Small World: Tunnels
Small World: Tunnels Rulebook
Table of Contents
Table of Contents
Components
This mini expansion contains 12 Tunnel entrance markers: 6 entrances (numbered 1 through 6) pointing down from the surface of Small World toward its Underground, and another 6 pointing back up to the surface, thus allowing the two to connect.
Set-up
This expansion uses the 2 & 3 player boards of Small World (SW) and Small World Underground (SWU) exclusively. It assumes knowledge of both games, including the Compatibility rules on page 10 of the SWU booklet and the Official SWU FAQ posted on our forums at www.daysofwonder.com.
Use the graphic set-up corresponding to your number of players to set the game up:
- Place the Lost Tribe tokens and the Monster tokens in their respective SW/SWU regions. Add Monsters per the graphics when needed, to always have one more Monster-occupied region on SWU than you have players in the game.
- Place the numbered Tunnel entrances pointing downward in the SW regions marked with a cavern symbol and those pointing upward in the "corresponding" SWU regions. Use the graphic set-up and try to visualize the boards as if SWU was "just under" SW.
Tunnel entrances connect the upper (SW) board to the lower (SWU) underground board by making the region containing a Tunnel entrance on SW adjacent to the region containing a Tunnel entrance with the same number on SWU.
Keep in mind that: there must be as many Tunnels connecting SW to SWU as you have players in the game; no 2 Tunnel entrances on a same board should be adjacent to each other; no Tunnel entrance should be in the River; and no Tunnel entrances should be in a Monster-occupied region.
If you wish to make your Tunnel connections more unpredictable, place your Tunnel entrances with the random side face up, rather than with their numbers showing; only flip an entrance to its numbered side when you conquer a region. A Tunnel connection is established and can only be used only once the 2 Tunnel entrances with a same number have been revealed.
Races & Special Powers
At game start, shuffle the Race banners of SW (and its expansions, if desired) in one stack and those of SWU in another stack. Then form a single stack of Race banners, alternating SW/SWU Race banners from each stack. Shuffle all Special Powers together, without worrying about their origin. Then proceed as normal.
Any SW Race selected during the course of the game must enter the game via the SW board; any SWU Race selected, via the SWU board.
All Regions containing a Tunnel entrance are considered Cavern Regions. Regions with Tunnel entrances of matching numbers are considered adjacent. Tunnel entrance markers do not add to a Region's defense.
In the 2 and 3 Player set-up, Regions cut by the edge of a (folded) board are considered as full, independent Regions (Rivers and Lake included).
The game lasts 10 turns when playing with 2 or 3 players, 9 turns when playing with 4, and only 8 turns when playing with 5 or 6. Use the SWU turn marker to identify the corresponding final spot on the game turn track.