---
product_id: 2579551
title: "Asmodee Small World Board Game - Fantasy Area Control & Strategy Game with Magical Creatures, Special Powers, Family Game for Kids & Adults, Ages 8+, 2-5 Players, 40-80 Min Playtime"
brand: "asmodee"
price: "580 zł"
currency: PLN
in_stock: true
reviews_count: 7
category: "Asmodee"
url: https://www.desertcart.pl/products/2579551-asmodee-small-world-board-game-fantasy-area-control-and-strategy
store_origin: PL
region: Poland
---

# 40-80 min playtime 20 unique special powers 14 fantasy races Asmodee Small World Board Game - Fantasy Area Control & Strategy Game with Magical Creatures, Special Powers, Family Game for Kids & Adults, Ages 8+, 2-5 Players, 40-80 Min Playtime

**Brand:** asmodee
**Price:** 580 zł
**Availability:** ✅ In Stock

## Summary

> 🌍 Conquer, Decline, Repeat — Own the Small World, Big Strategy!

## Quick Answers

- **What is this?** Asmodee Small World Board Game - Fantasy Area Control & Strategy Game with Magical Creatures, Special Powers, Family Game for Kids & Adults, Ages 8+, 2-5 Players, 40-80 Min Playtime by asmodee
- **How much does it cost?** 580 zł with free shipping
- **Is it available?** Yes, in stock and ready to ship
- **Where can I buy it?** [www.desertcart.pl](https://www.desertcart.pl/products/2579551-asmodee-small-world-board-game-fantasy-area-control-and-strategy)

## Best For

- asmodee enthusiasts

## Why This Product

- Trusted asmodee brand quality
- Free international shipping included
- Worldwide delivery with tracking
- 15-day hassle-free returns

## Key Features

- • **Fast-Paced Conquest:** Engage in thrilling 40-80 minute battles that fit perfectly into busy schedules.
- • **Endless Strategic Replay:** 14 diverse fantasy races × 20 special powers = infinite combos to master.
- • **Dynamic Empire Management:** Balance expansion and decline to outsmart opponents and seize victory.
- • **Family & Friends Approved:** Accessible for ages 8+, perfect for bonding over competitive fun.
- • **Premium Components & Design:** High-quality European-style board and tokens for an immersive experience.

## Overview

Small World is a captivating fantasy area control board game for 2-5 players aged 8 and up, featuring 14 unique races and 20 special powers. Designed by Philippe Keyaerts, it offers 40-80 minutes of strategic gameplay where players expand empires, tactically decline civilizations, and compete for limited territory. With high replayability, premium components, and easy-to-learn mechanics, it’s a beloved classic that blends family-friendly fun with deep strategic layers.

## Description

Product Description In Small World, players vie for conquest and control of a world that is simply too small to accommodate them all. Designed by Philippe Keyaerts as a fantasy follow-up to his award-winning Vinci, Small World is inhabited by a zany cast of characters such as dwarves, wizards, desertcarts, giants, orcs and even humans; who use their troops to occupy territory and conquer adjacent lands in order to push the other races off the face of the earth. Picking the right combination from the 14 different fantasy races and 20 unique special powers, players rush to expand their empires - often at the expense of weaker neighbors. Yet they must also know when to push their own over-extended civilization into decline and ride a new one to victory! From the Manufacturer Small World is a zany, light-hearted civilization game in which 2-5 players vie for conquest and control of a board that is simply too small to accommodate them all. Picking the right combination of fantasy races and unique special powers, players must rush to expand their empires - often at the expense of weaker neighbors. Yet they must also know when to push their own over-extended civilization into decline and ride a new one to victory. Designed by Philippe Keyaerts, as the fantasy follow-up to his award-winning Vinci, Small World is inhabited by a cast of characters such as dwarves, wizards, desertcarts, giants, orcs and even humans; who use their troops to occupy territory and conquer adjacent lands in order to push the other races off the face of the earth. Small World marks the return of the Days of Wonder line of heavily-themed, big-box sized games featuring evocative illustrations, high-quality European components and a compelling, fun theme. Game Contents: Two double-sided game boards (One for each of four possible player configurations), 14 Fantasy Races with matching banners & tokens, 20 Special Power badges, A variety of Troll Lairs, Mountains. Fortresses, Encampments, Holes-in-the-ground, 2 Heroes, A Dragon, Along with Victory Coins, 6 Player Summary Sheets, A Reinforcement Die, Rules Booklet and A Days of Wonder Online Access Number.

