Johan Jakobsen
Denmark
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After getting constructive criticism from blaxnlion in Days of Wonder's forum for Small World, I come up with new and better (hopefully) changes! I would still love to get more inputs from all of you And it is okay if you just commenting on some part of it if all of is to much to comment on zombie
And if you have seen some of the ideas for powers or races before it is properly because I have found a lot of inspiration in here or in Days of Wonders forum for Small World.

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Winter Wonder World
The board

Snowcovered Fields

Coniferous Forest

Tundra

Frozen River

Fell

Hot Springs

/Geyser/

/Icy Mines/

/Rune Stones/

/Santa’s workshop/ is placed on the Region featuring the Santa’s workshop symbol. Santa’s workshop is worth 1 bonus Victory coin in the end of your turn and augments the Region’s defend by 1.

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Essential new mechanism
In this cold new land Active Race Tokens can become Frozen. When a Race Token become Frozen it is swapped out with Snowman Token; the Race Token goes to the tray and the Snowman Token is put in a separate pile next to the player.
(The idea for this mechanism is to make the board more interactive and it open up for some new strategies as having the most Snowmen, trying to play save and not get Frozen or defrost some of your Snowmen to Fjylge. See more below)

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Essential gameplay changes
There will be different tokens that will stay through out the game in some for or another. The idea is to make these Regions more attractive and give a greater incentive to combat. Some would not like this and other may. The idea of this expansion is a Small World 2.0 where I see Small World Underground as a Small World 1.5. So more complexity, board interactive and fighting between the Races. But also more with hidden bonuses and present between the players to ease out some of the tension.

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Dice rules
If a player rolls any of the dices white/blue/red/golden and it ends on a blank side one of the players Race token become Frozen. The race token is put back in the storage tray and a Snowman token is taken.

The white dice is used for a final conquest attempt.
During the final conquest attempt of his turn, a player may find himself with not enough Race tokens left to conquer another Region outright. Provided he still has at least one unused Race token, the player may attempt one final conquest for his turn by selecting a Region that he would normally be 3 or less Race tokens short to conquer. Once the Region is selected, the player rolls the Reinforcement Die once. Note that the Region the player wishes to make his last conquest target for the turn must be selected before rolling the die. This Region does not have to be the weakest one available for attack either, provided it could still be conquered with a lucky die roll. If the sum of the die rolled, combined with the Race token(s) left in his possession, is high enough to conquer the Region, the player deploys his remaining Race token(s) there. Otherwise, he deploys his remaining token(s) in one of the Regions he already occupied prior. Either way, his conquests for the turn end immediately thereafter.
(The white dice has 3 blank sides, 1 side with one pip, 1 side with two pips and 1 side with three pips.)

If a player tries to conquer a Frozen River Region the player must roll the blue dice. The number of pips show how many tokens are required to conquer the Frozen River Region. If a player don’t have the required tokens he may redeploy his remaining token(s) in one of the Regions he already occupied prior to the conquest. If the dice ends on a blank side the conquest falls and the player can try to make another conquest on any other Region.
(The blue dice has 2 blank sides, 1 side with one pip, 2 sides with two pips and one side with three pips.)

If a player occupies one or more Fell Regions at the start of his turn, he must roll the grey dice. The number of pips show how many Avalanche he causes. Each player get two Avalanche Tokens before the game starts. The player takes the rolled number of his Avalanche token and place them in Regions adjacent his occupied Fell Region(s). If any tokens are in the Region(s) they are removed.
If there were one or more Active race in the affected Region, one of the race token is Frozen and the rest are redeploy to the affected player(s) remaining Regions he occupied prior to the Avalanche. If the player don’t have any other Regions the race tokens are kept in his hand. If it is a declined race it is put back in the storage tray.
Region may not be entered by any other player until after the beginning of your next turn. At the beginning of your next turn, remove all Avalanche Tokens from the board and proceed as usual.
(The grey dice has 2 blank sides, 3 sides with one pip and 1 side with two pips.)
(There are 2*6 different Avalanche Tokens. Two for each player.)

