Small World
Digital port of the classic area-control board game. Fast, cutthroat, and deceptively deep, if the AI doesn't frustrate you first.
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About Small World
Small World is a digital adaptation of the Days of Wonder board game of the same name, and it follows the formula closely: players draft combinations of fantasy races and special powers, spread across a cramped map, and score points for every territory they hold at the end of each turn. The core loop is simple enough to learn in one sitting, but the combinatorial math behind those race-and-power pairings, things like Merchant Wizards, Berserk Ratmen, or Flying Elves, gives experienced players a genuine decision tree to work through on every turn. When you pick a combo, you are not just thinking about this round; you are calculating how many regions you can realistically flood this turn, how quickly the combo will decline, and whether you can pivot to a new race before your opponent locks you out of the good ones. For newcomers, the structure is actually quite approachable. There are no fog-of-war mechanics, no resource queues, no tech trees. Everything is visible on the board at all times. The tutorial covers the basics without overstaying its welcome, and the game's short session length, typically 45 minutes to an hour in multiplayer, means a bad decision rarely feels catastrophic. If you are used to heavier 4X games, think of Small World as a single-sitting distillation of the expansion-and-decline phase: no city building, pure territorial pressure. The problems are real, though, and the Mixed review score reflects them honestly. The AI opponents are inconsistent. On lower difficulties they are passive to the point of being useless as practice tools, and on higher settings they make decisions that feel random rather than strategically threatening. If you are buying this primarily as a single-player experience, expect to hit a ceiling fast. The multiplayer is the real draw, but the online population in 2024 is thin, and finding a live game can require patience or a pre-arranged group. The port itself is functional but visually dated even by 2013 standards, and there has been minimal post-launch polish to the UI. The mod ecosystem is essentially nonexistent compared to what PC strategy players are used to, and the DLC structure mirrors the physical game's expansion model, meaning additional races and maps are sold separately. That approach is defensible for a board game adaptation, but it does mean the base package feels lighter than what long-time fans of the tabletop version might expect. If you have a group of two to five friends willing to play together online or in local hot-seat mode, Small World holds up. The race-power draft creates genuine table talk and light negotiation even through a screen. Solo against the AI, the depth-to-frustration ratio tilts the wrong direction quickly. Approach it as a digital board game night tool rather than a deep strategy title and it punches reasonably close to its weight class. Diego, Scout Team
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Game Info
- Developer
- Days of Wonder
- Publisher
- Asmodee Digital, Days of Wonder
- Release Date
- Dec 11, 2013