Review: There's Something About Conquering a Map... - Conquering a map is so satisfying. I don't know why, but it is. Small World is a great game, as long as you know what you are getting. It's a low-to-mid-weight Euro-style strategy game, easy enough for kids to learn, but with enough strategy in it to appease adult strategists. It is not, however, a deep strategy game that will excite people looking for another version of Twilight Struggle, Puerto Rico, Agricola, etc. PREMISE The idea of Small World is to take a group (elves, trolls, humans, etc.) and randomly pair them with a special ability (flying, seafaring, commando, etc.) to get a unique combination of special powers, and then dominate your way across the map. Naturally, you will suffer from the "spread too thin" phenomenon of Risk, and your opponents will eventually plow through your pieces like an NFL player on a Pop Warner team. BUT, better than Risk, you don't have to stick with that group. You can give them up, selecting a NEW combination from the table, and start re-plowing through the opponent that just plowed you. (Or, you can conquer a different part of the map.) This keeps the game feeling fresh. REPLAYABILITY As I mentioned in the premise, the various combinations of groups, combined with a blank group card and a blank special power card, give this game a high amount of replay factor. It's also a GREAT game for 2 players. You can even control two different groups each and play on the four-player board, as I've done, for a different, more challenging, and zanier experience. STRATEGY LEVEL This is a low-to-medium-weight game. It has strategy along the lines of games like Settlers of Catan and Ticket to Ride. Those looking for a good family game with more strategy than average (almost no dice-rolling!) will love Small World. If you're looking for map conquering, this has got it. If you're looking for a long-term strategic, deeply contemplative game with lots of planning, seeing a visionary strategy through to completion, this is not your game. However, I am a lover of the Puerto Rico-type deep strategy game, and I absolutely love Small World to play as a "break" game in between long strategic sessions. It has enough strategy to appease my appetite for that kind of game, but is fun and lighthearted enough that I don't have to think too hard about what I'm doing. TIME COMMITMENT You can vary the amount of rounds that you play, using house rules, if you want. If you play the full game, it will take 45-60 minutes for a 2-player game. The first game takes a bit of getting used to, what with the rules and the specific special abilities of every type of group, but the mechanics are easy enough to pick up, and after one tutorial game, you should feel confident. Setup takes a few minutes, and there are many small pieces, so make sure you account for that. OVERALL I play it 2-player with my girlfriend all the time, and we love making up various house rules as well as playing it according to the rulebook. I've also played it multi-player, and it's even more zany and fun. A good addition to any game shelf.
Review: If you like games, add this one to your collections - you won't regret it. - Okay, so let's talk about Smallworld for a second. I'm a long time gamer. Board games, video games, card games... you name it. I'd seen this game numerous times, picked it up and flipped it over to gaze longingly at all the pretty pictures, thought long and hard over if I wanted to give it a shot, and ultimately would end up putting it back down and moving on. Seriously, if you like games and you're considering buying this one, my advice is to do yourself a favor and do it. The pieces themselves are all very high quality. The game comes with two, double sided game boards (which board and side you use is dictated by the number of players you have 2-5). Now, this is an ingenious little mechanic because of the way the game plays. You see, the whole idea here (and the source of the name of the game) is that you're all competing over this area of the world and it's just too small for all of you. By having four distinct game boards you're guaranteed that the size of the game play area is balanced for the number of players you have. There is a tray that comes with the game that all the pieces fit into, so setup and clean up is fast and easy (so you won't have dozens of sandwich baggies filled with counters to sort through at the start of a game). And the care that went into balancing this game is just mind blowing. The spaces on the game boards are divided into specific types of land (so hills, plains, forests, etc... ), there are things that will give a player bonuses on certain types of land spaces - and the layout of the terrain types on the boards is extremely well done. It's pretty rare that you find yourself in a situation where there is only a single play that you have during your turn. The game plays very simply - you pick a race/power combination from those that are randomly determined at the beginning of the game. That combination gives you certain abilities (so, you may be able to conquer certain types of terrain at a discount, or you gain bonus points for beating up on people, or you get defensive structures that you can place in spaces you take over... ). Most of the abilities are very straight forward and easy to understand, and there are a number of "quick reference" sheets that explain all of the races and powers at a glance. It's rare you'll need to reference the rule book during play. These race/power combinations give you the number of race tokens you begin play with. Want to take over a new piece of land? It takes 2 race tokens, plus an additional token for every "thing" that's in that space ("thing" here can be just about anything - other player race tokens on the board, neutral 'lost tribe' tokens that begin in play on certain spaces, mountain regions get a token to remind you that it costs one extra to conquer them... all in all it's very quick, easy, and visual to figure out how much it costs to take a new space). At the end of your turn, count up the number of spaces your tokens occupy and you get a point for each. Race/power abilities might give you additional points, but that's pretty much the gist of the game right there. Oh, except for the whole going into decline part... You see, the race you start the game with probably won't be able to last the full test of time. As the turns pass, you'll come to a point where clinging to the old ways just isn't going to cut it. That starting race has run its course, and it's time to shake things up. When you're ready (and choosing the timing on this is vital to learning how to play the game well), you can put your race into decline. You flip over the tokens in play, leaving only one token in any space you control on the game board. On your next turn you select a new race/power combination and bring them into play. As you expand your new empire, you continue gaining points for spaces that your in decline race still controls as well. So far we've only played the 2-player version of the game, and it works extremely well in this format. From everything I've read the game only gets better the more players you have (and considering how much fun it is with only 2 people, I can't wait to try out a larger game). The basics are easy to pick up, even for people who aren't hard core gamers, but there is a depth of strategy here along with the random race/power combinations that will keep you interested. I expect we'll be playing this one for a very long time. Extremely happy with this purchase.

