Hello!!
This is another Analyse of a board game my group and I played during this week. It’s the same assignment as the last one just with a different board game. So for this time we chose a game called Small World Underground which is a simpler strategy based game.
This is what the box looks like.
The game aims for players from eight years and older and can be played by two to five players. It takes from 30 minutes to play up to an hour and half. It’s actually not that different from “Dust” (the board game I analysed two weeks ago). It’s about collecting as many victory coins as you can in a determined amount of rounds by overtake areas on the board and defends them to keep a high income.
Small World Underground includes four maps on two double-sided boards, one for each of the possible amount of players. It contains 15 fantasy-themed Race banners with different creatures and ability’s with 179 Race tokens that matches the Race banners. 21 Special Power badges that can be combined with the Race banners. An amount of different game pieces each with a specified ability, 106 victory coins with four types of value, 1 custom Die with six sides (three sides are empty, three sides are marked by a value of one, two and three) and last one game turn marker for keeping track of what round you’re on.
Typical game session
The game starts by place out the board according to the amount of players, and then each player is handed victory coins with a total value of five. Then the player who last was in a cave or a cellar starts the round. The round is played clockwise and is played in the same order throughout the whole game. What the first player is doing is selecting one out of five Race-banners and Power-badges pre-combined lying on the table. This is the first tactical choice you make as you need to consider what type of race you want to start playing as (they all have different ability’s so it’s wise to choose one that fits whit your plan) and what you want your special-power shall be. In this phase you also have to consider the amount of Race-tokens you want as it is pre-set by adding the number on the Race-banner and the Power-badge together. The last of the things you need to consider before choosing your Banner and Badge is what the combo you want costs. The first of the five is free, the second cost one victory coin, the third costs two and so on. When one combo is chosen one victory coin shall be placed by the player on each of the cheaper combos. These coins will be given to any player who chooses the combo they are placed on.
One example of this first step of the game could be that the first player chose the third combo, which costs him or her two victory coins. These two coins are then placed on each of the cheaper combos. All combos that is more expensive move down one step to fill the gap and a new combo is placed on the table as there always have to be five pairs of combos. The next player chose the second combo and receives the coin placed on his or her Banner and Badge. The third player might choose the new third combo (the old fourth combo); he or she will have to pay two coins and place them on each of the cheaper combos and will not gain one coin as there is none on the current third combo. This goes on for the whole first turn and this method will be used for whenever a player chooses to play a new race.
When all players have chosen their race and the first turn is finished it’s the first players turn again. He or she now needs to decide between two things. First of the player can put his or her race in decline (I will explain that later) or to start conquering Regions. For this first round you will probably go for the conquering as this is the main income for your victory coins. By standard you can collect one victory coin for each area on the board that you have at least one of your Race tokens on. There is however some Race banners that allow you to collect more victory coins depending on how you have conquered; like what types of areas, if your areas are connected or if you have other player’s areas next to yours etc.
Every time you start conquering with a new race you need to start conquering from the edge of the board (including the water areas). When conquering areas you need either an amount of race tokens to take that area over or to roll the die if you don’t have enough. For the water areas you only need one token (but it needs to be moved at the moving phase), for a standard area you need two tokens, for special areas you need three tokens, and for areas occupied by monsters or other players you need one extra token for each monster or race token present in that area. When conquering an area the amount of tokens it takes to conquer that area needs to stay there until the moving phase. If your amount of race tokens isn’t enough to conquer an area and you’re three or less tokens short to conquer you can roll the dice to see if you will succeed anyway. By adding the numbers on the die with the amount of race tokens you have left you either succeed or not. To succeed the total value of tokens and the die you rolled needs to be higher than the amount of tokens it takes to conquer the area.
When you have conquered the areas that you can and want to take over, you’re entering your moving phase which is when you move your race tokens within the areas that you occupy. This can be used for defending the areas you own or in advance for next round as you may want to conquer more areas. To achieve your victory coins for your areas you need to have at least one token left in each area, so don’t abandon an area unless you have to or really want to (for tactics as an example).
When you have moved your race tokens and your round is finished (if there isn’t a special move or rule for your race that is) you can collect one victory coin for each area that you occupy, and additional victory coins as result of your Race, Special Power, Popular Places and/or Righteous Relic’s benefits. You can also collect one victory coin from each area of a race that you have put in decline.
