Continuing my Small World best race and power combinations, this week I’m analyzing and discussing the results from last week’s post found here. While the numbers from last week were all well and good, they only considered offensive abilities, and did not look at abilities that provided non-numerical benefits. Here’s where we are going to go into what powers combo well with which races, and also consider what the numbers from last week actually mean if we’re trying to get more gold than the other guy.
I’ve gotten to enjoy Small World by Days of Wonder recently and really appreciate the simple mechanics that still provided an engaging experience with plenty of strategic and tactical options. Looking at the random combinations of powers and races got me curious as to what some of the best race and power combinations were in Small World.
After buying Risk: Legacy (by Hasbro) a few weeks ago, I’ve finally gotten a chance to play it. The base game itself is very simple and I was a bit disappointed at first, but the large number of changes that happen after every game (or even during the game) drastically change things. I’m impressed enough and, more importantly, excited to play more. Of course, now I want to see how the math works.
I’ve recently gotten the chance to play Wizard of the Coast’s board game Conquest of Nerath (by Wizards of the Coast) and really enjoyed my experience. After playing a few games, the knee-jerk reaction of many of the players was that Dragons were the superior unit, even given their cost. Let’s see what the math has to say.