Game description
Smallworld underground is a game for 2-5 players for the age of eight and up. The objective is to have as many victory coins as possible at the end of a certain number of rounds. The game has 15 different races and 21 different powers that can be combined with those races.
To acquire victory coins you conquer land areas with your races unit tokens, you get one coin for each area in the end of your turn. You then get more coins depending on any modifiers you might have.
Each map has a set of areas that are inhabited by neutral units that is an enemy to everyone. When these neutral units are cleared, the player draws a loot token. These loot tokens represent either a popular place, for example an altar, or a righteous relic, for example a sword, that can be claimed by players. Both the popular places and the righteous relics have special abilities, such as free movement once per turn (the flying doormat) or sacrificing an in decline unit for three extra coins (the altar of souls).
During the players turn he can choose between two things, either play his turn and conquer areas or go in decline where you change in your race + power combination for a new one the next turn.
Player turn
At the start of your turn you use your minions to attack adjacent areas. Areas have different landscapes, and there are specific powers that have bonuses according to the different landscapes, such as gaining an additional victory coin per specified landscape.
Combat
To conquer areas you have to attack the area with your unit tokens. The requirement to conquer an area is two + any enemy unit tokens + any stationary extras (for example black mountains or fortress). If there are enough units you will conquer the area and no units will die or flee, the amount of units that was needed however cannot continue conquering areas. If there are not enough units the player may still attack with a minimum of one unit, the player throws a dice with three sides with a number on it. The number represents any extra units that may fill the gap to be able to conquer. If the fight fails however the player must put one of the units back into the box, the rest flees back to the origin area.
Go in decline
A player can choose to buy a new race + power combination and then you go into decline. Your previous race is left behind with only one unit on each area and the next turn you are allowed to buy a new race from six different that is on the board. When a race + power combination is bought a new combination is displayed on the board, so that there are always six different combinations on the board. The player then gets to use the new races units to attack with while their previous race stands still defending the areas they are in.
There is however a limit to how many races you may have in decline and that is one, if you go in decline two times the other declining race is discarded from the board and the areas become unoccupied.
End of the last round
In the end of the last round each player counts their coins, which they have held hidden until now. The one with the most coins in the end is declared the winner.
Best and worst sides
Victory coins
The victory points are the biggest part of the game, since it is what you need to win in the end. Victory coins are awarded after the players turn, how many you are rewarded depends on how many areas you are occupying and what different modifiers you control. Modifiers include +1 coin for a certain region, +1 coin for every set of regions, +1 coin for every black mountain and so forth. The most important part of the victory coins is that they were not to be public until the end of the last round where everyone counted their coins and the winner was revealed.
Races + powers combinations
As there are 15 different races and 21 different powers there are 315 combinations that can occur, giving the game a great deal of replay value. Some of the powers might seem similar, like the ones that increases the coin rate of the areas, but since the areas are on different places the game can still play out very differently. The power and race combination is what decides what kind of strategy you are going to use throughout the game, an example we had when we played the game was the race “Drow”, it gets an additional coin for every land area that do not have areas adjacent that are occupied by anything else than the drow race (including in decline races). By just holding about six to seven areas that player got more than a player that had ten areas or even more. This might seem like an overpowered situation, but the player only have a set amount of units to work with when they play each race, and drow had nine units to use while for example mummies had fifteen.
Different maps
There is a different map for every amount of players that is playing the game. For example there is a map for two players, one for three players etc. They all had a similar layout, but it gives the game even more replay value as you can still play the other maps even if you are not the recommended number of players.
Number of rounds
When playing the game you notice quite quickly that there are very few rounds which mean that if you want to switch race you get punished hard, you lose an entire round when you do it and when you are playing five people there are only eight rounds. This gives the rest of the players more time to conquer areas or farm coins.
Core game system
The core game system in the game is the victory coins. They are present in almost every part of the game. It decides how you want to play each round to maximise the effect of every move. The coin system is affected by how many areas the player have, if the player have any modifier such as the mining power (+1 coin for every mining area being controlled), and if the player is controlling any black mountains it is rewarded with one coin each. An important thing to not about the system is that players need to understand it in order to be able to win, and since it is so simple it is easy for players to grasp it.
The most interesting system
The most interesting system in Smallworld Underground is the race and power system. It almost always guarantees that each play session plays out differently, especially with the ability to switch races midgame. Because the race pieces are scrambled and given a random power in the start of the game, and the players are only aware of six of these at any given time in the game. The combination that you chose in the start of the game decides you initial strategy considerable.
For example in the first play through I started with the drow race and the mining power which made me look for a secluded area with at least one mining area. When I found it I moved my army to that position and conquer areas in a safe line, making sure that I do not have any adjacent enemies at the end of my turn, maximising the potential as best I could of the drow race.
Target audience
The box says that the game is aimed towards player with the age of eight and above, however I do believe that you want to be at least ten or eleven to get the most out of the game. With all that is going on when you have different races, powers and social interaction between the players. The social interaction that occurred is similar to that of Risk and Dust where players form alliances and try to keep the players they think are in the lead in check. Which is not a necessarily a feature in the game, however if a player want to make the most of the game it is an intriguing part of the gameplay.
I would recommend the game for anyone that have played the game Risk and want to try something similar but with enough differences to be considered a different game.
Summary
The game is very interesting with the race and power mechanics, every play through felt different and there were new things to try out every time. Even though it felt like it was too few rounds, the game was intense from start to finish. The games mechanics makes it clear what you want to do in order to win the game. The simply idea of having the most coins in the end is easy to grasp and makes sure that everyone is on what they need to do in order to win.
The box says that it is aimed for player at the age of eight and up, however I do believe that there is a bit more restrictions than this. Since the game involves a lot of planning the suggested player should at least have an interest in playing strategy games. I would recommend the game for players that have played and enjoyed games such as RISK or Dust.