Small World Decline & Scoring Rules: Coins, Turns and Final Result
Small World scores victory coins after every player turn. Decline is the mechanism that lets an old civilization keep producing limited income while you prepare a new active race.
Going into decline consumes the turn
Instead of normal conquests, announce decline. Flip the Race banner/tokens as required and normally leave one declined token in each occupied region, removing extras.
Declined regions still score
At the end of turns, eligible declined regions continue to generate base region coins and any Race/Power effects that explicitly remain active while declined.
Choose the new race on the next turn
After a decline turn, select a new Race/Power combination on your following turn, pay any skip cost and enter the map as a new active civilization.
Normally only one declined civilization remains
If you later put another active race into decline, remove the older declined civilization under the standard base rules, except where a special power modifies this.
Score after every turn
Gain one victory coin for each region your eligible active and declined civilizations occupy, plus Race/Power bonuses. Keep coin totals hidden as the rules direct.
The game has a fixed final round
Use the turn track for the map/player count. After every player completes the final numbered turn, reveal all victory coins.
Most coins wins
Highest coin total wins. Apply the base-game tiebreak using remaining Race tokens/pieces as described by the rulebook.