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Small World Underground box art
Rich game profile

Small World Underground

"This world's not big enough for all of us, so it's time you step aside to make room for me." That's the spirit of Philippe Keyaerts' award-winning Small World, and the 2011 release Small World Underground is a standalone game that keeps that spirit intact, while putting a new sp...

Players

2-5

Time

30-90

Age

8+

Weight

2.59

Rating

7.24

Should this hit the table?

Quick read before the metadata.

Small World Underground has a high level of direct confrontation and strategic depth in confrontation. Players frequently interact with each other and must pay attention to others' actions. However, there is less emphasis on cooperation in the game.

Teach ?

Not enough signal

Replay ?

Not enough signal

Interaction 3.7

Highly interactive

Scaling ?

Not enough signal

Strategy ?

Not enough signal

Control 3.2

Luck-sensitive

Table feel

Small World Underground has a high level of direct confrontation and strategic depth in confrontation. Players frequently interact with each other and must pay attention to others' actions. However, there is less emphasis on cooperation in the game.

Luck profile

Small World Underground has a moderate level of luck involved in the game. Random elements have a notable but not exclusive impact on the game outcome. Players have substantial ability to mitigate randomness through strategic decisions and planning. The game outcome is primarily determined by player strategy and decisions, with luck playing a minor role.

Overview

What ABG knows about this game

"This world's not big enough for all of us, so it's time you step aside to make room for me." That's the spirit of Philippe Keyaerts' award-winning Small World, and the 2011 release Small World Underground is a standalone game that keeps that spirit intact, while putting a new spin on the game play. Small World Underground includes 15 fantasy-themed races of creatures along with 21 special powers. Each player will control several creature/power combinations over the course of the game – spending points to draft these combinations – and will use those creatures to claim control of various subterranean locations. Some locations hold relics or are designated as "places of power", and monsters must first be conquered before a player can claim these special benefits. At the end of each turn, a player scores points for the regions he holds, and the player with the most points at game end wins. Small World Underground is playable on its own, but can be combined with other Small World releases. The publisher recommends that players be familiar with Small World before playing Small World Underground.

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