Contents
- 1 All the Special Powers in Small World
- 1.1 1. Alchemist
- 1.2 2. Bivouacking
- 1.3 3. Commando
- 1.4 4. Diplomat
- 1.5 5. Dragon Master
- 1.6 6. Flying
- 1.7 7. Hill
- 1.8 8. Spirit
- 1.9 9. Wealthy
- 1.10 Berserk
- 1.11 Bivouacking
- 1.12 Commando
- 1.13 The Negotiator
- 1.14 Dragon Master
- 1.15 Flying
- 1.16 Boost Your Coins with Occupied Forests
- 1.17 The Power of Heroic
- 1.18 Merchant
- 1.19 Mounted Power
- 1.20 Pillaging
- 1.21 Seafaring
- 1.22 It’s All About the Spirit
- 1.23 Stout
- 1.24 Swamp
- 1.25 The Underworld
- 1.26 Plenty of Resources
- 1.27 Create Your Own Special Power
All the Special Powers in Small World
Small World is a popular board game that’s enjoyed by people of all ages. It’s a game of strategy and conquest, where players control fantasy races and special powers to conquer regions and score points. Let’s take a look at all the special powers available in Small World!
1. Alchemist
The Alchemist power allows you to turn any of your race tokens into an additional 3 victory coins at the end of your turn. This power is great for players who like to generate extra points and maximize their resources!
2. Bivouacking
Bivouacking gives you the ability to place a fortress on any region you conquer, which provides you with a defensive advantage. Your opponents will have a harder time defeating you as long as you have a fortress in play.
3. Commando
With the Commando power, you can conquer regions that are normally inaccessible, such as mountains or far away lands. This power allows you to surprise your opponents and expand your empire in unexpected ways!
4. Diplomat
The Diplomat power allows you to forge alliances with other players. When you conquer a region, instead of removing your opponent’s race token, you can choose to add it to your own army. This power is great for players who prefer cooperation over confrontation.
5. Dragon Master
As the Dragon Master, you control the mighty dragons of Small World. This power allows you to use dragon tokens to attack your opponents’ regions, causing chaos and destruction. Dragons can be a game-changer and turn the tide of battle in your favor!
6. Flying
Flying allows your race tokens to conquer regions that are not adjacent to each other. This power gives you the ability to quickly traverse the map and capture faraway territories. It’s a great power for players who like to be mobile and unpredictable!
7. Hill
The Hill power gives you a defensive advantage when attacking regions. Whenever you attack a region from a hill, you roll an extra die, increasing your chances of conquering it. Hills can be a powerful asset when planning your conquest strategy!
8. Spirit
With the Spirit power, your race tokens never go into decline. Instead of going into decline, you can redeploy your race tokens to different regions, keeping your empire strong and active. This power is perfect for players who like to maintain a constant presence on the board!
9. Wealthy
The Wealthy power gives you extra victory coins at the end of your turn. With this power, you can accumulate wealth and outscore your opponents. It’s a great power for players who like to focus on economic strategies rather than military conquest!
These are just a few examples of the special powers available in Small World. Each power offers a unique playstyle and strategy, adding depth and excitement to the game. So, grab your friends, choose your race and power, and embark on an epic conquest in Small World!

