Small World: Power Pack 1
Small World: Power Pack 1 Rulebook
Table of Contents
Table of Contents
Set Contents
- 8 double-sided Race flags
- 8 Special Power tokens
- 98 Race tokens
- 10 Loot tokens
- 16 Pot of Gold tokens
- 6 Winter tokens
- 1 Catapult token
- 1 Mimicry token
- 4 Lava tokens
- 4 coins
- Rules sheet
The sheet prints a count beside each Race token type: Barbarians 14, Homunculi 15, Leprechauns 11, Pixies 16, Rogatchiki 10, Skags 11, Shamans 11, Plombirki 10 (98 in total).
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
Barbarians
Your Barbarians may not redeploy troops at the end of each of your turns (this does not apply to redeployment after a retreat).
When your last conquest attempt fails, do not place the unused Barbarian tokens in one of the Regions you already occupy. Instead, set them aside until the start of your next turn.
Homunculi
Each time any player passes over a Race/Special Power combination bearing the Homunculi flag when choosing, you must, in addition to 1 coin, place 1 Homunculus token from the organizer on that combination (if any remain there).
The player who chooses a combination bearing the Homunculi flag receives all Homunculus tokens placed on that combination (in addition to the tokens that Race receives after choosing a combination under the normal rules) and all coins placed on it.
Leprechauns
During your Troop Redeployment, place 1 Pot of Gold in any (or all, if you wish) Regions occupied by your Leprechauns.
Each Pot of Gold on the game board at the start of your next turn is removed to your personal supply and brings you 1 coin.
If any opponent conquers one of your Regions holding a Pot of Gold before the start of your next turn, he immediately takes that Pot of Gold for himself. You may use any remaining Pots of Gold during subsequent Troop Redeployments, until all of them are gone.
Pixies
During your Troop Redeployment, leave only 1 Pixie token in each Region occupied by this Race.
Set all other Pixie tokens aside until the start of your next turn.
Rogatchiki
Rogatchiki may conquer a Region located 1 Region away from any Region they occupy, provided that they do not occupy any Region bordering the target Region.
Upon conquering any Region by means of this ability, you immediately receive 1 coin from the bank. Rogatchiki may conquer Regions located on the other side of lakes, but may not conquer Regions across seas by this means.
Skags
Place a random Loot token face down in each Region conquered by the Skags. You may look at this token only after it has been placed on the board.
When any opponent conquers one of your Regions, reveal the Loot token placed in that Region. If it is a token with the Skag attack symbol, the conquest attempt is cancelled and the opponent loses 1 token of his own Race (he may not attack the same Region again on the current turn). Otherwise, the opponent takes the Loot token and receives the number of coins shown on it.
A Loot token remains in its Region even if you withdraw all Skags from it. When the Skags go In Decline, or at the end of your last turn if they have not gone In Decline, reveal and take all Loot tokens in the Regions you occupy.
Shamans
Each time a Shaman token leaves the game, roll the reinforcement die and take from the organizer as many new Shaman tokens as the number of pips rolled. If there are no Shaman tokens left in the organizer, you receive no additional tokens.
At the end of the current player's turn, distribute the new tokens among your remaining Regions.
Plombirki
At the end of your Troop Redeployment, receive 1 Winter token for each Region with a source of magic that is occupied by your Plombirki.
At the end of your Troop Redeployment, you may place your Winter tokens in Regions occupied by the Plombirki or in Regions bordering them. A Region may hold no more than 1 Winter token.
A Winter token increases the defense of its Region by 1 and stays in the Region for as long as the Plombirki are active.
Regions with Winter tokens that are not occupied by the Plombirki bring you 1 coin less than usual.
Special Powers
Soul-Touch
When your Soul-Touch Race goes In Decline, it immediately brings back to life your previous Race in decline. Instead of choosing a new flag and Special Power combination on your next turn, reactivate your previous Race in Decline (taking from the discard pile the Special Power token it was combined with).
You may keep all tokens of the reactivated Race on the board: either flip them back to the active side and leave them on the board, or take them into hand.
You receive all missing Race tokens (if necessary) and the other tokens you would have received at the combination selection step, and immediately take a full turn.
Imperial
At the end of your turn, if your Race occupies more than three Regions, receive 1 bonus Victory coin for each Region beyond three. (For example, if at the end of your turn your Race occupies 5 Regions, you receive 2 bonus Victory coins.)
Lava
At the end of your turn, for each Region with a mountain that you occupy, you may place 1 Lava token in any Region bordering that mountain Region (except Regions protected by flag or Special Power effects).
A player who occupies such a Region takes all the Lava tokens placed in it into hand, and the token effects apply as if the Region had been conquered. That player does not lose any tokens, and you do not receive a coin for that Region at the end of your turn.
Until the start of your next turn, no other player's troops may invade this Region. At the start of your next turn, remove all Lava tokens from the game board and continue your turn under the normal rules.
Mercenary
Each time you conquer a Region, you may spend 1 coin to use 2 fewer Race tokens for that conquest. You must still use at least 1 Race token.
When using this power during your last conquest attempt, you may decide for yourself whether to apply its effect before or after you roll the reinforcement die.
Entrenched
At the end of your turn, if your Entrenched troops occupy only 4 Regions or fewer, receive 3 bonus Victory coins.
Siege
Once per turn, you may place a Catapult token in a Region occupied by your Siege Race in order to conquer any Region located 1 Region away from the Catapult but not bordering it. In doing so, you use 1 fewer Race token.
With the Catapult you may conquer Regions located on the other side of lakes, but you may not conquer Regions across seas.
While the Catapult is in a Region, that Region cannot be conquered by an opponent, and no Special Power tokens or flag abilities of other Races affect it.
The Catapult leaves the game when your Race goes In Decline: return its token from the board to the organizer.
Mimicking
At the start of each of your turns, you may place a Mimicry token on one of the 6 Special Powers in the row of combinations.
Your active Race gains this Special Power until the start of your next turn, or until one of your opponents chooses that combination. When the effect of this Special Power stops working, you lose all the special tokens associated with it.
Note that some Special Powers apply only at a specific moment (for example, the Wealthy power can be applied only at the end of your first turn, and the effect of the Stout power works only when your Race goes In Decline, etc.).
Venal
Take 1 bonus Victory coin from any opponent each time he conquers one of your Regions occupied by an active Race.