How do amazons work in small world
Small World Based on the phenomenally successful Small World fantasy board game with over , copies sold! What awaits you in Small World: 2 to 5 player maps to conquer, in glorious high resolution!
Brand new musical score, sound effects, graphics and animations Video Tutorial by Master Glandulf himself Full-featured Lobby called "Online Arena" with real-time chat, list of connected players, game creation and list of open games to join.
Two types of games: "Single Session" games and "Multi Session" games. The single session game is real-time gaming ala Ticket to Ride, with AI taking over if a player quits the game.
Multi session games are the asynchronous gaming that already existed, but with the new system described below. They are the cockroaches of Small World in that they just don't go away. The more they get attacked will actually mean they last longer before they go in to decline because while they will lose regions they will go back to your hand for later retaliation.
If you get attacked a lot, they can earn perpetually. It's good to goad your opponents into attacking you. In fact, your best bet when playing against them is to just not attack them, because you will make them stick around longer and you're just grinding your race down, while they stay strong.
These guys will take advantage of almost any Special Power, as their own power is so good on its own. It's probably easier to tell you which power they aren't so hot with, which is Diplomat. You want your opponents grinding down their forces against you.
So while Diplomatic Elves look like a good combination in theme, you probably don't want to activate the Diplomatic power at all. Ghouls have one of the powers that break an important rule in the game and let you keep all the tokens when you go in to decline and will still act like active race, able to attack before your actual active race.
This means you'll want to go in to decline and get a second active race going ASAP; the second turn they are around is best. Doing double duty in a game with finite turns is good. You won't get to attack the turn they go in to decline, but next turn they will be attacking alongside your other active race.
Stout is the obvious power to look for, as you can attack and then go into decline immediately. If you can buy this combination, you'll get to attack, take some regions and go into decline.
Spirit is another decent one allowing you to have two in decline races. Amazons aren't a good follow up to Ghouls, because they will go into decline fast, forcing you to remove the Ghouls sooner. Giants love to grab mountains as their base of operations, easily coming off them to take all the surrounding regions.
You'll notice from my breakdown above that there are more mountains on the 3 and 4 player boards. Giants aren't as good on a 2 player board because the mountains are spread out.
I like to grab mountain regions that are adjacent to each other, as you will get the bonus after conquering the first. The 4 and 5 player boards have nice clusters of mountain regions that are close to each other as well.
The 5 player board ratio of Mountains does drop back to normal, but there is a juicy clump of 3 Adjacent mountains right on the edge of the board. Also, given Mountains' inherent defensive postioning, they will last a long time in decline. Giants are a good race to get right before Elves, since the elves will stick around awhile before going in to decline. The opposite can be said about Amazons, you don't want to follow Giants with Amazons for the opposite reasons.
Again just about any Special Power will just make these guys better; Fortified is good as it will give your conquered regions adjacent to your mountain bases the same defensive advantage as the mountains themselves even in delcine. Bivouacking does the same thing also making your Mountain defenses just silly while active. For being the smallest race in the base game, these guys are nasty like their picture hints.
Great on the first turn in 4 and 5 player games because they can set up shop away from the other border invading races and have time to spread out before the wars begin. Making their first two conquests immune to powers and in-conquerable will frustrate your opponents. If they are Hill, Forest or Swamp halflings, you can take two of those adjacent spots as your first two spots, and earn your double Coins without fear of defending them, holding them with just one token each.
Another fun Power they can combo with is Underworld, letting you spread your first two holes apart from each other. You'll never lose those first two spots, so you'll have a nice tunnel system always at your disposal to mess with your opponents or take spots that are easy pickings. Get Heroic Halfilngs and you'll have 4 regions that are imune to attack.
I guess it's nice to earn a few extra bucks while farming, but I like action! They are at a bit of a disadvantage having 1 less token than some other more powerful races that get 6 tokens, but the extra earning power probably makes up for it. It's fun to get Mounted Humans, making it easier to get to and conquer those farmlands.
Without many drawbacks, most powers are just going to add to the Humans playability. If anything, their boring nature will make them passed over and build up a lot of coins. Orcs are probably my favorite race because they encourage a strategy counter to the norm. Usually when doing your attacks after the first attack you will pick up all your tokens leaving one behind to continue to earn.
It's just more efficient; one token left behind is earning 1 coin, where it takes your 2 or 3 attacking tokens to also earn 1. Orcs' aggressive power makes them counter to that strategy. It's better to pick them all up and abandon the regions they are on and attack your opponents' occupied regions.
This is great, because it not only earns you the coins to conquer instead of occupy, it also makes your opponents' lives miserable. Another benefit is that you don't need to redeploy your troops and spread them thin, you can just leave the invading force of 3 or more tokens on the 3 or so spots you're able to take in defense. Your opponents want to retaliate, but your orcs are always strong on every region they occupy. This can also make them last a little longer if your opponents don't retaliate to take down your numbers.
Orcs love to be paired up with aggressive powers like Berserk, Commando or Mounted making them able to take more regions than 3 or 4 spots with your usual 9 or 10 tokens. These guys are my favorite style-wise to play. Add Pillaging for some awesome redundancy. If you watch It's Always Sunny in Philadelphia, you may get this reference. Immediately my friend Rob and I started singing it to the same tune, "Diplomatic Ratmen, Ah-ah-ahhhh! Anyway, Ratmen are awesome not just because of the song, but because there are obviously so many of them.
