Smallworld Player Aid

Races

Name

Tokens

Ability

Amazons
6
During your conquests, you may use 4 additional tokens.
Dwarves 3
Collect 1 bonus coin for each Mine you occupy at turn's end, even in decline.
Elves 6
When conquered, you suffer no loss, withdraw all your tokens from the region.
Ghouls 5
Your Ghouls all stay on the map, when going into decline.  In addition, they may continue to conquer new Regions during the following turns.
Giants 6 Conquer any region adjacent to a Mountain Region you occupy at 1 less Giant token than usual.  A minimum of 1 Giant token is still required.
Halflings 6
Your first conquest may be anywhere.  Also, place a Hole-in-the-ground in the first 2 Regions you conquer to make them immune to opponents' conquests & racial & special powers.
Humans 5
Collect 1 bonus coin for each Farmland Region you occupy at turn's end.
Orcs 5
Collect 1 bonus coin for each non-empty region you conquered this turn.
Ratmen 8
No Race benefit other than their sheer number!
Skeletons 6
During Troop redeployment, take 1 new Skeleton token from the tray for every 2 non-empty regions you conquered and deploy it.
Sorcerers 5 Once per opponent, substitute an opponent's single active token with a new Sorcerer taken from the tray to conquer an adjacent region.
Tritons 6
Conquer all coastal Regions bordering a Sea or Lake at 1 less Triton token than usual.  A minimum of 1 Triton token is still required.
Trolls
5
Place a Troll's Lair in each Region you occupy to increase its defense by 1.  Troll's Lairs stay when Trolls go into decline.
Wizards
5
Collect 1 bonus coin for each Magic Source you occupy at turn's end.

Special Powers

Name

Tokens

Effect
Alchemist
4
Collect 2 bonus coins every turn your tokens are on the map.
Berserk
4
You may use the Reinforcement die before each conquest.
Bivouacking
5
Deploy 5 Encampments in your Region(s).  Each Encampment increases that Region's defense by 1.
Commando
4
Conquer any Region using 1 less token than usual.  A minimum of 1 token is still required.
Diplomat
5
At the end of each turn, select 1 opponent whose active race you did not attack this turn.  He won't be able to attack you next turn.
Dragon Master
5
Use the Dragon to conquer a Region using a single token; the Region occupied by the Dragon becomes immune to opponents' conquests & racial & special powers.
Flying
5
You may conquer any Region on the map, not just an adjacent one.
Forest
4
Collect 1 bonus coin for each Forest Region you occupy at turn's end.
Fortified
3
Once per turn, place a Fortress in a Region to increase its defense by 1 and collect 1 bonus coin (only when active).  The Fortresses stay on the map even after your race goes into decline.
Heroic
5
At the end of your turn, place your 2 Heroes in Regions you  occupy, to make these immune to opponents' conquests & racial & special powers.
Hill
4
Collect 1 bonus coin for each Hill Region you occupy at turn's end.
Merchant
2
Collect 1 bonus coin for any Region you occupy at turn's end.
Mounted
5
Conquer any Hill or Farmland Region at 1 less token than usual.  A minimum of 1 token is still required.
Pillaging
5
Collect 1 bonus coin for each non-empty Region you conquered this turn.
Seafaring
5
When your Race is active, you may conquer Seas & Lakes as if they were Regions.  You retain these Regions even after going into decline.
Spirit
5
When sent in decline, your Spirit tokens do not count toward the "only 1 race in declie" limit.
Stout
4
You may go into decine at the end of a regular turn of conquests, after scoring.
Swamp
4
Collect 1 bonus coin for each Swamp Region you occupy at turn's end.
Underworld
5
Conquer any Cavern Region at 1 less token than usual.  A minimum of 1 token is still required.  All Regions with a Cavern are considered adjacent.
Wealthy
4
Collect 7 bonus coins, once only, at the beginning of your first turn on the map.

Be Not Afraid Races

Name

Tokens

Ability

Barbarians
9
Your Barbarians cannot redeploy their troops at the end of each turn.  If your final conquest attemp fails, keep the unused Barbarians off the board until the start of your next turn.
Homonculi 5
Each time the Homonucli Race combo is bypassed, in addition to a Victory coin, you must also add a Homunculus token from the storage tray (if any left) to the combo.  These tokens are added to those normally received when the Homnuli combo is finally picked, along with any Victory coins.
Leprechauns 6
During Redeployment, place 1 Pot of Gold in any (or all, if you wish) of the regions your Leprechauns occupy.  Each Pot of Gold still present at the start of your next turn goes into your Victory stash and is worth 1 coin.  If an opponent conquers one of these regions before your next turn, he gets the Pot of Gold instead.  Any remaining Pot of Gold tokens can be used during subsequent redeployments until all are gone.
Pixies 11
During your Troop Redeployment, leave only a single Pixie token in each region they occupy.  All your other Pixies must be kept off the board until the start of your next turn.
Pygmies 6 Each time you lose a Pygmy token, roll the reinforcement die and receive as many new Pygmies from the storage tray as you rolled pips on the die (up to the number of Pygmies left).  Deploy them on the board at the end of the current player's turn.

