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Small World (SMW)

You may play if you have read the rules, played previously, or participated in a scheduled demonstration. The GM will be available for one hour in Exhibit Annex to teach the game. Be on time. The GM will remain for only 15 minutes if no one is present.

Demonstration: Wednesday 20 @ Exhibit Annex Table 3

Heat 1: Thursday @ 9 - Ballroom
Heat 2: Friday @ 22 - Ballroom
Semifinal/Final: Saturday @ 17 - Ballroom


Jay Spencer: GM (1st Year)

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Small World is a zany, light-hearted civilization game in which players vie for conquest and control of a board that is simply too small to accommodate them all! Picking the right combination of fantasy races and unique special powers, players must rush to expand their empires - often at the expense of weaker neighbors. Yet they must also know when to push their own over-extended civilization into decline and ride a new one to victory.

Tournament Rules:
This is Small World - a place of chaos and very few rules ... except in tournament play … We will be playing 4-player games as much as possible during the heats, with 5-player games as needed. The default game is the original Small World, without race or power expansions. Players will randomly select Turn Order and seating order at the start of each game since Turn Order is a tiebreaker. (See below)

If two or more players tie for first place in a game, even after applying the game tiebreakers, then reverse Turn Order will break the tie (i.e., the player going last at the start of the game has the highest tiebreaker).

The game winner is responsible for turning in the summary card with the information completed at the end of each round.

The semifinals will consist of five 4-player games, and the winners will advance to a 5-player Final. The 6th place overall finisher will be the semifinal runner-up with the highest semifinal game point ratio among the five runners-up (see #4 below). In the event of a tie, 6th place will go to the one whose 1st place winner in the semifinal places higher in the Final.

The qualifiers are in order:
1. Most wins;
2. Win in first heat entered;
3. Win in second heat entered;
4. Total points in games entered, where for each game your points equal the ratio of your score to the score of your highest-scoring opponent in the game (resulting in a number no greater than 1) plus 3 points for a win and 1 point for 2nd place (or for a five-player game: 4 points for a win, 2 for 2nd place, and 1 for 3rd place);
5. Average finish;
6. High dice roll.
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