Following our adventure to the East, let’s consider a slightly more complex scenario – The Crops of Power.
This 2-6 player scenario introduces a new rule that lets each player who ventures into these Realms use not 1, but 2 Special Powers! But let’s catch up with Philippe Keyaerts, the game designer of Small World again…
Days of Wonder: Philippe, is there anything special in The Crops of Power?
Philippe Keyaerts: Some regions hold a Special Power. These regions are impassable and can’t be occupied. But the Race occupying the most Regions surrounding it (you must control at least 5 neighboring Regions) immediately gains this Power. Of course, ownership of these Powers is likely to remain quite volatile throughout the game, with many of them hotly contested, and oscillating back and forth under the control of various players.
DoW: With such a combination of Special Powers, these Crops must be quite a bloody sight?
P.K.: Not necessarily. It all depends on the combo and races in play. But yes – if the Dragon Master, Commando and Marauding Powers crop up, the players could go quite berserk…
DoW: Any hint for the brave heros who venture forth?
P.K.: The combos dominate this Realm. The Special Powers that crop up are accessible to all, unlike the Special Power of your own Race. When you pick a new Race, make sure to look at the Special Powers on the map carefully, not just at those already paired up with a Race.
DoW: Thank you for the hints, Philippe. We will look forward to forging new ground next time, when we venture… Underground!
The Small World Realms expansion is expected to be available in better game stores throughout Europe in June and in North America in early July. Retail price will be $35/€33.