Small World Board Game by Days Of Wonder
Small World Board Game by Days Of Wonder
Free and Flat Rate Shipping
Free Shipping Over $100.00 CAD/h3>
All Orders over $100.00 CAD are eligible for free shipping.
On All Orders
At GameTheory we try to make it as easy as possible to get the products you love! To that end, we offer flat rate $20.00 CAD shipping ($18.00 USD) on all orders.
587-336-6621
gt@gametheory.ca
Why Purchase from GameTheory?
Stress Free, Secure Transactions
You can trust purchasing and delivery with GameTheory. All of our transactions are 100% secure and Level 1 PCI DSS compliant thanks to Shopify's ShopPay platform. For additional protection, we insure 100% of the value of every shipment we make. If it get's lost during shipment, we replace it. If it gets damaged during shipment, we replace it. We make sure your product arrives exactly as you would expect it to; we promise.
We also ensure privacy protection. We never keep any of your credit card information on file and any of your personal data is stored according to our policies.
30 Day Return Policy
Buy with confidence knowing that we accept returns up to 30 days after purchase. We want you to have something you will love and we are confident that we keep good quality products in our store with No Junk.
Small World - A Family Review
If you’ve ever thought “I wish Risk was cuter,” then do we have the game for you! Small World is a fantasy war game where mythical creatures compete to occupy the most of the fairytale map. Conquest has never been so adorable!
Small World is a great big box, long play game for kids. It has a great map and game board that spark imagination, and features tons of little tokens. It also comes with clever inserts to keep all the tokens organized—but be warned! If your kids aren’t great at keeping small objects organized, you may be doing a lot of reorganizing once the game is over.
Our kids were excited to play a game where they were in direct conflict with the other players. Our nine-year-old was especially excited to battle for as much land as he could. One challenge with that sort of gameplay? How frustrating it can be when you lose something you’re attached to. Small World gets around that in a very clever way. Losing your mythical creatures and lands is unavoidable, but the designers made moving on to your next fantasy creature combination a fun and rewarding play experience.
9yo: “It was really fun that we got to destroy each other! ”
If you’re looking for a gateway game before your kids try out more complex strategy games like Risk or Twilight Imperium, Small World is perfect. Its strategy is very accessible and the choices the kids had to make during a turn weren’t overwhelming. It’s also not hard to recover from an attack or mistake, making setbacks far less devastating. We found our scores at the end of the game were all very close!
11yo: “I really enjoyed figuring out how to make my magical creature combination work best.”
Small World is 100% a game we will play often with our kids. It’s charming, and for a competitive game, it managed to deliver a fun game with no hurt feelings!
Helpful hints
- Keep all the tokens organized in the game inserts as you play. Your clean up after will be much easier!
- Name your different fantasy troops! Have fun making up elaborate reasons why they are taking certain lands. “The Flying Ratman have returned to the hills for revenge!”
Description
Small World is a fun, zany, light-hearted civilization game!
In Small World, players vie for conquest and control of a world that is simply too small to accommodate them all.
Designed by Philippe Keyaerts as a fantasy follow-up to his award-winning Vinci, Small World is inhabited by a zany cast of characters such as dwarves, wizards, amazons, giants, orcs, humans, and more who all use their troops to occupy territory and conquer adjacent lands in order to push the other races off the face of the earth.
Picking the right combination from the 14 different fantasy races and 20 unique special powers, players rush to expand their empires - often at the expense of weaker neighbors. Yet they must also know when to push their own over-extended civilization into decline and ride a new one to victory!