$1.99 (−80%)Small World Conquest in a world too small
A digital board game of fantasy conquest for co-op friends who like facing off. Pick a race like dwarfs, amazons, or orcs, pair it with a special power, grab land with troops, then ditch that race when it runs dry. Simple rules, sharp tactics, and nearly endless combos keep rematches fresh.
Is Small World worth it?
Small World is worth it if…
- you like co-op games where you face off against friends
- you like short strategy games with simple rules
- you like trying a new race-and-power combo every match
- you like local play with up to four around one screen
Screenshots
Grab land, then let it go
You pick a fantasy race with a special power, send troops into neighboring regions, and collect coins for every territory you hold. When your people are spread too thin, you send them into decline and choose a fresh combo from the row.
That rhythm is the whole game: expand, cash in, abandon, repeat. You might start with wizards holding hills, then swap to giants pushing across the middle. With nearly endless race-and-power pairings like flying dwarves or seafaring orcs, no two sessions play quite the same.
A short, social board night
Rules are simple to learn and a match stays compact, around half an hour with friends. Turns are straightforward: spend enough tokens to take a region, leave one behind to hold it, stack more where you want defense.
It is easy to learn but difficult to master, with real choices about which combo to take and when to decline. Local play seats up to four around one screen, plus online and asynchronous multiplayer for co-op friends who cannot be in the same room. Colorful art and a satirical touch keep the backstabbing light.
Good to know?
Can you play it with co-op friends or solo?
Yes. It supports single-player against bots, local multiplayer for up to four, and online play including asynchronous turns, so friends can take moves when it suits them. Private matches let your group face off without strangers.
What makes declining your race worth doing?
Decline trades momentum for a fresh start. Your old territories stay on the board with one token each but lose their powers, while your new race arrives with full troops and a new ability. Timing that switch is a highlight: too early wastes a strong position, too late leaves you stuck.

