If a player conquer or occupies the Region with Santa’s workshop at the start of his turn he must roll the golden dice. The number of pips show how many Present Tokens he may give to his opponent(s) from the tray. The Present Tokens are picked randomly. He may choose to give all present to one opponent or give to different opponents. When the player has open his gift and exchanged it for its power, the Present Tokens are put back in the tray.
(The golden dice has 4 sides with one pip, 1 side with two pipes and 1 side with three pips)

Presents: 4 Toy Tokens counts as 1 bonus Victory coin must be exchanged at once. 1 Woollen Clothe Tokens can be used to defrost a Snowman Token and give you a Fylgja, the player may wait to exchange the present to he has a Snowman or not used the Present at all if so it is put back to the tray. 3 Coal Tokens counts as minus 1 bonus Victory coin, the player must pay the gold to the tray at once. 2 Fruit and Nut Tokens can be used to get an extra race Token, they player may wait to exchange the present to he has a Race Token in the tray to put into play.

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Card rules
A player take a card when he conquer one of the following Regions from their respective card piles:

A Region with a Lost tripe token
Cards: 3 Wealthy tripe: The player collect 1 bonus Victory coin. 2 Hirelings: The player can use the Lost Tripe token in a conquest this turn. 2 Snowball ambush: The player conquers the Region but one of his token becomes Frozen. 1 Persistent: The player conquers the Region but must deploy a Lost Tripe token on all other non-occupied Regions with a Lost Tripe symbol on it. 2 Chieftain: The player must put the Chieftain token into play or move her.

A Region with a Geyser symbol.
Cards: 2 You’re shot up in the air: The player can conquer any Region that is 1 Region away. 2 You’re shot high up in the air: The player can conquer any Region that is 2 Region away. 2 You’re shot out in the atmosphere: A token is Frozen. 2 You’re shot into Santa’s sleigh: The player collect a present. 2 It was a dud – Nothing happens.

A Region with an Icy Mine symbol.
Cards: 3 You hit a gold ore: The player collect 1 bonus Victory coin. 2 You got lost: A token is Frozen. 2 You found a UFO: The player must put the UFO token into play or move it. 2 You found a dinosaur: The player must put the Dinosaur token into play or move it. 1 You enjoy the surroundings: Nothing happens.

When all the cards in a pile have been drawn shuffle the deck and reuse it.

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Rules for special tokens

Snowmen: The player with most snowmen at the end of the game collect 7 bonus Victory coin.
A player can defrost up to 5 Snowmen during the entire game and get a Flygja token for each. A Snowman token can become defrost either by a player conquer a Hot Spring Region or get Woollen Cloth as a present.
(Snowmen tokens comes in 1, 5, 10 and 20)
(Art: For each level the snowman gets from a little single snowball to two, three and one with a crown)

Fylgja: Fylgjas can be used for conquest and defend but must always be accompanied by a least one Active Race token. When a player goes In Decline or looses all of his Regions the Flygja(s) are taken back in hand. They can be used again for a new conquest and defend when a new Race is picked.
(Art: Fylgja are ancestors in animal form eg. owl, elk, deer, pig or ram)

UFO: The UFO token is moved when the UFO card is drawn to a Region of the UFO controlling player. The UFO token can substituted an opponents Race token with one of yours Race tokens. The token the UFO substituted must stand alone in the Region. The UFO and a Race token are placed in the substituted Region. The UFO augments the Region’s defend by 1. If the UFO controlling player don’t have any more Race tokens to substituted with the UFO is instead placed in one of his occupied Regions.

Dinosaur: The Dinosaur token is moved when the Dinosaur card is drawn to a Region of the Dinosaur controlling player. The Dinosaur token is placed in one of the dinosaur controlling player’s Regions. If a opponent tries to conquer that Region the opponent looses one token and the dinosaur is removed form the board if the Region is conquered.

Chieftain: The Chieftain is moved in the Redeployment phase or if the Lost Tripe card is drawn to the a Region of the Chieftain controlling player. She augments the Region’s defend by 1 and in the end of the game she earns the Chieftain controlling player 3 bonus Victory coin.

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Races
Alfs (11/16): Must put 1 token back in the tray at the end of each turn until they goes In Decline.
(Art: Three small alfs, one with a acorn top as hat, one with a mushroom hat and one trying to get into an escargots shell.)

Bogeymen (6/11): Once per turn per opponent, you Bogeymen may remove all tokens from a Region they wish to conquer. One of the opponents Race token is lost and the rest of the opponents Race tokens are distributed on their occupied Regions or kept in hand when the Bogeymen are redeploying.