## Features

- FANTASY AREA CONTROL: Step into a whimsically crowded fantasy world where players compete for control using dwarves, wizards, desertcarts, and more. A game where the land is too small for everyone, promoting strategic conquests.
- UNIQUE RACE & POWER COMBOS: Experience endless replayability with 14 different fantasy races and 20 unique special powers. Every game promises new strategies with combinations like Flying Dwarves or Peaceful Ogres.
- STRATEGIC GAMEPLAY: Master the art of empire expansion and timing. Know when to push your civilization to its peak and when to let it decline for a new one to rise to victory. A balance of aggression and decline is key.
- EASY TO LEARN, A CHALLENGE TO MASTER: Small World is accessible for newcomers and challenging for seasoned gamers, offering depth and replayability. Perfect for all types of players seeking various playstyles.
- CLASSIC & BELOVED GAME: Designed by Philippe Keyaerts as a follow-up to the award-winning Vinci, Small World is a classic game of fantastical conquests and adventures, beloved by families and friends worldwide.

## Technical Specifications

| Specification | Value |
|---------------|-------|
| ASIN | B0024H7OF6 |
| Age Range Description | 3 years + |
| Are Batteries Required | No |
| Best Sellers Rank | #87,848 in Toys & Games ( See Top 100 in Toys & Games ) #1,993 in Board Games (Toys & Games) |
| Brand Name | Asmodee |
| CPSIA Cautionary Statement | Choking Hazard - Small Parts, No Warning Applicable |
| Color | Multicolor |
| Customer Package Type | Standard Packaging |
| Customer Reviews | 4.6 4.6 out of 5 stars (1,645) |
| Edition | Standard Edition |
| Educational Objective | Develop strategic thinking and planning skills, foster creativity and imagination |
| Estimated Playing Time | 80 Minutes |
| Game Mechanics | Area Control, Area Influence |
| Genre | Strategy |
| Global Trade Identification Number | 00824968726914 |
| Included Components | Board Game |
| Indoor Outdoor Usage | Indoor |
| Is Assembly Required | No |
| Item Dimensions | 11.62 x 11.62 x 3 inches |
| Item Dimensions L x W | 11.62"L x 2.88"W |
| Item Type Name | Board Game |
| Item Weight | 4.22 Pounds |
| Language | English |
| Manufacturer Maximum Age (MONTHS) | 1500 |
| Manufacturer Minimum Age (MONTHS) | 120.0 |
| Manufacturer Part Number | DO7901 |
| Manufacturer Warranty Description | No Warranty |
| Material Type | Plastic |
| Minimum Age Recomendation | 96 |
| Model Number | DO7901 |
| Number of Items | 1 |
| Number of Players | 2-5 |
| Operation Mode | manual |
| Rulebook Availability | Printed Included |
| Set Name | Small World |
| Size | Standalone Games |
| Subject Character | Heroes |
| Supported Battery Types | No batteries required |
| Theme | Fantasy |
| UPC | 607052445003 062335238411 885126985512 824968726914 |
| Unit Count | 1.0 Count |