Decline is, as mentioned before, a choice you can make at the beginning of your turn. When you have declined your race you aren’t allowed to do any movement or conquering for this round. By entering your race in decline you flip your Race banner and your Special power over and these are no longer benefitting you (except for some special powers that still will have effect after declined). You also flip one Race token for each area you occupy and remove all other tokens of the race you’re putting in decline. For this round you still collect one victory coin for each area you own, but you don’t receive the bonus from your Race, your Special Power, Popular places and/or Righteous Relic’s unless they state otherwise but then it’s over. When it’s your turn again you shall choose one of the five combos placed on the table (just like in the first round when you selected race for the first time. They still cost you more or less depending on their placed order. When you start a new race you shall start conquering from the edge of the board.
The tactic is to defend your declined race with your new one as you will still gain victory coins from those areas you occupy with declined race tokens. You can only have one declined race and on active race at a time so you need to consider declining your race or not as you lose all your declined areas when selecting a new race for the third (or more) time.
The game ends when the Game turn marker has reached the last spot on the Game Turn track and all players have completed their last turn. The victory coins is revealed to everyone and counted. The player with the highest value in victory coins is the winner of the game. If there is a tie between two or more players the player with most Race tokens, both active and in decline, in the board wins. The rulebook doesn’t tell who wins if the amount of victory coins is the same and the amount of race tokens is the same between the players, so I’m going to assume that in that case it is a tie.
This is a pic from mid-game of the play session
The best part of the game
The best part of the game would be the high replay value. The amount of different combinations between Races banners and Special Power badges is allowing for a different game session every time. The game change by having different maps (by playing a different amount of players) which also adds a lot to the replay value, as there are new worlds to play in. It’s simply a different game every time you want to play, which in the board game genre is something rare.
The worst part of the game
The worst part would be the goal of the game. The game has a really flat basic goal; which is to collect as many victory points as you can. This isn’t something new or special in the history of board games. I’m not saying the victory coins-system should be removed as they have an interesting interaction with the rest of the game, just that the relationship between victory coins and the goal of the game seems boring and could have been improved a lot with missions or objectives for the players.
The core system of the game
The core system of Small World Underground would be the conquer system as it is by conquering new areas and then defend them you receive the victory coins (the actual goal of the game). So as better you are at conquering and defending areas the grater the chance of you winning. I considered the victory coins to be the core system at first, but I think that the victory coin system can easily be replace by switching to another goal of the game, like having a “mission” for each player (like in risk), for example they maybe need take over all areas of a specified type, defeat all monsters or take out another player etc. This type of play style can also replace the Turn marker and the Turn marker track as the player to first complete his or hers “mission” will win. If this was an included system in the game I would say that this would be the core system, but as it isn’t I still state that the conquering system is the core of this game. There is also a lot of smaller system that is related to the conquering system, such as some Race banners and Special Power badges is directly related to what to conquering and how etc.
The most interesting system of the game
The most interesting system would be the Race banners and Special Power badges, as they have a really high amount of different combinations making them really interesting. As you choose a new combination you need to consider so many things, adding depth to the gameplay and makes players have a higher amount of tactical choices. It also adds to the most interesting system as you might need to spend victory points to get to play the race with the special power you want.
The target group interpretation
The recommended age for this game is (as I mentioned earlier) eight and older. I think this actually is a good recommended age as for first of; the aesthetics of the game really suits a younger age with the cartoony art style. But it also suits for an eight year old as it isn’t too complex to play and pretty easy to follow along, there are some minor parts that might be too complex though like understanding all the races ability’s and what the special powers brings to you and how you shall apply that in your tactics. Even though the game targets for such a young audience it doesn’t mean it gets boring for older players as the game have such interesting systems in it.
Summation
I think overall this game was real great; it was funny and not too complex to understand how to play without getting boring and actually offers a wider range of tactical choices and play styles. Some systems of the game can be change though like the goal of the game. I would much rather see an object or mission you have to complete instead of just collecting victory points in a pre-set amount of rounds. It might be getting a bit too hard or complex for the youngest players but I absolutely think it should be an option to the current goal of the game.
Until next time; take care!
-Lui