Changeling (4/17): Once per turn per opponent, your Changeling can conquer a Region by substituting one of your opponent's In Decline tokens with one of your own tokens taken from the storage tray. If there are no more tokens in the storage tray, then you cannot conquer a new Region in this way. The token your Changeling replaces must be the only Race token in its Region and that Region must be adjacent to one of your Changelings and next to a Fell Region. Place the substituted opponent's Race token back into the storage tray.
(Art: A troll dressed as a Amazon)

Domovois (4/9): The Domovoi race can conquer Regions of your In Decline race as if they were empty, Race tokens that would normally be discarded stay in place and add to the Region’s Defense. Both your In Decline race and the Domovoi race earns Victory points for the Region.

Draugs (6/15): The Draugs race may place a Borrow token in one of their Regions in their fist trope redeployment phase. The Borrow makes the Region immune to conquest. 4 Draug tokens are placed in the Borrow. When the enemy conquers one of your Regions, put your defeated Draug token in the Borrow, rather than discarding the token. When the Draugs goes In Decline they may use all their Draug tokens in one last conquest.
(Art: A dead Viking drinking from a drinking horn and the mead going through him)

Grandfather Frost (2/16): Each time a Token is frozen put a Snowman Token on the Grandfather Frost Race combo while it is in the combo list. When the Grandfather Frost Race combo is picked, get the Snowman Tokens on the banner equal to the number of players in the game (if 4 players and 12 tokens on the banner, collect 3 Snowmen race tokens) to a max of 11 Snowman Tokens. Snowman Tokens works as a normal race and can not get frozen.
(Art: Blue version of Santa Claus)

Huldra (5/10): Place an Old Elder token in each Region your Huldra occupy. The Old Elder is worth 1 bonus Victory coin at turn's end. The Old Elder also augments your Region's defence by 1. The Old Elder token(s) stays in the Region even if conquered by another player or your Huldras goes In Decline until the last Huldra is removed from the board. If the Old Elder conquered by another player it’s still worth 1 bonus Victory coin at turn's end and augments the Region's defence by 1.
(Art: Quit cute and pretty with big seducing eyes. She twist in her hips so you can see her a hollow back and fox tail. Art: The Old Elder has a grandma looking face place central in the Elders trunk)

Nomads (5/10): Each Tundra Region your Laplanders occupy is worth one 1 bonus Victory coin, at the end of your turn.
(Art: A man beside a Lavvu (Nordic tipi) with a reindeer looking out of it)

Mara (6/11): When Maras conquer an In Decline Region, Race tokens that would normally be discarded stay in place and add to the Region’s Defense. The owner of the In Decline race must immediately pay you 1 Victory coin. If you conquer a Lost Tribe token get 1 Victory coin from the tray. The opponents In Decline token does not get Victory Points as long as the Mara is placed upon it. The Mara and the In Decline Race tokens are discarded when the Region is conquered by another Race.
(Art: Little old nightmarish woman riding a horse)

Mermaids (5/10): Mermaids can conquer Frozen River as it was empty and doesn’t roll the blue dice. They earns an bonus Victory coin for each Region occupied by an Active race that is adjacent to Frozen River Region(s) occupied by the Mermaids.
(Art: Hiding her bosom with her fin and enticing calls another (not seen) with her pointing finger)

Mylings (6/11): When an opponent conquer a Region with a Myling token even InDecline, the Myling token is not discarded but stay in place and add to the Region’s Defense. The Mylings gets no Victory Point coins for the conquered Region. The same happens if a new opponent conquers the Region. When the opponent goes In Decline their race token is removed and the Myling token stays instead.
(Art: When Active a little baby in a basket, when In Decline a humongous baby with it’s basket on its head)

Necks (7/12): When the Necks conquer an Active Region, Race tokens that would normally be discarded is taken into captivity by the Neck. The owner of the captive race can buy the token back for 1 Victory coin. When the Neck goes In Decline it earns 1 bonus Victory coin for each 2 captured Race token.

Tomte (6/11): Once per turn a Tomte token can be placed in a Region with an Active Race token and give the opponent a present. The Tomte add to the Region’s Defense. Both players gets a Victory Point for the Region. If a new player conquer the region the Tomte stays and give the player a present.


Valkyries (7/12): Gain up to 6 Einherjar Tokens for each In Decline Region the Valkyries conquer. Einherjar can be used immediately and for conquest only.

Valraven (7/12): Valravens first conquest can be in any Region and for 1 less token.

