle with a higher number of tokens, there’s an option for everyone. Choose the one that suits your racing style and get ready for an exhilarating experience. Good luck, and may the best racer win!


Gypsies have long been an intriguing and elusive group that has captured the imagination of people all around the world. They are a nomadic people, known for their colorful caravans and mysterious way of life. Gypsies, also known as Roma, have a rich cultural heritage that is full of traditions, music, and storytelling.

One of the key characteristics of Gypsies is their nomadic lifestyle. They are constantly on the move, never staying in one place for too long. This way of life has allowed them to explore different cultures and traditions, and incorporate them into their own unique identity. Gypsies are truly global citizens, with a rich tapestry of experiences from their travels.

Understanding the cultural significance of Gypsies is important, as it allows us to appreciate their contributions to the world. Their music, in particular, is renowned for its lively rhythms and soulful melodies. The Gypsy jazz style, made famous by the legendary guitarist Django Reinhardt, continues to inspire musicians to this day.

Gypsies are also masterful storytellers. Their tales are often steeped in mystery and magic, taking listeners on a journey to a world filled with wonder and enchantment. These stories have been passed down through generations, preserving the Gypsy heritage and keeping their traditions alive.

Interpreting the lifestyle of Gypsies is not without its challenges. It is important to remember that their nomadic way of life is not a choice, but a necessity. Gypsies face many hardships and discrimination as a result of their lifestyle. It is crucial that we respect their cultural identity and work towards creating a more inclusive and understanding society for all.

By following the thread of the Gypsies’ history and culture, we can gain a deeper appreciation for their unique way of life. Their nomadic spirit, music, and storytelling offer us a glimpse into a world that is both familiar and mysterious. Gypsies remind us of the power of cultural diversity and the richness it brings to our lives. So, the next time you come across a Gypsy caravan or hear the soul-stirring notes of a Gypsy melody, take a moment to pause and reflect on their extraordinary journey through life.

When it comes to playing the Gypsies in the game, their strategy is quite similar to that of the Orcs. The key is to pick up as many regions as possible and then abandon them. It may seem more obvious than the strategy used by the Orcs, but it’s actually better.

Unlike the Orcs, the Gypsies don’t have any conditional requirements for earning coins. No matter which new regions you take, you’ll always get the extra coins. This means that you can benefit from all the advantages that come with occupying multiple-tile regions while also decreasing your opponents’ numbers and earnings without spreading yourself too thin. It’s a strategy that can make the Gypsies a long-lasting and formidable force, especially when paired with the Trolls or Ghouls.

While you don’t have to be aggressive when playing as the Gypsies, it’s generally better to hinder your opponents while keeping yourself strong. So, any aggressive powers that work well with the Orcs will also work well with the Gypsies.

Bivouacs and Gypsies make the perfect duo. They’re like a team of dreamers, creating a magical world wherever they go. Bivouacs are like moving forts, making it even more challenging for anyone to stop your travels. With Bivouacking, you can conquer the game with just one race and choose battles that will keep your opponents at bay.

The Power of Priestesses

When it comes to declining races, one that stands out is the Priestesses. They may not have the highest number of race tile tokens, with only 4, but they can still shine if played strategically. The key is to conquer multiple regions before entering decline, which is no easy task.

Playing as the Priestesses requires a Special Power that complements their low numbers. This will help them overcome their limitations and become a force to be reckoned with. Once you have established a solid defense, it’s wise to pair them with a durable race like Elves, Gypsies, or Orcs. Having an aggressive active race in your alliance will also provide extra protection by fending off potential threats and keeping them at bay.

If you want to make your game more exciting, you’ll need some Special Powers. These powers, like Hordes Of, Marauding, Commando, Mounted, and Dragon Master, are known for their aggressive nature. They can make other races go crazy, but with Priestesses, they just make them a little more viable. Another power, called Seafaring, is quite cute. If you can build your tower on the water, it will stand and earn you points for a long time. But it’s going to be challenging to pull off with more than 3 tokens.

Just like the Priestesses, these powers have a strong ability when they go into decline. However, their low token count really hinders them. Once in decline, though, they become solid earners until the end of the game. To fully unlock their potential, you need to pair them up with long-lasting Active Races. Stout is a good power to do this, as it helps them go into decline faster, similar to Ghouls.