## Images

![Asmodee Small World Board Game - Fantasy Area Control & Strategy Game with Magical Creatures, Special Powers, Family Game for Kids & Adults, Ages 8+, 2-5 Players, 40-80 Min Playtime - Image 1](https://m.media-amazon.com/images/I/91ZsVlklU8L.jpg)
![Asmodee Small World Board Game - Fantasy Area Control & Strategy Game with Magical Creatures, Special Powers, Family Game for Kids & Adults, Ages 8+, 2-5 Players, 40-80 Min Playtime - Image 2](https://m.media-amazon.com/images/I/913Md3b9-bL.jpg)
![Asmodee Small World Board Game - Fantasy Area Control & Strategy Game with Magical Creatures, Special Powers, Family Game for Kids & Adults, Ages 8+, 2-5 Players, 40-80 Min Playtime - Image 3](https://m.media-amazon.com/images/I/91+rvY0fO-L.jpg)
![Asmodee Small World Board Game - Fantasy Area Control & Strategy Game with Magical Creatures, Special Powers, Family Game for Kids & Adults, Ages 8+, 2-5 Players, 40-80 Min Playtime - Image 4](https://m.media-amazon.com/images/I/91SJxsi2ekL.jpg)
![Asmodee Small World Board Game - Fantasy Area Control & Strategy Game with Magical Creatures, Special Powers, Family Game for Kids & Adults, Ages 8+, 2-5 Players, 40-80 Min Playtime - Image 5](https://m.media-amazon.com/images/I/814L3EYV0dL.jpg)

## Customer Reviews

### ⭐⭐⭐⭐⭐ There's Something About Conquering a Map...
*by R***N on December 2, 2015*

Conquering a map is so satisfying. I don't know why, but it is. Small World is a great game, as long as you know what you are getting. It's a low-to-mid-weight Euro-style strategy game, easy enough for kids to learn, but with enough strategy in it to appease adult strategists. It is not, however, a deep strategy game that will excite people looking for another version of Twilight Struggle, Puerto Rico, Agricola, etc. PREMISE The idea of Small World is to take a group (elves, trolls, humans, etc.) and randomly pair them with a special ability (flying, seafaring, commando, etc.) to get a unique combination of special powers, and then dominate your way across the map. Naturally, you will suffer from the "spread too thin" phenomenon of Risk, and your opponents will eventually plow through your pieces like an NFL player on a Pop Warner team. BUT, better than Risk, you don't have to stick with that group. You can give them up, selecting a NEW combination from the table, and start re-plowing through the opponent that just plowed you. (Or, you can conquer a different part of the map.) This keeps the game feeling fresh. REPLAYABILITY As I mentioned in the premise, the various combinations of groups, combined with a blank group card and a blank special power card, give this game a high amount of replay factor. It's also a GREAT game for 2 players. You can even control two different groups each and play on the four-player board, as I've done, for a different, more challenging, and zanier experience. STRATEGY LEVEL This is a low-to-medium-weight game. It has strategy along the lines of games like Settlers of Catan and Ticket to Ride. Those looking for a good family game with more strategy than average (almost no dice-rolling!) will love Small World. If you're looking for map conquering, this has got it. If you're looking for a long-term strategic, deeply contemplative game with lots of planning, seeing a visionary strategy through to completion, this is not your game. However, I am a lover of the Puerto Rico-type deep strategy game, and I absolutely love Small World to play as a "break" game in between long strategic sessions. It has enough strategy to appease my appetite for that kind of game, but is fun and lighthearted enough that I don't have to think too hard about what I'm doing. TIME COMMITMENT You can vary the amount of rounds that you play, using house rules, if you want. If you play the full game, it will take 45-60 minutes for a 2-player game. The first game takes a bit of getting used to, what with the rules and the specific special abilities of every type of group, but the mechanics are easy enough to pick up, and after one tutorial game, you should feel confident. Setup takes a few minutes, and there are many small pieces, so make sure you account for that. OVERALL I play it 2-player with my girlfriend all the time, and we love making up various house rules as well as playing it according to the rulebook. I've also played it multi-player, and it's even more zany and fun. A good addition to any game shelf.

