[Editors note: The following is a Nemesis Review, featuring opinions from our in-house thematic-loving @futurewolfie and his ferocious opponent, the stodgy euro-loving @Farmerlenny. Make sure to read both opinions to get a better overall picture of the game!]
RISK is fairly popular among gamers who have not yet been introduced to the larger world of hobby gaming. And it makes sense: compared to the veritable montage of trivia games and Monopoly rethemes available at your local Target, RISK offers more strategic choices, more interest, and of course global domination. However, when you look closer, it doesn't offer much depth; the winning "strategy" involves building up your armies more quickly than everyone else so as to overwhelm your opponents with an unending supply of dice to roll. Earlier versions of the game required
complete global domination, thereby requiring the elimination of other players one at a time and resulting in an hours-long game. Newer versions mitigate this by offering mission cards (usually "eliminate red player" or "conquer North America"), but the basic dice-rolling and attrition mechanics are still in place.
I bring up RISK because for people unfamiliar with hobby games, this is the best comparison I can give to Small World. In RISK, you spread out your armies by conquering various regions on a board; the same is true of Small World.
However, I make these connections to decrease the intimidation factor when introducing or explaining a game to new players. Small World offers significantly greater depth and a whole lot more fun, while cleverly eliminating player elimination. Read on to find out how we feel about this game.