Don’t Be Scared

  • 1 Race with 5 tokens
  • 2 Races with 6 tokens


Let’s talk about Homunculi. They are a race with a total of 9 tokens in one race, or 11 in another race. Not too shabby, right? But here’s the catch – Barbarians can’t redeploy at the end of each turn. So, whatever you leave behind and whatever you conquer with will be the numbers that stick with those regions.

Barbarians come with one more token than Ratmen (Ah-ah-ahhhh!). However, they do have their drawbacks. To compensate, it’s best to pair them with defensive Powers like Bivouacking and Fortified. This way, you won’t have to worry about reinforcing single tokens that are left behind. Of course, sometimes an aggressive strategy can work too – just go all in! But if you’re aiming for the ultimate combo, try pairing Barbarians with Pillaging. They’ll turn into Orcs who have no qualms about abandoning regions, all while keeping their numbers strong for ongoing attacks.

When it comes to homunculi, they can be quite the thrill when their numbers start to grow. As you bypass them, the tension builds, and it’s important to play your cards right and pick them up at the perfect moment. What adds to the excitement is the fact that they also accumulate coins as they increase in size, making them even more enticing.

I wouldn’t let them get too out of hand, though. If they have a decent power and two extra tokens, it’s a good idea to pick them up. However, it’s not an easy decision to make, as you’ll need to analyze the situation and consider what’s best. Since there aren’t any powers that specifically take advantage of their Race ability, any good one will suffice.


Leprechauns offer a great but risky earning potential. You’ll need to safeguard those pots of gold, as they become a magnet for your opponents who will try to target you.

If you’re looking for a high-risk, high-reward race in the game, you might consider the Pixies. They can be quite powerful if they come with a strong Special Power, but it’s important to use the Pots of Gold sparingly to guarantee their safety. Defensive powers like Bivouacking or Fortified can help reduce the risk, especially when expanding into mountain regions.

The Pixies may be numerous, but they are also vulnerable. While they excel in attacking, they tend to burn out quickly, leaving behind only one token. To succeed, you’ll need to be aggressive and take down formidable opponents like Trolls or other significant threats. This will prevent them from running away with the game.


If you’re lucky, Pygmies have the potential to be great. But there’s a catch – their power depends on rolling a 1, 2, or 3 on the reinforcement die. If they don’t get one of those numbers, there’s a 50% chance they’ll end up with nothing.

This unpredictability can make opponents hesitant to attack the Pygmies. After all, there’s a small chance that they might come back even stronger. However, it’s important to note that this chance is very slim. On their own, Pygmies are just average, with a 50% chance of being good and a 1 in 6 chance of being insane.

Special Powers in the Base Game


Alchemist is a really simple and powerful ability. It gives you an extra 2 coins every turn. This is a good thing because it’s like getting 2 more regions without having to conquer them. So instead of getting 4-6 tokens conquering a few spots, you get 5-7 tokens. The best part is that there are no conditions or restrictions, so you can always count on those extra tokens.

There’s not much else to say about Alchemist. It works well with any race and it’s even better with the strongest ones. It doesn’t make any racial powers stronger or weaker, so you don’t have to worry about it not working with your chosen race.


If you’re looking for a strong and aggressive power in the game, Berserk is a great choice. It has a unique ability to use the reinforcement die effectively, giving you an advantage over other players.

With Berserk, you have the flexibility to roll the die first and then strategically choose which region to attack. This opens up a lot of possibilities and allows you to make calculated moves in the game.

One of the key strengths of Berserk is its speed. It enables you to quickly spread out and conquer territories, putting pressure on your opponents. This can be especially effective when paired with races like Gypsies or Orcs.


When it comes to racing, bivouacking is an absolute game-changer. It’s like having an extra set of five defense tokens that you can strategically deploy wherever you need them most. The best part? You can stack them up to create an unstoppable force. With bivouacking, any race becomes incredibly powerful, especially considering it grants you five tokens right off the bat. It’s a game-changer, so don’t hesitate to invest in it.

The Tactical Advantage

Let me tell you about Commando, the ultimate attack enabler that allows you to launch an attack on any region with one less token. When you attach this ability to any Race, it transforms them into a force to be reckoned with. Trust me, it’s definitely worth purchasing, even if the price is high. And if you pair Commando with races like Ratmen and Amazons, who have an abundance of tokens to spread out, well, get ready for some serious domination.

