Subtitles section Play video Print subtitles WIL WHEATON: When most people think of a small world, they think of being on a boat surrounded by creepy dolls who won't stop singing. But when gamers think of a Small World, they imagine a fantasy-filled land full of crazy races with outrageous powers, where the world is covered in blood as we battle to see who can take it over and win the game. Today on TableTop, Grant Imahara, Sean Plott, and Jenna Busch are here as we visit my very favorite Small World. [MUSIC PLAYING] WIL WHEATON: Small World combines the military strategy of Risk with the delightful art and fantasy races of Cosmic Encounter. Whoever has the most points at the end of nine rounds wins the game. We earn points by conquering and holding territories. Empty territories cost two units to conquer. Every item in a territory costs one more unit to conquer. For example, one defender, that's three units. One mountain, that's also three units. A mountain plus a defender, that's four units. At the beginning of every game, each player will choose a fantasy race, like orcs, elves, or the dwarves. Each race is combined with a unique special power, like seafaring, flying, or heroic. These power and race combinations change every game, giving Small World tremendous replay value. No empire lasts forever, so don't get too attached to your diplomatic skeletons. You will inevitably run out of units to conquer new territories. But don't worry. When that happens, you simply put your active race into decline and choose a new one from the board and begin conquering all over again. It's a very small world, and only one person can be the victor atop the bloody, stinking heap of his vanquished opponents. Who will that be tonight? We will soon find out, because it is time to play Small World. GRANT IMAHARA: My name is Grant Imahara, and I'm one of the hosts on Discovery Channel's MythBusters, where we basically blow things up in the name of science. JENNA BUSCH: I'm Jenna Busch, and I am an online blogger. I do on-camera interviews. I interview celebrities and cover comic books, video games, TV, and film. SEAN PLOTT: My real name is Sean Plott. But on the internets I'm known as Day. I'm mainly known because I do StarCraft II commentary. JENNA BUSCH: Yes. WIL WHEATON: You get to go first. JENNA BUSCH: Nice. All right. I wanted to be a sorcerer because I usually play magic users. It's just a thing that I've been doing since I started playing D&D. WIL WHEATON: OK. You want the hill sorcerers, so you pay one tax to the halflings. SEAN PLOTT: What? JENNA BUSCH: Yeah. WIL WHEATON: Then you take the hill sorcerers. Go ahead. Grab them. Those are for you. SEAN PLOTT: God, I'm already on [INAUDIBLE]. I wanted the hill sorcerers so bad. WIL WHEATON: You're going to get the-- So you choose a section of the board that is on the edge of the board to come in. JENNA BUSCH: All right. I'm starting here. WIL WHEATON: Coming in on the mountains. JENNA BUSCH: Uh-huh. WIL WHEATON: So that'll be three, right? JENNA BUSCH: Mm-hm. WIL WHEATON: You put in one too many. JENNA BUSCH: Oh, I did. WIL WHEATON: There you go. There's three guys. JENNA BUSCH: All right. WIL WHEATON: OK? JENNA BUSCH: Hmm. There. Well, no. WIL WHEATON: All right. So that's another three. JENNA BUSCH: Three. WIL WHEATON: All right. And you killed the lost tribes. Oh, no. I love living in the forest. JENNA BUSCH: I'm murdery. GRANT IMAHARA: They were lost, anyway. WIL WHEATON: I know. JENNA BUSCH: Yeah. WIL WHEATON: You're very murdery. JENNA BUSCH: Yeah. Very murdery. And then three there. Hills. WIL WHEATON: And three there to claim that hill. All right, so and we'll score you up at the end of your turn. One, two, three points. SEAN PLOTT: All right. Straight up have my heart set on the wonderful alchemist giant. I'm going to start looping around. WIL WHEATON: All right. SEAN PLOTT: This is my order. All right. I'm going to eliminate these guys momentarily. WIL WHEATON: That's two. SEAN PLOTT: And this is where the gambling comes. WIL WHEATON: OK. SEAN PLOTT: Oh, wait. If I-- WIL WHEATON: You still don't have to gamble. You're good. That's two. SEAN PLOTT: And then-- WIL WHEATON: That's one. SEAN PLOTT: --this is where the gamble comes in. WIL WHEATON: And here's your reinforcement die. SEAN