Small World
Pair fantasy races with changing special powers, conquer an overcrowded map, then put declining civilizations aside and return with a new one.
Choose a fantasy race paired with a special power, then conquer regions on an intentionally crowded map.
When an active civilization stops being efficient, put it into decline and select a new race on a later turn while the old one can still score.
Why We Love It
Small World keeps area control moving by rewarding decline. A race that has spread too thin can be retired, freeing you to return with a fresh race-and-power combination instead of defending a weakening position forever.
About Small World
Choose a fantasy race paired with a special power, then conquer regions on an intentionally crowded map.
When an active civilization stops being efficient, put it into decline and select a new race on a later turn while the old one can still score.
Game at a Glance
Choose a Race
Every race arrives paired with a changing special power.
Conquer Regions
Spread across an overcrowded map using race tokens.
Go Into Decline
Retire a weakening civilization instead of over-investing in it.
Score Every Round
Active and declining regions both contribute to the final total.
What is Small World?
Small World is Philippe Keyaerts’ civilization game for 2–5 players. Each game pairs fantasy races with randomized special powers, creating combinations such as flying, wealthy or fortified peoples.
The map changes with player count, keeping the world deliberately cramped and making territorial conflict unavoidable.
How the game works
On a turn, players use race tokens to conquer adjacent regions, typically spending more tokens when terrain or enemy pieces make a region harder to take. Controlled regions score coins at the end of the turn.
When a race becomes inefficient, you can put it into decline and choose a new race-power combination on a later turn, trading continuity for renewed expansion potential.
The decisions that define it
The key skill is knowing when to stop investing in a civilization. Staying active too long can waste turns, while declining too early can abandon a strong scoring position.
Race-power combinations also change what counts as a valuable region or efficient attack.
Who is it for?
Choose Small World if you want direct area control, variable powers and conflict in a relatively accessible format.
Choose Root if you want deeper asymmetry or Rebirth if you prefer tile placement over repeated conquest.
Learn Small World in depth
Publisher sources & scope
Checked September 16, 2026. This hub covers the original Small World base game, not standalone variants such as Small World of Warcraft.