Now, let’s talk about the Diplomat.

Diplomat might seem a bit tricky to use effectively, and its usefulness can vary depending on the situation. In some cases, the character you choose may not make a huge difference, but it can be particularly advantageous when facing aggressive opponents like Orcs and Gypsies.

How much you’re willing to pay for the Diplomat power depends on the current state of the game. Typically, it will be available for auction toward the end, with a few tokens on it. As you and your group play more games and adopt a more aggressive strategy, the power of the Diplomat will increase.

When it comes to Dragons, this power is truly a force to be reckoned with. In fact, I would rate it even higher than the Commando power because it offers both impressive offensive capabilities and strong defensive abilities. It has the remarkable ability to take down groups of defenders, and there are very few places that are safe from its reach—unless, of course, the defenders are also immune to powers. Therefore, it is definitely a power worth looking out for and being willing to pay a higher price for. After all, it is much more advantageous to have the Diplomat power in your arsenal than to let your opponents get their hands on it.

When you have a power that breaks the rules of the game, it opens up exciting possibilities. You’re no longer limited to certain regions on the board – you can attack any area you choose. This new freedom makes any race enjoyable to play, especially those that rely on specific regions. While this power is a good choice, it doesn’t quite match up to the strength of Commando and Dragon Master. However, if you combine it with a powerful race, the ability to fly will greatly enhance your abilities.

Exploring the Forest realm

Let me tell you about the Forest, Hill, and Swamp regions. They all have something in common – they can earn you some coins. But there’s a catch – their powers are conditional and they only contribute 4 Tokens to the army. So, they’re just average in terms of what they bring to the table.

When playing with just 2 players, Forest, Hill, and Swamp aren’t that great because there are no instances where these regions are adjacent to each other. But if you’re playing with 3 or 4 players, things get a little better. However, it still depends on who’s already occupying the regions you’re interested in. I wouldn’t pay too much for these regions because their value depends on the race they’re attached to and the current state of the game.


Fortified is a truly amazing ability because it brings you so many advantages. Every turn, you have the chance to increase the strength of your favorite territory, and it even becomes a lucrative source of coins when you’re using that race. The best part is that, even when you go into decline, the defense remains intact, so this power keeps on benefiting you. I highly value this ability, especially if it’s paired with an above-average race.

The Courageous Power of Fortification

When it comes to defensive powers, Heroic stands out as a valuable asset, especially for races like Amazons and Skeletons that thrive on quick expansion. It provides a crucial advantage by allowing me to keep a couple of regions under my control with just one token, buying me more time to capitalize on the rapid progress of these races.

Although Heroic can be useful for any race, it doesn’t quite reach the power level of Dragon Master or Commando. However, if I find a great Race Match combo, I would highly prioritize picking it. For other situations, I would be willing to pay a medium cost. Heroic has the ability to enhance the abilities of most races.


The Merchant and the Dwarves have something in common – they both struggle with a lack of tokens in their armies. While the Merchant’s power is great, it’s hard to overlook the limited token count.

However, when combined with the Ratmen, the Merchant can counter this drawback by getting an average number of tokens. This makes the double earning ability worth it. The effectiveness of the Merchant depends on the Race it is attached to, and I’ll only prioritize it if it helps me gain a lot of coins or if the race justifies it.

Think of the Merchant as a sort of Commando that makes conquering about a third of the regions easier. It’s not as powerful as the Commando, but it’s still quite good, especially when paired with aggressive races. I highly value the Merchant, although not as much as the top powers. Plus, having that extra fifth token is quite beneficial.


Orcs and Pillaging

Let me tell you, pillaging is like the ultimate power-up for any race, turning them into the fierce Orcs. And man, do I love it! It brings out the inner kid in me, making me jump with joy whenever I get to use it with Orcs or Gypsies. But let me tell you, it’s not just great for them, it works wonders with almost any race, especially those with a hefty stash of tokens.

The Wonders of Seafaring

You know what’s truly amazing? Seafaring! It’s like having the key to three incredible water regions that’s yours for the entire game. And the best part? You earn coins that no one else can touch, even if your race is in decline. How cool is that? But here’s the catch – those water regions are pretty spread out, so most of the time, you’ll only be able to access one or two regions within your reach. However, let me tell you a little secret – in a 2 player game, this power becomes an absolute game-changer. It’s unstoppable!

