Small World: The Lost Tribes' Crusade
Small World: The Lost Tribes' Crusade Rulebook
Table of Contents
Table of Contents
Setting up the game
- Select a 2-player board.
- The game ends after 9 rounds, so put an unused game token or a coin on the 10th spot of the Game Turn track as a reminder.
- Pick 14 Lost Tribe tokens. Leave the remaining Lost Tribe tokens in the box: they will not be of no use during the game.
Note: You can raise the difficulty level by increasing the number of Lost Tribes you use, or lower it by decreasing them.
- Remove the Diplomat Special Power badge.
- Set up the game as usual, including the placement of Lost Tribe tokens using some of the 14 you previously picked. Place the remaining Tokens next to the board. Pick five "1" Victory coins. The Lost Tribes begin without any Victory coins.
The Lost Tribes do not have any Racial Powers and will not take a Special Power badge.
Game Turn
You play first. Your turn is played as usual with one exception: Lost Tribe tokens must never be discarded. If they are removed from the board, put them next to it.
Once your turn is over, it is the Lost Tribes' turn:
- Leave one Lost Tribe token in each Region they control (like a human player would do) and take in hand the rest of them, including those that were placed next to the board. Lost Tribes never abandon a Region at the beginning of their turn.
- Proceed with Lost Tribes conquests with the following guidance:
- They conquer Regions following the usual adjacency and cost rules and will do so until they run out of tokens.
- They always conquer the Region with the lowest token cost. When several Regions have the same cost (which happens frequently), Lost Tribes always choose the Region that is worth the most Victory coins for you. Should there still be a tie, they prioritize your Active Race. Should the tie remain, you make the final decision.
- Lost Tribes use the Reinforcement Die following the normal rules. If the conquest did not succeed, the unused tokens are placed next to the board.
- Lost Tribes receive 1 Victory Coin per Region they occupy at turn's end.
- Lost Tribes do not redeploy.
The Lost Tribes begin their turn. The Regions they could conquer with the lowest token cost are the 3 empty Mountains and the 4 Regions defended by single In Decline Orc tokens (they all cost 3 tokens). The Lost Tribes prioritize the Orc-occupied Regions as they are each worth 1 Victory coin for the player. The player decides which one is conquered, from among the 4, and chooses the Farmland near the lake.
Later, the Forest Skeletons have expanded and are more vulnerable. At the beginning of the Lost Tribes' turn, the Regions they could conquer with the lowest token cost are the 3 empty Mountains (still), 2 Regions occupied by In Decline Orcs and 2 Skeleton-occupied Regions (they each cost 3 tokens). Because of their Special Power, the Forest Region is worth 2 Victory coins for the Skeletons, making it the Lost Tribes' priority target. If this Region had been better protected, the Lost Tribes would have conquered the Hill Region above, because they would have prioritized the Active Race over In Decline ones.
Entering In Decline
You may put your Active Race In Decline following the normal rules, with one exception: at the beginning of the next round, before you choose a new Race and Special Power combo, roll the reinforcement die. Add 1 to the roll. The result (between 1 and 4) corresponds to a combo that you discard, starting from the top of the column: a blank side means you discard the first combo, a "1" side means you discard the second, etc. If the discarded combo contains Victory Coins, they are given to the Lost Tribes.
Replenish the column of combos and choose a new combo as usual, paying the cost for each of the combos situated above the one you wish to pick.
Lost Tribes never enter In Decline.
End of the Game
The games ends after 9 rounds. You win if you have a higher score than the Lost Tribes. In case of a tie, the Lost Tribes win.
If you won, the Lost Tribes will start your next game with 1 additional token. If you were defeated, the Lost Tribes will start with 1 less token.
Do not forget to record the results into the Solo Hall of Fame!
Additional Notes
Lost Tribes are considered to be an Active Race for the purpose of your Race and Special Powers. However, they never lose (nor win) Race tokens. You can use the Sorcerers power against them, but the Lost Tribes get their token back. When using a power collecting other Races tokens, such as Igors' ability, take another unused Race token instead.
