Small World Custom
Races & Special Powers
Races:
Gargoyles: When one of your Gargoyle regions is
conquered, leave the lost Gargoyle token on that region and
flip it over to its declined side to represent a Gargoyle in Stone
Form. Any regions with a Stone Form Gargoyle token in them
can be conquered with one less token by all players. These
tokens do not collect points for you.
If your Gargoyles conquer a region with a Stone Form Gargoyle token or if a region with a Stone
Form Gargoyle is abandoned, that race token becomes active again.
When going into decline, all Stone Form tokens are removed from the board.
Ogres: An occupied region takes one less token to conquer for
each occupied region you conquered previously on that turn.
You can gain up to a maximum bonus of -3 to an attack.
Minotaurs: Before any final conquest attempt using the
Reinforcement Die, take your race tokens back in hand, leaving
at least 1 token per region and go through another complete
cycle of conquest.
Mice: At the end of each turn you gain 1 additional Mice race
token for each farmland region you occupy.
Warlocks: Every turn you may place a special Hex token on
any power/race combo on the display (only one may exist at a
time). Every time a coin would be placed on a power/race
combo with a Hex token on it, that coin goes to you instead. If it
is a Homunculi race banner, then you receive a bonus race token
instead of placing an extra Homunculi token there. If a player
wishes to pick up a power/race combo that has a Hex token on it, they must pay you 3 coins. In
Decline, the Hex token remains on the last race/power combo and prevents it from being
picked up by any other player but you, and coins are placed on the banner as normal.
Chimeras: When you pick Chimeras, take a second special
power of your choice from one of the 5 other race/power
combos that are displayed. Chimera’s gain all the benefits of
this power including the race tokens it gives.
Special Powers:
Ethereal: An Ethereal race can occupy the spaces as your other
declined races. Both races gain points separately as normal.
Conquering a region owned by one of your declined races needs the
same amount of tokens as it would if the region was unoccupied.
When a region containing both races is attacked, all race tokens are counted towards the
defense of the region. If it is conquered, both of your races lose a token.
Ancient: While in decline, your Ancient race receives 1 additional
victory coin for each region it occupies at the end of each turn.
Merciless: When a Merciless race conquers a region, the defenders
lose up to 2 race tokens instead of just 1. If you conquer a region owned
by Elves, they lose 1 race token instead of none. If you have Fauns with
this power, they kill 1 race token instead of none.
Siege: Don’t count the defense bonuses of mountains, fortresses,
bivouacs, and troll lairs when attacking them. In addition, if it was an
occupied region, the player who owned that region must pay you 1
victory coin.
Quarrelling: At the end of each turn, collect 1 additional victory coin
from each of your regions that is not adjacent to any of your other
regions.
Tenacious: Immune to Special Powers that negatively affect you. This
does not prevent opponents from benefitting from their own abilities
with powers that give additional coins, race tokens, defenses, or other
bonuses. Your own racial powers cannot be limited by this power.
This includes the following Race Powers: Giants, Declined Ghouls,
Sorcerers, Tritons, Slingmen, Ice Witches, Skags (Attack Markers), Ogres,
and Gargoyles.
And the following Special Powers: Commando, Berserk, Mercenary, Dragon Master, Mounted,
Fireball, Diplomat, Flying, Catapult, Behemoth, Underworld, Corrupt, Lava, Merciless, and Siege.
Lots Of: You have two Lots Of tokens which can be used exactly like the
rest of your Race tokens. These tokens remain in Decline as normal.
Worldly: At the end of each turn you gain 1 victory coin for region type
(Mountains, Farmland, Hills, Swamps, and Forests) you occupy in excess of
two. In addition, your first two conquests for your Worldly race do not
have to be adjacent, though they must both start from regions bordering
the edge of the map as normal.
Elemental: You have 4 special race tokens with additional powers. The Fire Elemental has
the Commando power, the Earth Elemental has the Siege power, the Water Elemental has the
Seafaring power, and the Air Elemental has the Flying power. All the elementals except for the
Water Elemental must always conquer and occupy regions with at least 1 normal race token
and can never be lost until when they disappear in decline.
Mountain: At the end of each turn, collect 1 additional victory coin
from each mountain region you occupy. This power remains in Decline.
Spiders: After each conquest with your Spiders, gain 1 Spider
race token for each Cavern region you own. Also, when one of
your regions is conquered, you lose all race tokens that were on
that region instead of just one.