When I play this game, I get 2 extra Victory coins at the end of every turn. But here’s the catch – once my race goes into Decline, I no longer get those bonus coins.
It’s a simple power, and it works well for any race.
Berserk
Hey there! So, here’s the deal – before you go conquering regions, you have the option to use the Reinforcement die. Pretty cool, right?
Here’s how it works: give that die a roll and see what number pops up. Once you have your result, go ahead and choose a region you want to conquer. Just make sure you place a number of Race tokens that’s less than what the die showed.
Now, if you’re running low on tokens and don’t have enough for a proper conquest, don’t worry – this will be your last attempt for this turn. Sometimes, luck just isn’t on our side, you know?
Bivouacking
Hey there! Let me walk you through how to strategically use your encampment tokens in the game.
So, during your troop redeployment phase, you can deploy up to 5 encampment tokens in any of your regions. These tokens are pretty handy because they help to defend the regions where they’re placed.
Here’s the thing: each encampment token counts as 1 race token towards the defense of the region it’s in. And guess what? You can actually place multiple encampments in the same region to get an even higher defense bonus!
Now, the cool part is that your encampments are totally safe during an attack. They won’t be lost if your region gets attacked. Phew! But, keep in mind that when your race goes into Decline, they’ll disappear. Oh well, nothing lasts forever, right?
Commando
Let me tell you about this incredible weapon. It’s like nothing you’ve ever seen before, and it can completely turn the tide in your favor. The power it possesses is unmatched.
When you have this weapon, you become unstoppable. It gives you the ability to conquer any region with ease. The best part is, you only need one race token instead of the usual amount. It’s a game-changer.
The Negotiator
After my turn ends, I can choose an opponent who I didn’t attack this turn and make them my ally. This doesn’t affect Tokens In Decline.
Once I choose an ally, we are at peace, and they can’t attack my active race until my next turn.
I have the freedom to change allies every turn or stay at peace with the same opponent.
Dragon Master

So, here’s the deal: you can take control of a region once a turn. Just plop down one of your tokens and boom, it’s yours. Doesn’t matter how many enemies are holed up there. But here’s the best part: once you’ve conquered a region, you can place your Dragon there. And let me tell you, having a Dragon on your side is like getting a get-out-of-jail-free card. It makes that region immune to enemy attacks, their special powers, the whole shebang. The only catch is that your Dragon disappears when you go into Decline, so keep that in mind.
Now, let’s talk strategy. If you see this little beauty up for grabs, don’t hesitate to buy it. Trust me, it’s worth every penny. Having a Dragon in your arsenal can give you a serious edge over your opponents. Plus, it keeps it out of their hands. So snatch it up, even if the price is a bit steep.
Flying

In the game, you have the ability to take control of any area on the map, with the exception of Seas and Lakes. This means that you can expand your influence to any region, regardless of its proximity to the areas you already occupy. It’s a pretty cool feature!
Now, let’s talk about one specific type of region: the Forest. The Forest is a great choice for a strong race like yours. It offers plenty of advantages and opportunities for growth.
First of all, forests provide cover and camouflage, making it harder for your enemies to spot and target you. You can use the dense foliage to your advantage, launching surprise attacks or setting up strategic ambushes.
Another benefit of the Forest is the availability of natural resources. Trees can be a valuable source of wood, which is essential for constructing buildings and fortifications. The Forest is also home to various plants and herbs that can be used for potions, healing, or even enhancing your abilities.
Furthermore, forests serve as habitats for different types of creatures. You might encounter friendly creatures that are willing to aid you in your quests or provide valuable information. On the other hand, you should also be cautious of hostile creatures that may pose a threat to your safety.
Lastly, the Forest is a place of magic and mystery. Many ancient spells and rituals are tied to the power of nature, and the Forest is where you’ll find the strongest connection to these mystical forces. You can tap into this energy to enhance your magical abilities or commune with the spirits of the land.
So, if you’re looking for a region that offers a blend of tactical advantage, natural resources, creature encounters, and magical potential, the Forest is definitely a great choice for you. Take control of the Forest and unleash the full power of your race!
When you end your turn, you can earn 1 bonus Victory coin for each Forest region you occupy. It’s a great way to collect coins!
This strategy works especially well on boards with 3-4 players. You’ll earn even more coins!
Boost Your Coins with Occupied Forests