When it comes to priestesses, they thrive on the open seas. Like an untouchable tower standing tall in the water, they can bring in steady earnings for a long time. However, while their power is above average for any race, it shouldn’t be the sole deciding factor when making a purchase.


Spirit is most valuable when paired with a race that can thrive even after going into decline, such as Ghouls, White Ladies, or Dwarves. On its own, it’s just an average power that may bring in a few extra coins. But in a decline race, where longevity is limited, it may not have a significant impact. Only choose Spirit if it complements a specific race combo or aligns with the current state of the game.


Hey there, fellow gamers! Let’s talk about the awesome power known as Stout. Get ready to have your mind blown!

I absolutely love Stout because it allows you to bend the rules of the game. It’s like getting a bonus free turn to attack, which is super cool!

Here’s how it works: normally, your race would go into decline after one turn, right? But with Stout, you get to keep going for an extra turn. And guess what? Your next race gets to come in and dominate the game without missing a beat. How amazing is that?

Stout is definitely high up on my list of favorite powers, just below Dragon Master and Commando. I value it so much that if it’s paired with Ghouls, I would do anything to get it early, even if it means selling my grandmother!


When it comes to Underworld, it offers two awesome abilities and is slightly higher in value compared to the usual 5 tokens. It’s not as restrictive as Mounted because it conveniently connects all the Underworld regions. I personally like it and would be willing to pay an average price for it, and even more if it pairs well with a race’s power.

There’s nothing wrong with the 1% it brings to the table; any race looks more appealing when it comes with a nice stash of coins. Admittedly, it only provides 4 tokens, but with 7 coins, you can still have a decent round of earning without putting in much effort or meeting specific conditions. I wouldn’t bid too high for it, unless the race is absolutely amazing, but I wouldn’t let it sit at the very bottom of the Auction either.

Curses Powers

I really enjoy this particular card because it adds an interesting twist to the game. It’s definitely not the best card to pick right from the start, as it requires a significant amount of coins to offset its drawback of not granting any tokens. But that’s what makes it so intriguing. You have to carefully time when you choose to acquire it.

In simpler terms, if you can avoid investing in this card, especially in the early turns when you have other options, that would be the better choice. It only becomes beneficial if your opponents have invested more than you have. It adds a layer of strategy and excitement to the game.

I personally favor the Ratmen and love accumulating tokens. This card turns any player into a formidable opponent. While all races can gain advantages from it, the aggressive ones like Orcs and Gypsies can really take their punishment to the next level with more tokens in their arsenal.

Have you ever tried playing Time Walk in Magic: The Gathering? This new game I found reminds me of that, but it’s even better. You see, in this game, there’s a set number of turns, and the more regions you conquer, the more coins you earn. It can speed up the game, but that’s okay. I don’t want to repeat myself, but Orcs and Gypsies really excel at this game.

Actually, let me correct myself. Orcs and Gypsies are so good at this game that they won’t burn out even if they spread themselves thin. I truly believe that Orcs and Gypsies, paired with this ability, are the most powerful combination in the entire game. I would pay any amount to have that combo, and I would still be willing to pay a lot for any other race.

I have a deep affection for Orcs and Pillaging, and Ransacking takes that concept to a new level. Not only do you earn more coins for being aggressive, but you also have the ability to steal coins from your opponents. This can make a significant difference in the final count of Victory Coins and even turn the tide of the game in your favor. However, it’s important to note that this power comes at a cost, just like the Dragon Master power. And if you play as a very aggressive race, you will pay a high price for this ability.

The Were- power is a unique twist on the Commando power, but it requires precise timing. In order to make the most of this power, you need to plan ahead and ensure that the race you choose has more even-numbered turns before going into decline rather than odd-numbered turns. Additionally, it’s advantageous to purchase the Were- power on an even turn, as the first turn is usually the most explosive. Valuing this power can be difficult outside of the game context, so you’ll need to carefully consider when to make this purchase.

Grand Dames Powers

Let’s talk about a strategy in the game that can be quite profitable if timed correctly. This strategy involves picking a specific race at the right moment, which can earn you a good amount of coins. However, it requires some analysis of the game state and predicting when your opponents will enter a decline.

