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Small World: Power Pack 2

Expansion for Small WorldExpansion for Small World Underground

Small World: Power Pack 2 Rulebook

Table of Contents

Table of Contents

  • Set Contents
  • Setup
  • Races
    • White Ladies
    • Goblins
    • Priestesses
    • Igors
    • Kobolds
    • Gypsies
    • Shrubmen
    • Fauns
  • Special Powers
    • Giant
    • Marauding
    • Peace-Loving
    • Historian
    • Hordes Of
    • Were-
    • Fireball
    • Aquatic
    • Cursed
    • Ransacking

Set Contents

  • 8 double-sided Nation flags
  • 10 Special Power tokens
  • 98 Race tokens
  • 4 Fireball tokens
  • 2 Hordes Of tokens
  • 12 Behemoth tokens
  • 24 coins
  • Rules sheet

Setup

During setup, add the flags and Special Power tokens from this set to the stacks of flags and Special Power tokens from the base game. Otherwise, the game is played by the normal rules.

Races

White Ladies

When the White Ladies go In Decline, opponents may not conquer Regions they occupy, and may not affect them with flag or power effects.

Goblins

Your Goblins may conquer any Region occupied by an In Decline Race at a cost of 1 less Goblin token than normal. A minimum of 1 Goblin token is still required.

Priestesses

When the Priestesses go In Decline, choose 1 of the Regions they occupy. Take 1 Priestess token from each Region they occupy and stack them in the chosen Region, building an "Ivory Tower". Abandon the troops in all other Regions occupied by the Priestesses.

At the end of each of your turns, collect 1 bonus Victory coin for each Priestess token in the Ivory Tower, in place of the coins you would normally receive for your In Decline Race under the normal rules. Remember: a Region with the Ivory Tower can still be conquered by other players (if they have enough Race tokens or a Dragon).

If the Priestesses' flag is combined with the Fortified power, you may build the Ivory Tower in a Region with a single Fortress, directly on top of it.

Igors

You collect all Race tokens (Lost Tribes, Monsters and all players' Race tokens, including your own) lost in conquests. At the beginning of your turn, you may exchange these for new Igor Race tokens at a rate that depends directly on the number of players: for example, in a 4-player game, exchange 4 collected tokens for 1 new Igor token. Return the exchanged tokens to the container. You may exchange collected tokens as many times as you like at the beginning of your turn, as long as you have enough tokens to exchange.

Kobolds

To occupy or conquer any Region, you always need at least 2 Kobold tokens. After the Kobolds go In Decline, leave only 1 Kobold token in each occupied Region, as per the normal rules.

Gypsies

Place 1 bonus Victory coin from the container in each Region from which you abandon all troops. You may not conquer again Regions from which you abandoned all troops this turn, but you receive the bonus Victory coins placed on them at the end of this turn.

Shrubmen

Opponents may not conquer Forest Regions occupied by Shrubmen, and may not affect such Regions with flag or power effects.

Fauns

During your Troop Redeployment, take 1 new Faun token from the container for each Region you conquered this turn. The victims of your conquests also receive 1 new token of their own Race from the container for each Region you conquered from them this turn.

Special Powers

Giant

You receive 2 "Giant Behemoths" into your possession. Each of them is a stack of special tokens, and the number of tokens in each stack depends directly on the number of Swamp Regions you currently occupy. The two stacks may never be split or mixed with each other. The number of tokens in each Behemoth's stack determines how many Race tokens that stack is equal to in strength (both when conquering and when defending).

The number of tokens in each stack changes during play each time you conquer or lose a Swamp Region. A Behemoth must always be accompanied by at least 1 token of your active Race. If another player conquers a Region previously occupied by your Behemoth, you lose only the Race token accompanying it. Redeploy your Behemoth (without splitting its stack) into the Region you occupy at the end of the conqueror's turn, as normal.

Marauding

Once you have finished all your normal conquest attempts on your turn (but before making your final conquest attempt with the reinforcement die), leave 1 token of your Race in each Region you occupy, and return the remaining Race tokens to hand. Return to the beginning of the Region conquest phase and carry it out again. Once you have finished that too, make a final conquest attempt, if you wish.

Peace-Loving

Collect 3 bonus Victory coins at the end of each of your turns during which you did not attack any active Race. You have no particular fondness for In Decline Ghouls, however, and may still attack them without losing your power's bonuses.

Historian

When you select this power, collect 1 bonus Victory coin for each Race that is In Decline at that moment. While the Historian Race remains active, collect 1 bonus Victory coin each time another Race goes In Decline. Finally, collect 1 bonus Victory coin when the Historian Race itself goes In Decline.

Hordes Of

You may use your 2 Hordes Of tokens exactly as if they were additional active Race tokens of your active Race. When your Race goes In Decline, the Hordes Of tokens disappear.

Were-

Every night (even-numbered turn), you may conquer any Region using 2 fewer tokens of your Race. You must still use at least 1 Race token. The effects of this power do not apply during the day (odd-numbered turns).

Fireball

During your Troop Redeployment, take 1 Fireball token for each Region with a Magic Source occupied by your Race. A Fireball token counts as 2 Race tokens and may only be used during a conquest on any of your following turns. Discard Fireball tokens after use. You may use several Fireballs to conquer a single Region. You must still use at least 1 Race token to conquer the Region.

Aquatic

At the end of your turn, each Coastal Region you occupy (bordering a Sea or Lake) brings you 1 bonus Victory coin. Each Region that is not Coastal brings you 1 less coin than usual.

Cursed

You must place 3 coins, not 1, on the flag of a combination that includes the Cursed power if you choose any other flag lower in the row of combinations when selecting. This power brings no benefit.

Ransacking

Each time you successfully conquer a Region occupied by an opponent's active Race, that opponent must immediately give you 1 coin from his personal stash (if he has any). You may not ransack In Decline Ghouls.