Playing with Small World Underground
Use Monster tokens in place of Lost Tribes.
- Setup: Shuffle the Popular Places and Righteous Relics together as usual. Then, on each Region of the board featuring a Monster symbol, place:
- 2 Monster tokens;
- 1 Place/Relic token that is immediately revealed.
The remaining Monster tokens are left next to the board until the Monsters first turn. Because all of the Monster Tokens will be in use, you will need to add another Race's tokens in order to increase the difficulty level.
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River Regions:
- are not available to Monsters when looking for the cheapest Region in range to attack
- may be conquered by Monsters ONLY to reach a Region on the other side, and only if the total cost (Region + crossing river) is the cheapest choice for Monsters
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When several Regions have the same cost and are worth the same amount of Victory coins for you, Monsters give priority to a Region containing a Popular Place or a Righteous Relic. Should there still be a tie, they prioritize your Active Race. Should the tie remain, you still make the final decision.
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Monsters do not move Righteous Relics. They only benefit from passive powers of Popular Places and Righteous Relics (Scepter of Avarice, Diamond Fields, Keep on the Motherland, Mine of the Lost Dwarf & The Great Brass Pipe). To compensate for this, Monsters collect 1 bonus Victory coin for each Popular Place and Righteous Relic they control with a power they are unable to use.
Playing with Small World River World
- Setup: form a line of 9 facedown Event markers (8 in a 2-player game, see below).
- Lost Tribes can use the Caravel and benefit from the Harbors Victory coins bonus.
- River Regions:
- are not available to Lost Tribes when looking for the cheapest Region in range to attack
- may be conquered by Lost Tribes ONLY to reach a Region on the other side, and only if the total cost (Region + crossing the river) is the cheapest choice for the Lost Tribes
- When several Regions have the same cost, Lost Tribes always choose the Region with the following priorities:
- a. The Region that is worth the most Victory coins for you (remember the 2nd Harbor is worth 2 Victory coins, the 3rd is worth 3 Victory coins...)
- b. Your Active Race
- c. Your Caravel
- d. A player-occupied Harbor
- e. A River Region containing a pirate ship if it allows the Lost Tribes to collect at least 1 Victory coin by liberating this Region. Should there be a tie between several River Regions, they would choose the Region whose liberation allows the most Victory coins to be gained
2-player's Crusade
You can also play the Lost Tribes' Crusade with 3 opponents: 2 human players and the Lost Tribes. In this variant, everyone fights for themselves and players win the game individually.
The rules are the same as for solo play, with the following exceptions:
- Setup: pick a 3-player board.
- The game lasts 8 rounds.
The player who most recently finished reading a book is the first player.
- each human player alternately controls the Lost Tribes every turn (use any object as a Control Marker to keep track of who is in charge of playing the Lost Tribes).
- For the first round, the second human player takes the Control Marker and controls the Lost Tribes.
- The player with the Control Marker always plays the Lost Tribes' turn after they play their own (following the same rules as for a solo game).
- For their conquests, the Lost Tribes choose a Region following the solo rules, except that Races (both Active and In Decline) of the player with the Control Marker are immune to their attacks.
- After the 2 human players and the Lost Tribes have all played, the Control Marker goes to the other human player.
- If the Lost Tribes win, they will start the next game with 1 token less. If they finish 3rd, they will start the next game with 1 additional token.
Do not forget to record the results into the 2-player Hall of Fame!
Hall of Fame solo
Indicate the date, your name, the number of Lost Tribes' tokens, the Races you played, your final score and Lost Tribes' final score, circle the winner.
Record sheet columns: Date | Name | Lost Tribes' tokens | Races | Your score | Lost Tribes' score.
Hall of Fame 2 players
Indicate the date, your names, the number of Lost Tribes' tokens, the Races played, your final score and Lost Tribes' final score, circle the winner.
Record sheet columns: Date | Name | Lost Tribes' tokens | Races | Your score | Lost Tribes' score.