
- BGG rank
- BGG #656
- BGG rating
- 7.2
Small World Underground
- 2–5 players
- 30–90 min
- Complexity 2.6/5
- 2011

Rules assistance for Small World: Tunnels
Plain-language explanations of turns, card effects and disputed situations, with official source references and saved question history.

What would you like to know?
Answers come from the official rulebook, with the page to check.
Small World: Tunnels is an expansion for Small World released in 2011 for 2–6 players, 80 minutes per game, and ages 8 and up. It was designed by Philippe Keyaerts and its main mechanics are Variable Player Powers, Area Movement, and Dice Rolling.
Small World: Tunnels, a free mini-expansion that debuted at Spiel 2011 in October, allows players to use both Small World and Small World Underground at the same time, using a dozen cavern markers as tunnel entrances to move from one game board to the other. Six tunnel entrances, numbered 1-6, point down from Small World to Underground, while the other six point up to mark the corresponding tunnel exits. Small World: Tunnels allows for up to six players to compete at the same time, and the rulebook details how to set up the two game boards to accommodate different player numbers, which terrain types are equivalent, and so on. This expansion will subsequently be available at game stores in Europe and the U.S. The Small World: Tunnels pieces can also be found in the Small World: Realms expansion.
Small World: Tunnels supports 2–6 players according to the catalogue. This range comes from the publisher’s listed player count, so the game can be set up for any group size within it. Some setups, rules and scoring details may still vary by player count, so check your edition’s rulebook for the exact configuration.
The listed playing time for Small World: Tunnels is 80 minutes. This is the publisher’s estimate for a full game. The actual duration depends on the group, the player count and familiarity with the rules: first sessions usually run longer, while experienced groups often finish faster. Setup and teaching time are not included in this estimate.
The catalogue lists Small World: Tunnels for ages 8 and up. This is the publisher’s recommendation and reflects reading demands, rule complexity and small components rather than theme alone. Younger players can often join with help from an adult, so check the age guidance on your edition and consider your group’s experience with board games.
Small World: Tunnels has a complexity rating of 2.0 out of 5 from BoardGameGeek players, which makes it a medium-light game. The rating reflects how much rules knowledge, planning and decision-making a typical game demands. Expect a longer first teach for heavier games, and use a preparation guide before game night.
Small World: Tunnels belongs to these categories: Fantasy, Territory Building, and Expansion for Base-game. Its main mechanics are Variable Player Powers, Area Movement, and Dice Rolling. Categories describe the theme and setting of a game, while mechanics describe what players actually do on their turns. Each mechanic links to a catalogue hub with similar games, which helps when you want something comparable.
The credited designers of Small World: Tunnels are: Philippe Keyaerts. These credits come from the published game data and name the people responsible for the game’s design, not its illustrators or publishers. Designer pages on MeepleRules collect other titles by the same designers, which helps when you enjoy a game and want to find similar ones.
The catalogue lists Small World: Tunnels as an expansion for Small World. Expansions add new content, rules or scenarios to the base game and usually cannot be played on their own, so you need Small World to use it. Check that your edition of Small World is compatible, as some expansions were revised between editions.