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Small World: River World
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
21.00
€
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
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Sleeves
Sapphire Sleeves
Paladin Sleeves
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Plunder boxes
Marvel: Crisis Protocol
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Fat Tony
Lots of fun for experienced players. The events are well-implemented, and the Pirates aren't just annoying: they're a challenge that you constantly need to be aware of and prepare for.
bazyliszek10000
additions differ very much in simplicity (in a positive sense) from the stand, which spoils the climate and lightness of the game.
Bombadillo
Riverworld takes the worst from Underground (namely, the rivers), adds a few annoying rules (such as the pirates and harbors) and turns Small World into an even bigger thinkfest than it used to be. My impression is, they wanted to correct the slight advantage the first player has over the players coming next but the cure they found is worse than the disease: actually, unlike the original game, Riverworld’s map itself feels like it was made to dissuade both direct conflict and messing with the other players, thus losing the one thing that made interaction so intense and the original game enjoyable. At least Riverworld makes Underground’s most useless races - such as the Drow and Lizardmen - usable outside Underground as well.