PLOTT: I need-- oh, god, I need this so bad. WIL WHEATON: When Sean's talking about gambling, what he means is on your very last move, you can roll this reinforcement die. It has three blank faces and the numbers one to three on the remaining three faces. And that tells you how many mysterious reinforcement guys you get. So since he's trying to conquer that mountain, that space is going to cost him three. He only has two guys. So if he rolls that die and gets a one, two, or three, he conquers the mountain. So basically you have a 50% chance of conquering the mountain. Conquer that mountain! GRANT IMAHARA: Feeling lucky? SEAN PLOTT: Now, the thing is I just want to say, I could go here, but that doesn't let me [BEEP] gamble, which is the important thing. WIL WHEATON: I know. I understand. SEAN PLOTT: All right. WIL WHEATON: Kids, gambling is cool. Also, so is smoking. All right. Go ahead and roll your die and see what happens. SEAN PLOTT: Oh! GRANT IMAHARA: Denied. SEAN PLOTT: Notice how little dots there are. GRANT IMAHARA: Yeah, that's terrible. SEAN PLOTT: It looks [INAUDIBLE] WIL WHEATON: OK. So go ahead and take that giant back. That lost tribesmen actually defends you. Off my land, giants. SEAN PLOTT: And now I redeploy. WIL WHEATON: And now you go ahead and redeploy. So go ahead and count up your points there. SEAN PLOTT: One, two, three, four, five, six, seven, eight. GRANT IMAHARA: Eight. SEAN PLOTT: From the alchemists. WIL WHEATON: Dude, the alchemists. All right. GRANT IMAHARA: Excellent. Good turn. WIL WHEATON: All right. Here you go. So there's two 3s-- SEAN PLOTT: [INAUDIBLE]. WIL WHEATON: --for six and two ones for two. GRANT IMAHARA: Oh my god. WIL WHEATON: There you are. Congratulations. SEAN PLOTT: I'm now accumulating-- WIL WHEATON: And now, Grant, it is your turn. Let's see who you're going to be. You now can choose the pillaging-- Oh my god, the pillaging orcs! You don't want the pillaging orcs. They're terrible. Terrible. GRANT IMAHARA: Because I know that Wil wants it so bad-- WIL WHEATON: Really? GRANT IMAHARA: --I might have to take it just to deny you that. WIL WHEATON: It's going to be that kind of game. All right. Listen, Imahara, if that's the kind of game you want to play, I will play that kind of game. Oh, I will play that kind of game. GRANT IMAHARA: You're good to go? You're good to go? WIL WHEATON: Bring it. GRANT IMAHARA: All right. Let's do it. OK. SEAN PLOTT: So if you want to just start here, that's very not here, then that's great. GRANT IMAHARA: I know. You know, that's looking really attractive to me. I think I'm actually going to go here because you're doubled up. SEAN PLOTT: Yeah. Yeah. GRANT IMAHARA: All right. For this turn. So I'll take this. WIL WHEATON: So you're coming in there. GRANT IMAHARA: Plus one. WIL WHEATON: Uh-huh. Good. I regret nothing! GRANT IMAHARA: Bye. I'll take two here. WIL WHEATON: Tell my wife I love her! GRANT IMAHARA: Plus one. Come to me, bonuses. Fly to me. Two to here. WIL WHEATON: I can't believe I wasted time watching Drive Angry 3D. [LAUGHTER] GRANT IMAHARA: Every time I conquer someone, I get one coin for the territory, one coin because I'm an orc, and another one because I'm pillaging. WIL WHEATON: Nice. GRANT IMAHARA: Bang. WIL WHEATON: Congratulations, Grant. Well done. GRANT IMAHARA: I'm raking it in right now. WIL WHEATON: Those of you at home who play this game are going, why in the world do you have Pandemic guys in this game? Well, because we have a camera crew. So that you can enjoy this, we want people to know where things are happening on the board. OK. So I think I'm going to actually go for the wealthy dwarves. GRANT IMAHARA: Really? SEAN PLOTT: Really? On turn one? WIL WHEATON: I'm going to come in here. That's three, two for the space, one for the mountain. GRANT IMAHARA: And you get a mine. WIL WHEATON: So I started with wealthy dwarves because I get seven coins just for having them. But I knew that I would have very little difficulty grabbing and holding a couple of mines. And I can just leave those dwarves there, and they're paying me two coins a turn. I'm going to go ahead and score and redeploy. I get two because there's a mine there. I get, oh, three. I get four, five. I also get seven because I'm wealthy. So I get 12 this turn.