### ⭐⭐⭐⭐⭐ If you like games, add this one to your collections - you won't regret it.
*by A***R on February 27, 2016*

Okay, so let's talk about Smallworld for a second. I'm a long time gamer. Board games, video games, card games... you name it. I'd seen this game numerous times, picked it up and flipped it over to gaze longingly at all the pretty pictures, thought long and hard over if I wanted to give it a shot, and ultimately would end up putting it back down and moving on. Seriously, if you like games and you're considering buying this one, my advice is to do yourself a favor and do it. The pieces themselves are all very high quality. The game comes with two, double sided game boards (which board and side you use is dictated by the number of players you have 2-5). Now, this is an ingenious little mechanic because of the way the game plays. You see, the whole idea here (and the source of the name of the game) is that you're all competing over this area of the world and it's just too small for all of you. By having four distinct game boards you're guaranteed that the size of the game play area is balanced for the number of players you have. There is a tray that comes with the game that all the pieces fit into, so setup and clean up is fast and easy (so you won't have dozens of sandwich baggies filled with counters to sort through at the start of a game). And the care that went into balancing this game is just mind blowing. The spaces on the game boards are divided into specific types of land (so hills, plains, forests, etc... ), there are things that will give a player bonuses on certain types of land spaces - and the layout of the terrain types on the boards is extremely well done. It's pretty rare that you find yourself in a situation where there is only a single play that you have during your turn. The game plays very simply - you pick a race/power combination from those that are randomly determined at the beginning of the game. That combination gives you certain abilities (so, you may be able to conquer certain types of terrain at a discount, or you gain bonus points for beating up on people, or you get defensive structures that you can place in spaces you take over... ). Most of the abilities are very straight forward and easy to understand, and there are a number of "quick reference" sheets that explain all of the races and powers at a glance. It's rare you'll need to reference the rule book during play. These race/power combinations give you the number of race tokens you begin play with. Want to take over a new piece of land? It takes 2 race tokens, plus an additional token for every "thing" that's in that space ("thing" here can be just about anything - other player race tokens on the board, neutral 'lost tribe' tokens that begin in play on certain spaces, mountain regions get a token to remind you that it costs one extra to conquer them... all in all it's very quick, easy, and visual to figure out how much it costs to take a new space). At the end of your turn, count up the number of spaces your tokens occupy and you get a point for each. Race/power abilities might give you additional points, but that's pretty much the gist of the game right there. Oh, except for the whole going into decline part... You see, the race you start the game with probably won't be able to last the full test of time. As the turns pass, you'll come to a point where clinging to the old ways just isn't going to cut it. That starting race has run its course, and it's time to shake things up. When you're ready (and choosing the timing on this is vital to learning how to play the game well), you can put your race into decline. You flip over the tokens in play, leaving only one token in any space you control on the game board. On your next turn you select a new race/power combination and bring them into play. As you expand your new empire, you continue gaining points for spaces that your in decline race still controls as well. So far we've only played the 2-player version of the game, and it works extremely well in this format. From everything I've read the game only gets better the more players you have (and considering how much fun it is with only 2 people, I can't wait to try out a larger game). The basics are easy to pick up, even for people who aren't hard core gamers, but there is a depth of strategy here along with the random race/power combinations that will keep you interested. I expect we'll be playing this one for a very long time. Extremely happy with this purchase.

### ⭐⭐⭐⭐⭐ Review
*by R***S on June 17, 2021*

Really like the game. Fun to play with friends. All the pieces arrived intact and neatly packed. Nothing to complain about

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*Product available on Desertcart Poland*
*Store origin: PL*
*Last updated: 2026-04-30*