Vættir (7/12): The Vættir can conquer any Empty Region for only 1 token. But must use 1 more token for any occupied Region.
(Art: Little female (size as a 12 year old) dress in grey sitting at a sheep with her feet in a mountain hot spring and a grass straw in her mouth laying against a coniferous tree)

Witches (3/8): At the beginning of each of your turns, you may place two Kettle markers on two of the six Powers from the combo list next to the board. The Witches benefits from both Powers' effect until the beginning of your next turn, or until an opponent chooses it as his combo. When a Power's effect stops, you lose all these Special Power tokens. Note that some Special Powers only apply on a given turn (for instance "Wealthy" only works on your first turn, "Stout" only works if you go into Decline, etc.).
(Art: Sweet old lady with broomsticks, kettle, cat and toad)

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Special Powers
Adventuring (4): Each kind of different Region occupied by the Adventuring race earns them 1 bonus Victory coin, at the end of your turn.

Cold-Blooded (5): The Cold-blooded race cannot become Frozen.

Druidic (5): Each day (uneven numbered game turn), each Tundra Region you Druidic Race occupy is worth 1 bonus Victory coin, at the end of your turn.
Each night (even numbered game turn), you may conquer any Coniferous Forest Region for 1 less Race token than normal. Coniferous Forest Region is consider adjacent to each other for your conquest purposes.

Embalmer (5): The Embalmer race can substituting adjacent In Decline tokens into Victory coins. The substituted token must be the only one in the Region. The Embalmer Race can conquer the Region for one less token. If the substituted Region isn’t conquered by the Embalmer race the Victory coin stays in the Region for other players con conquer as normal.

Feasting (4): Once per turn per opponent your Feasting race may place a Feast token in a Region occupy by an Active race. Until your next turn the Regions with a Feast token is immune to conquest and any tokens in the Regions with a Feast token may not be moved. At the start of your turn take the Feast tokens back in hand and the opponents from were the Feast tokens are removed gains 1 Bonus Victory coin from the tray as do the Feasting Race.

Flanking (4): Flanking Race can conquer a Region for 1 less token for each surrounding Region they currently occupy.

Half (0): When Half is placed beside the Race Banner take another random Race and place next to it. The Race with lowest Race tokens number becomes the primary Race and the Race with the highest Race token number acts as the special power. If the number of Race tokens are even the Race on the board is the primary race. The special power Race gives you the number of Race tokens to a max of 5 tokens. Eg. Half Mermaids half Tomte gives you 9 race tokens.

Healing (4): During the Troop redeployment phase you may choose to defrost two Frozen token or get two discard token back for 1 Victory coin paid to the tray stash. Your opponents may do the same but pay you 1 Victory coin instead of the tray stash.

Hibernating (4): During Troop Redeployment collect 1 Igloo token for each Icy Mine you conquered this turn to a max of 3 Igloo tokens. Place the Igloo token(s) in any Region you currently occupy. The Region becomes immune to conquest even In Decline.

Hiking (5): Each Fell Region can be conquer for 2 less tokens.

Homesick (4): Each Region occupy, which is similar to the first Region your Homesick conquered when they enter the board, is worth one 1 bonus Victory coin, at the end of your turn.

Mansion (3): Place the Mansion at the first troop redeployment phase. The Region will become immune to conquest and earns 2 bonus Victory coins at turn's end. When the mansion Race goes In Decline the mansion is worth 1 bonus Victory coin at turn's end to any player that occupies the Region with the mansion. The Mansion is not removed when Mansion Race is removed from the game.

Mendicant (3): Each time an opponent collects 10 or more Victory coins the Mendicant Race collect 1 bonus Victory coin from the tray.

Old (4): Earn the same number of bonus Victory coins as the Turn Marker is placed on.

Portal (5): Before conquering place two portals with at least two Regions in between. You may conquer each Region adjacent the portal for 1 less Race token than normal. Regions with a portal is consider adjacent to each other for your conquest purposes.

Retreating (4): If an opponent tries to conquer a Region which is occupied by Retreating race, the Retreating race can choose to take all of his Region tokens up in the hand and immediacy redeploy them in any other of the Retreating race currently occupy Regions. This can be done once per opponents turn. The opponent then conquer the Region as it was empty.

Rune Throwing (4): When a player picks up Rune Throwing place 2 Victory coins on each Region with a Rune Stone symbol on it. The Rune Throwing race collect the 2 bonus Victory coins first time conquering the Regions with a Rune Stone symbol. Other players can not collected the 2 bonus Victory coins.