When playing as a particular race, you have the option to activate a special ability once per turn. This ability allows you to place one Fortress in a region that you already occupy. At the end of the turn, you will also be rewarded with a bonus Victory coin.
The Fortress serves as a defensive structure in the region, providing an additional point of defense even if you are In Decline. This fortified position adds an extra layer of protection to your territories.
However, it’s important to note that the Fortress is not a permanent structure. If you choose to abandon the region or if it is conquered by an enemy, the Fortress will be removed.
There are limitations to the number of Fortresses you can have. A maximum of six Fortresses is allowed, and you can only have one Fortress per region. It’s crucial to strategically consider where you place your Fortresses to maximize their effectiveness.
The Power of Heroic
When I finish my turn, I get to do something really cool. I can take both of my Heroes and place them in two different regions I already control. It’s like a temporary safe zone for my Heroes! No one can conquer those regions or use their special powers against me until my Heroes move again. But here’s the catch – when I go into Decline, my Heroes disappear. So I have to make the most of their protection while I can. It’s a pretty cool strategy if you ask me! Oh, and did I mention there’s a Hill involved too? It’s an important part of the game.

When you occupy a Hill region at the end of a turn, you earn 1 bonus Victory coin. This can be a great way to earn extra coins during the game.
The Hill region is especially beneficial in games with 3 or 4 players. In these games, it can be an even more effective strategy to focus on occupying Hill regions in order to earn more coins.
Merchant
When you occupy a region at the end of a turn, you receive a bonus Victory coin. This means that if you have at least one of your tokens in a region when the turn ends, you get an extra coin. It’s like a little reward for holding on to a region.
Getting this bonus is a good thing because it gives you an advantage in the game. However, it can be a bit tricky to get the bonus if you don’t have many tokens on the board. Having more tokens increases your chances of occupying a region and getting the bonus. So, if you’re playing as the Ratmen, this power can be especially useful for you.
Mounted Power

Hey there! Did you know that you can dominate any Hill or Farmland region with just 1 less Race token than usual? Yep, that’s right! You only need 1 token instead of the usual requirement.
This power makes it a little easier to conquer a third of the regions, but it’s not quite as amazing as being a commando.
Pillaging
If you conquer at least one region this turn, you’ll earn one bonus Victory coin at the end of the turn. It’s like becoming an Orc, a powerful race that benefits from having many tokens.
Now, let’s talk about Seafaring.
Seafaring

Hey there! Did you know that when you play as a Seafaring race, you have a special ability that lets you conquer the Seas and the Lake? Pretty cool, right?
Basically, you can treat these areas as if they were empty regions, even though they’re not. Only Seafaring races can take advantage of this special perk.
And here’s the really cool part: even if you decide to go into Decline, you still get to keep control of the Seas and the Lake! You’ll continue earning points for having your tokens there, for as long as you hold onto them.
It’s All About the Spirit

Hey there! Guess what happens when your Spirit Special Power race tokens go into Decline? They don’t count towards the limit of having just one race In Decline on the map! So, you can actually end up with two different races In Decline at the same time. And you know what’s even better? You get to score for them both! How cool is that?
Stout
Hey there! Did you know that you can go In Decline at the end of a regular turn of conquests? Yep, it’s true! Instead of spending a whole turn going into Decline, you have the option to do it right after scoring. Pretty cool, huh?
This power is especially handy for Ghouls, but it can also be beneficial for other races. It gives you some flexibility and allows you to strategize your gameplay in a different way.
Swamp

If you occupy any Swamp Regions at the end of your turn, you’ll receive a bonus Victory coin.
This is a good way to earn coins, especially in games with 3-4 players.
The Underworld
If you find yourself in possession of a Cavern, you have the power to conquer a region with one less race token than usual (but you still need at least one token).
What’s more, any regions that have a Cavern are considered adjacent to one another when it comes to your conquest plans.
Plenty of Resources

If you’re playing this game for the first time, you’ll get a nice little boost at the beginning. At the end of your very first turn, you have the chance to collect 7 bonus Victory coins. Pretty cool, right?
Seven coins might not seem like a lot, but it can actually be a decent amount for just one round. However, compared to what you can earn in later turns, it’s not so great.
Create Your Own Special Power
But here’s the fun part – you can also come up with your own Special Power! This means you get to be creative and think of something unique that gives you an advantage in the game. How cool is that?