- Score sheets
- Board games
- Small World
How to score Small World
To score the Small World board game, take 1 victory coin at the end of each of your turns for every region you hold, plus any bonus from your race and power. Keep your coins hidden. After the last turn, everyone counts their stack, and the most coins wins.
- 2 to 5 players
- Start with 5 coins
- Ends on the map’s last turn
- Most coins wins
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This is the real Scorepad, live: Dev’s coin stack, typed coin by coin. Tap any total to change it.
Small World
- BGG #412
- 40 to 80 min
A fantasy conquest game on a map too small for everyone: pick a race and a special power, spread across the regions, then send that race into decline and start again with a new one. Every region you hold pays victory coins.
Year, players, time and rank from BoardGameGeek.
How to play Small World, in brief
Small World’s map is too small for all its fantasy races. You conquer with one race, send it into decline, then take another; the most victory coins wins.
- Pick a race and a powerSix race and power pairs sit in a column. The top one is free; a lower one costs 1 coin, placed on each pair you skip.
- Conquer regionsA region costs 2 tokens, plus 1 for each mountain or other defense and each enemy token there. New races enter at the map’s edge.
- Collect your coinsRearrange your tokens, then take coins for your regions.
- Go into declineInstead of conquering, put your race in decline: one token stays in each region and keeps paying. Next turn, pick a new race.
- Follow the turn trackPlay until the last turn marked on the map’s track.
Every region pays, every turn.
Your score is your pile of victory coins. Every region you hold pays, including those held by a race in decline, and the coins stay hidden until the game is over, so nobody knows the exact standings.
Where your coins come from
| When | Coins |
|---|---|
| At the startFive 1s each | 5 |
| Each region you hold, end of your turnActive race or in decline | 1 |
| Your race and special powerWhat the banner and badge say, such as Merchant: 1 more per region | Bonus |
| A combo further down the linePay 1 coin onto each combo you skip | Minus |
| Coins already on the combo you takeYours to keep | Plus |
- Start with 5Everyone begins with five 1-coin tokens.
- Pay for a lower comboThe top race and power is free. Each one further down costs 1 coin, dropped on every combo you pass over; any coins sitting on the one you take are yours.
- Collect at the end of each turn1 coin per region your tokens occupy, active or in decline, plus your race and power bonuses. A race in decline loses its bonuses unless its card says otherwise.
- Keep the stack hiddenKeep your coins stacked out of sight. Nobody announces a total during play.
- Count at the endThe game ends after the last turn on the map’s turn track. Everyone reveals, and the most coins wins; a tie goes to more race tokens on the board.
Three stacks revealed. Dev has the most.
A 3-player game, after the last turn on the track. Everyone reveals their coins and counts them, biggest first. This is the game on the Scorepad above.
| Player | The stack, coin by coin | Coins |
|---|---|---|
| You | Five 10s, four 5s, two 3s10 + 10 + 10 + 10 + 10 + 5 + 5 + 5 + 5 + 3 + 3 | 76 |
| Mara | Six 10s, three 5s, a 3 and a 110 + 10 + 10 + 10 + 10 + 10 + 5 + 5 + 5 + 3 + 1 | 79 |
| Dev | Six 10s, three 5s, three 3s10 + 10 + 10 + 10 + 10 + 10 + 5 + 5 + 5 + 3 + 3 + 3 | 84 |
Coins stay hidden until the very end.
Tabletales is a scorepad and scrapbook for game night. In Small World the score is the coins each player keeps hidden. At the end, type each player’s total: Tabletales marks the winner and saves the game with the night.
- Count the stack on the keypadPick Highest wins and type each player’s total, or type the coins as you count them (10 + 10 + 5 + 3) and Tabletales adds it up.
- No peeking mid-gameYou type nothing until the end, so the coins stay hidden all game.
- Ties share the trophyTied players share the trophy. Small World breaks a tie on race tokens on the board.
- And the night is keptSave it with who played and a photo of the crowded map. Small World gets its own history: how often you play and who holds the high score.

- Everyone who was there
- Photos from the table
- Small World, with its scores
Common Small World scoring mistakes
- Announcing totals during playCoins stay hidden until the game ends.
- Forgetting regions in declineA race in decline still pays 1 coin per region every turn, though its bonuses stop unless the card says otherwise.
- Taking a lower combo for freeDrop 1 coin on each combo you skip. The coins on the combo you take are yours.
- Breaking a tie some other wayThe rule is more race tokens on the board, active and in decline together.
Small World scoring, answered
- How do you score points in Small World?
- At the end of each of your turns, take 1 victory coin for each region your tokens hold, active or in decline, plus any bonus from your active race and special power.
- How do you win Small World?
- After the last turn on the map’s turn track, everyone reveals their victory coins and the most coins wins. A tie goes to the player with more race tokens on the board.
- Are victory coins kept secret in Small World?
- Yes. Each player keeps their coins stacked and out of sight, and nobody reveals a total until the game is over.

Small World score sheet
For the reveal: write each player’s coins by value, then the total, for up to five players, with the race-token tiebreak at the bottom.
Score another game
Each map plays 8, 9 or 10 turns, depending on the map for your player count; the number is printed on its turn track. Rules checked on 19 October 2026 against Days of Wonder’s rulebook, Board Game Arena and Wikipedia. Small World is a trademark of Days of Wonder. Tabletales is not affiliated with Days of Wonder.
Keep score tonight. Keep the night for good.
Tabletales adds up every hand, then saves the whole night: the games, the scores, the photos and who was there.