Skip to content
Login / Register
Menu
Kickstarter – Gamefound
Board Games
Strategy
Family and Children
Party
Adult
Thematic
Ελληνικα Παιχνιδια
LCG
Arkham Horror: The Card Game
Marvel Champions: The Card Game
The Lord of The Rings: The Card Game
RPGs
D & D
Pathfinder
Gamebooks
Others
Accessories
Game Mats
Bags
Dice
Sleeves
Sapphire Sleeves
Paladin Sleeves
Other
Novels – Books
Plunder boxes
Marvel: Crisis Protocol
Search for:
Home
/
Shop
/
Board Games
/
Strategy
Add to Wishlist
Small World: Necromancer Island
Expansion of:
Small World Underground
40m - 80m
2 - 5 Players
Ages 8+
Dice rolling in a game can be used for many things, randomness being the most obvious. Dice can also be used as counters. The dice themselves can be unique and different sizes, shapes and colors to represent different things.
Dice Rolling
Variable Player Powers is a mechanic that grants different abilities and/or paths to victory to the players.
Variable Player Powers
Fantasy
8.00
€
30 day low:
Out of stock
Search for:
Kickstarter – Gamefound
Board Games
Strategy
Family and Children
Party
Adult
Thematic
Ελληνικα Παιχνιδια
LCG
Arkham Horror: The Card Game
Marvel Champions: The Card Game
The Lord of The Rings: The Card Game
RPGs
D & D
Pathfinder
Gamebooks
Others
Accessories
Game Mats
Bags
Dice
Sleeves
Sapphire Sleeves
Paladin Sleeves
Other
Novels – Books
Plunder boxes
Marvel: Crisis Protocol
Login
Cart
Your cart is empty!
Return to shop
Skip to content
Open toolbar
Accessibility Tools
Accessibility Tools
Increase Text
Increase Text
Decrease Text
Decrease Text
Grayscale
Grayscale
High Contrast
High Contrast
Negative Contrast
Negative Contrast
Light Background
Light Background
Links Underline
Links Underline
Readable Font
Readable Font
Reset
Reset
Beowulf
[i]Posted: 4/5/11, Rated: 8[/i] So, I have this gift: each time that I am introduced to a new group of players and we decide to play a game with a "traitor" element, I end up being the traitor. Last month when I went to my first Orange County Board Gamer's event, we sat down to play [i][thing=10547]Betrayal at House on the Hill[/thing][/i]. I immediately rolled an event card which made me the evil player. Our next game was [i][thing=37111]Battlestar Galactica[/thing][/i], and who do you think was a Cylon? You guessed it. It should not have been a surprise when I showed up to another event, and five people were sitting down to play [i][thing=40692]Small World[/thing][/i] with this expansion. "It's so nice to meet you, won't you please join us, Mr. Necromancer?" I like [i][thing=40692]Small World[/thing][/i] to start with. This expansion adds an asymmetrical victory condition for a universally-threatening player. I was impressed at how the generation of ghosts automatically increased the cost of purchasing new powers or units; the necromancer role is cleverly woven into this shroud. Some people don't like having such a jarring element, but I think that it adds flavor and ultimately extends the life of the base game. There is one thing that I don't like about this expansion: as the game draws to a close, the escalating power of the necromancer generates an obligation for players to sacrifice their own chance at success to stop the evil from winning. The whole, "Are [i]you[/i] going to do something about him?" sensation feels very similiar to [i][thing=8051]Attika[/thing][/i] when played with more than two players.
arcnarenth
Only tried this a couple of times and I do enjoy it. A few concerns are that, at least initially, the game is quite boring for the Necromancer. Once the player has built himself up though, by the last half of the game he can be quite powerful if he hasn't been whittled down before hand. Another potential problem is that the other players are still competing with one another for victory points, but eventually one has to turn on the Necromancer to ensure he doesn't win. This can cause that player to be at a disadvantage. Looking forward to more plays of this.
A River Runs
It's... ok. Definitely not worth paying a premium for unless you are just a collector. Makes the 6th player which can be important for some groups. Interesting concept but I realized we played it wrong the few times we used it.