Furthermore, the effectiveness of this strategy depends on the number of players. In a game with more players, this strategy is more likely to score higher. So, keep that in mind when deciding to use it.

Peace Loving

Now, let’s discuss a tactic called “Peace Loving.” This tactic can be challenging to execute, especially for Goblins, who are known for their desire to exploit declining races. The reason being that you’ll have to confront active races as the board fills up.

Peace Loving is mainly effective during the early turns of the game when the board is relatively empty. Unfortunately, having only four tokens doesn’t help the situation either. Personally, it’s not high on my list of preferred strategies. I’ll only consider it if I have no other choice or if the Race power complements it well.


Hey there! Let me tell you about Barricade – it’s a game strategy that encourages you to focus on fewer regions, and rewards you for doing so. It’s like a trade-off – you get paid for holding fewer regions, which prevents you from spreading yourself too thin and going into decline.


Now, here’s the trick – if you’re already earning around 9-10 Coins per turn, including your in decline race, then it’s definitely worth it. So, Barricade isn’t really what you want to rely on for your first race. It’s better suited for races that generate fewer Tokens, like Dwarves or White Ladies. But don’t worry, they tend to go into decline quite quickly anyway. The important thing is that you don’t waste turns trying to keep them around when they’re not earning you any Coins with Barricade.


On the other hand, races that can easily conquer a region each turn, like Orcs and Gypsies, absolutely love Barricade. They can take full advantage of the extra earning power because they’ll constantly hold just 4 or fewer regions. That combination is a winning one in my book. As for the other races, well, they’re just okay with Barricade – nothing too exciting.

Now let’s talk about Catapult.��

Hey there! So, let’s talk about Catapult. It’s a pretty neat power, allowing you to attack a region with one less token than usual. And the best part? It gives you some serious reach! You can target regions from far away, giving you an advantage over your opponents. Plus, it has that extra bonus of making one region immune to conquest and other powers. Talk about a game-changer, right?

Now, let’s move on to Dragon Master. This power is a force to be reckoned with. No matter how many tokens are in a region, Dragon Master will trounce it without breaking a sweat. And as if that wasn’t enough, it also gives you a whopping 5 tokens to use. Pretty generous, I’d say.


Defend is a really interesting power in a unique way. When someone tries to conquer you, they actually have to pay you instead. That means they don’t get the usual coins for taking over your spot. It’s a pretty cool twist, don’t you think?

If your opponents are Diplomatic, they can still find a way to use this to their advantage, but that doesn’t happen very often.

When you combine Defend with races that generate extra coins, like Humans or Wizards, something really cool happens. It’s like a perfect match. And if you’re playing as a race like Orcs or Gypsies, who already have a long lifespan, Defend makes you even more durable.

The downside is that the powers tied to this set have a limited number of tokens. And the Imperial power is kind of counterproductive, since it doesn’t give you enough tokens to fully take advantage of its own ability. Sure, races that expand quickly will benefit the most, but they often fizzle out quickly too. It’s a double-edged sword.

I don’t think this game is as good as Humans, who can start earning coins right away by grabbing a farmland. With this game, it takes a while to acquire 5 regions, and by the time you do, your time is already running out. Personally, I’m not a big fan of this game. However, it’s alright when playing against Ratmen because it helps counteract its low token count.

There’s one thing I do like about this game though, and that’s the effect. I enjoy effects that require alternate resources, similar to paying life in Magic. The effect of needing 2 less tokens is quite useful, but the downside is that you have to spend 1 coin, which cancels out the region’s first turn of earning.

Man, let me tell you, there’s a high price to pay when you’re dealing with race powers. It’s like, you gotta work extra hard to balance things out and make it worth it. But you know what? There’s another way to handle that drawback. You can use those attacks to really mess with your opponents. If you’re in a tie for first place with someone, you can drop a few coins to totally wreck their day. And if it’s gonna cost them more than it costs you, then why the heck not, right? But here’s the thing, my friend, it’s all about the game state. You gotta know when to seize that power and when to hang back.

So, that’s the deal! I hope you picked up a thing or two, or maybe you just thought about races and powers in a whole new way. And let me tell you, when you combine all the expansions, there are endless possibilities. If you notice anything I missed, or if you’ve got a bone to pick with something I said, hit us up in the forums. We’re all ears and ready to hear what you’ve got to say!

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