Be Not Afraid Special Powers

Name

Tokens

Effect
Barricade
4
Collect 3 bonus coins each time your Barricade troops occpy 4 regions or less at the end of your turn.
Catapult
4
Once per turn, you may place the Catapult in a region you occupy to conquer any region that is 1 region away (but not adjacent) at 1 less token than usual.  The Catapult may be used to attack a region beyond a Lake, but not over Seas.  The region with the Catapult is immune to enemy conquests as well as their racial and special powers.  The Catapult disappears when you go into decline.
Corrupt
4
Collect 1 bonus coin from any opponent each time they successfully conquer one of your active regions.
Imperial
4
For each region in excess of 3, which your Imperial troops occupy at the end of your turn, collect 1 bonus coin.  (i.e., if they occupy 5 regions at turn's end, you receive 2 bonus coins.)
Mercenary
4
Each time you conquer a region, you may spend 1 Victory coin to reduce the number of tokens you need to conquer it by 2.  A minimum of 1 token is still required.  If you use Mercenary during your final conquest attemp you may still decide to do so after you roll your reinforcement die.

Royal Bonus Races

Name

Tokens

Ability

Fauns
5
During Troop Redeployment, collect 1 new Race token for each active region you conquered this turn.  Your victims also receive 1 new Race token for each of their tokens you conquered.
Igors 4
You collect all Race tokens (Lost Tribes, Monsters, and all Players' race tokens, including your own) lost in conquests.  At the beginning of your turn, you may exchange these for new Igor Race tokens at a rate equal to the number of players in the game (if 4 players, 4 tokens collected = 1 new Race token).  If you collected enough tokens, you may get more than 1 new Race token.
Shurbmen 6
All Forest regions occupied by Shrubmen become immune to opponnents' conquests, racial, and special power, even when in Decline.

Royal Bonus Special Powers

Name

Tokens

Effect
Aquatic
3
Collect 1 bonus Victory coin for each Coastal Region you occupy.  Each non-Coastal Region brings 1 less Victory coin than usual.
Behemoth
4
Your Behemoths are each represented by a stack of tokens that matches the number of Swamp regions you currently occupy.  These 2 stacks can never be split or mixed.  Each Behemoths' stack counts as an equivelant number of Race tokens for attack AND defense.  The number of tokens in each stack is adjusted each time you capture or lose a Swamp region.  A Behemoth must always be accompanied by at least one Race token.  If the region it occupies is conquered, only the Race token is lost; redeploy your Behemoth (keep it as a single stack) at the end of your attacker's turn, as normal.
Fireball
5
During Troop Redeployment, collect 1 Fireball marker for each Magic Source you ocupy.  Fireballs count as 2 race tokens but may only be used during an attack on one of your following turns.  They are discarded once used.  Several Fireballs may be used to conquer a single Region.  You still need a minimum of 1 Race token to occupy a Region.

Grand Dames Races

Name

Tokens

Ability

Gypsies
6
Place 1 Victory coin from the supply in each Region you abandon.  You cannot conquer these Regions again this turn, but you receive the coins they hold as a bonus at turn's end.
Priestesses 4
When they go into decline, take one Priestess token from each occupied region and stack them to form a single "Ivory Tower" pile in one of the regions they occupy, abandoning all others.  Each turn score 1 bonus Victory coin for each Priestess token in the Ivory Tower, in lieu of your usual decline scoring.  But beware: Your Ivory Tower may still be conquered like any other region (with enough Race tokens or a Dragon)!  If your Priestesses were Fortified, their Ivory Tower can be built atop a single Fortress.
White Ladies
2
Once in decline, your White Ladies become immune to your opponents' conquests & racial & special powers!

Grand Dames Special Powers

Name

Tokens

Effect
Historian
5
Collect 1 bonus Victory coin for each Race in decline at the time you select the Historians.  While you're active, collect 1 bonus Victory coin each time another race goes into decline, and 1 final bonus when your own Historians go into decline.
Peace-Loving
4
Collect 3 bonus Victory coins at the end of a turn during which you have attacked no active Race.  You have no love for in decline Ghouls, though, and may attack them without forfeiting your Peace-Loving bonus.