Shamanic (5): Each day (uneven numbered game turn), during the Troop redeployment phase of you turn, take 1 Water Element token for each Hot Spring Region your shamanic occupy and place it in the Region. The Water Element augments your Region’s defense by 1 and can not be used for conquering.
Each Night (even numbered game turn), during the Troop redeployment phase of you turn, take 1 Fire Element token for each Geyser Region your shamanic occupy and place it in front of you. From now on, and until the Shamanic go In Decline, you may use the Fire Element for conquests only. At the end of the Troop Redeployments of each of your turns, remove all the Fire Element tokens making sure to lease at least one Race Token in each Region. Take you Fire Elements back in hand and place them off the board, in front of you, where they will wait until the start of your next Conquest phase.

Social anxiety disorder (4): Each empty Region your Social Anxiety Disorder race conquered this turn is worth 1 bonus Victory coin, at the end of your turn.

Völvaic (5): Each day (uneven numbered game turn), at turn’s end, collect 1 bonus Victory coin for each Active race bordering the Regions your Völva occupy.
Each night (even numbered game turn), at turn’s end, collect 1 bonus Victory coin for each In Decline race bordering the Regions your Völva occupy.

Voodoo (5): When going In Decline, you may keep all of your Voodoo tokens on the map. Each day (uneven numbered game turn), you may choose to discard a single Voodoo token and get a race token for your Active race.
Each night (even numbered game turn), your Voodoo race can continue to conquer new Regions as if they were still Active tokens. However these conquest must be done at the start of your turn, before any conquest by your Active Race.
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Johan Jakobsen
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I didn't get any feedback and maybe it is because I have come up with so much it seems unmanageable to replay. Therefor I made a poll for each idea to make it easier to give ones opinion on the different ideas. But I would still love to get some more in depht comments
 
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Danny Mack
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I know what it's like to be sitting on the edge of your virtual seat, excitedly waiting for feedback to see how your ideas have been received. So I wanted to comment and let you know you are being seen & heard.

I have had this subscription item sitting in my box for a while now, but I wasn't in the mental space to check out something new. I expected (from the title that you had done art for a new board(s) and had re-purposed a bunch of races & powers to fit within that game space.

Therefore, I was pretty shocked to find all of this text, and all of this theoretical stuff, and so many polls. I'm sad to say I didn't get through 25% of it. IMO this is one of those times where a picture is worth a thousand words, and here we've got about 10 pictures worth of words to chew through. It's a lot.

Also, it's not something we can exactly try at home, so it remains theoretical. An idea or two to mix in with our existing play--that we can chew on. This is far beyond that, and it's difficult to get as far into your head as you are. Undoubtedly, this is a big project with a lot of thought & passion behind it, but without something to see or touch it is too far removed from its intended audience, I think. Perhaps it would be better to add some session plays to this or some images of what you've got. Otherwise, I'm afraid this whole body of work is too off-putting in its sheer size and lack of availability. Sorry.
 
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Désirée Greverud
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This is practically a new game. a reimplementation of Small World. With lots of changes and new ideas going on. Some of these are close to previous popular fan races but adding in extra complications (i.e. Volvaïc is a complicated version of Kenku). The day/night distinctions seem needlessly complicated. There is already so much going on here with frozen mechanics and all new races & powers that interact in odd ways. For example, Voodoo. The first part is an interesting power all by itself and makes a fine Special Power. Were it presented on its own as such, we could debate/discuss its relative strength and how many tokens it should give. The second part is just Ghouls/Tomb which is already one of the more complex powers in the game. putting these together on one Power badge means lots of rule book checking as well as lots of questions about whether its day or night. Needless complexity. and nearly impossible to judge/compare their strength against other powers because of the 2 different powers mashed together here.

I notice in several places you break a few "rules" of race/power design such as having multiple races on the same region (see this thread for discussion of things to avoid in races/powers)

and while I appreciate the use of Scandinavian words/terms for for many of this, the extensive use does create yet another barrier to usage by people not familiar with the language. Eyes start to glaze over and things appear even more complicated. Perhaps tone down the thematic flavour names. Have you played this or is this just an idea on paper right now
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Johan Jakobsen
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Thanks for the feedback Danny Mack and Désirée Greverud.

I think you are right Danny, I properly should do some session plays at this point I waited because I wanted some criticism to make it theoretical better before taking it to the tabel. But maybe I should do it the other way around.

I think you are right it is to complicated with the double power I have to rework them. I just do not agree with you that multiple races on the same region is a bad thing. It works fine with Scavengers from Sky Island

The races is too dear to me that I will rename or find new ones
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