Their power is just overwhelm the board with numbers. They can take more regions faster than anybody short of Amazons, and hold them as well. They are enhanced by just about any Special Power. Fun shenanigans ensue when you can make their numbers even greater with Hordes of, from the Cursed expamsion. Skeletons are another favorite of mine and should be yours as well. As we saw with Ratmen, more tokens are more awesome, and while the Skeletons don't start out with but the above average number, if you play them aggressively, they will multiply.
So, like Orcs, you want to be attacking occupied spots to make more skeletons. These aggressive races are the types that force even the mildest of players to throw all alliances out the window and attack. Like the Elves they stick around for a long time because they just keep tokens on the board so look to follow a race that will stick around earning Coins in their decline with Skeletons, because they'll be there for awhile. Like Orcs, any Special Powers that favor an aggressive strategy are good when combo'd with them like Commando, Berserk and Mounted.
When you combo them with Pillaging, now you have Orcs that multiply and only get stronger. Two great tastes that taste great together. Sorcerers start out with 5 tokens on their race tile to counter thier powerful ability a bit. Like skeletons, they can multiply by using their power. Sorcerers are extra cool becasue they warp the way your opponents will play. They won't spread their tokens out thin leaving singles behind to defend regions, because the Sorcerer's effect is so powerful.
You get to not only remove an opponent's token from the board even an Elf is gone for good you get to conquer a region with a token that didn't exist until that moment. Players need to watch the Auction line for when these guys are coming up, because if you don't you may find yourself vulnerable when an opponent buys sorcerers and takes advantage of your careless ways.
Again, their power doesn't really have any other interesting combonations with special powers; just about anything will do and Sorcerers will be worth it no matter what. Aggresive powers that help you in attacking are good, so you can break through reinforced lines to get to the regions held by single tokens. Tritons, like Giants have a built in combat power that makes it easier for them to conquer certain regions; in this case coastal ones.
On a player board, there are 10 coastal regions that you can start in, so you may have a slight advantage on the 4 player board. On the 2 and 3 player boards, you get 6 coastal regions along the edge to start in. The 2 player board has a lot more of an advantage, though, as some of the edge coastal regions are adjacent to the lakeside regions.
You can start on the East or West side and make it to the other conquering only regions that are to your advantage. On the bigger maps you'd have to conquer a couple none-waterside regions to expand out. Flying and Underworld will help you to reach across the map to other coastal regions, but just about any Special Power is good with these already good guys.
Of all the Races available, Trolls are probably the most inherently powerful. Being able to hold on to your conquered regions is key to earning you lots of coins. Trolls will do this while active and in decline; their lairs really deter your opponents from attacking them, as it's just too costly and usually more efficient to attack easier prey. You should pick these guys very highly unless they are paired with a really debilitating Special Power like Cursed.
They will stick around long when in decline, so you want to follow them up with a long lasting Active Race like Orcs, Ratmen or Gypsies. They are great when combo'ed with just about anything.
I'll save it for you to talk about your own Troll tales as they are always a memorable path to victory. Wizards are kind of boring to me like Humans, but they don't even have the Humans' advantage of having some of the money regions adjacent to each other; the Magic regions are all spread out on every map. But at least they give you a decent number of tokens, unlike the Dwarves. Flying and sometimes Underwolrd are decent to get you transported to the Magic Regions.
Otherwise, they are a pretty generic race. I'll cover the Races from the expansions next; Cursed! If you haven't picked them up yet, I would highly recommend them as they add a lot of cool Races and Powers to the mix. It's also fun to note that Cursed and Grand Dames were created using entries to a fan design contest.
They are submissions from around the world that the developers judged and tested to see what cool ideas the fans could come up with. Their advantage comes against other In Decline races. They are great to start off in the early game when there are lots of Lost Boys on the board. Later in the game it's tricky when to pick them up, as you'll need one of your opponents to have left some juicy targets for you. To get to them first, you'll need to be the first to go into decline, but you have to do it when someone will go in decline right after you.
Otherwise, their power will be wasted. There aren't any Powers that create interesting interactions with Goblins and most will just enhance them except for Ransacking, which requires you to attack Active Races. Avoid this unfortunate combination. Kobolds everywhere! There are so many! The race tile will give you twice the number of tokens as the other race tiles, but note that the Special Tile numbers are not doubled as well, so their drawback that they need at least 2 tokens to conquer and occupy catches up with the sheer number of them.
That's how it worked in the one game I've played. At the time I felt like it was incorrect in some subtle way, but since it was my first and only game so far, I'm not sure either.
Sign up to join this community. The best answers are voted up and rise to the top. Stack Overflow for Teams — Collaborate and share knowledge with a private group. Create a free Team What is Teams? Learn more. Ask Question. Asked 10 years, 10 months ago. Active 6 months ago. Viewed 12k times. We argued it out and what we eventually decided it meant was At the beginning of each of the Amazon player's turns, they receive 4 extra tokens.
But we're not at all confident in our interpretation. Improve this question. I had the same problem.
0コメント