
Small World Underground
- Players
- 2-5
- Best withThe player count this game plays best at.
- 4 players
- Play timeHow long a full game runs once everyone knows the rules.
- 90 min
- AgeThe minimum age printed by the publisher.
- 8+
- ComplexityHow demanding the rules are, from 1 (very light) to 5 (very heavy).
- 2.6 / 5
- Year
- 2011
About the game
A standalone entry in Philippe Keyaerts' Small World series, this version sends 2-5 players scrambling to control an ever-shrinking subterranean realm using combinations of fantasy races and special powers. Players draft creature/power pairings, conquer regions to score points, and must decide when to let a declining civilization go into decline to make way for a fresh one. Relics and places of power add extra rewards worth fighting for. It keeps the series' fast, cutthroat area-control gameplay while giving it a new underground setting and mechanical twist.
Hobbli's Notes
Small World Underground is a great entry point into the series' brand of gleeful, tongue-in-cheek conquest, and the underground theme adds new wrinkles like conquerable relics. The race-and-power combinations mean no two games play the same. It can run a bit long with five players and downtime can creep up when players overthink their moves. Fans of the original Small World will find it a satisfying variant, though newcomers may prefer starting with the base game.
What we like
- Huge variety from combining races with special powers.
- Accessible rules make it easy to teach to new players.
- Knowing when to abandon a declining civilization adds a clever strategic layer.
- Colorful, whimsical art and tone appeal to a wide range of ages.
Keep in mind
- Can suffer from analysis paralysis and downtime at higher player counts.
- Luck of the draw in available race/power combos affects strategy options.
- Best enjoyed with prior exposure to base Small World mechanics.
Who it's for
Families and casual strategy gamers 8+ who enjoy light area-control conquest games for 2-5 players.











