area control
In the group Core mechanic.
Players fight to have the most pieces in different parts of a map. Whoever holds the most spots wins that area.
In the group Core mechanic.
Players fight to have the most pieces in different parts of a map. Whoever holds the most spots wins that area.
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Groups battle to claim and hold map spots by pushing out rivals, like teams claiming neighborhood forts.
Players grow strength on the board to nudge out others without head-on clashes, like plants overtaking a garden patch.
You claim map spots to push others out, feeling like a battle where you fight to stay in till the end.
Fighters claim territories through brutal clashes until only one dominates the map as the survivor.
Deal-making precedes fights over territories, with alliances shifting mid-power grab.
You roll to move pieces around a board and try to hold spaces before others reach them.
Players pick cards that let them place pieces on a map to hold areas.
Players bid for the right to place pieces or take control of areas.
You keep pushing to take more areas, but stretching too far can lose them all.
Placing workers on action spaces lets you send pieces to hold areas on the map.
Players hold areas on a board that score more when they form a shape or pattern.
Cards in your hand let you move or place pieces to take areas.
Winning a trick lets you take or hold an area on the map.
Players make deals about who gets which areas, and can break them.
Holding areas gives you cards or pieces towards a matching set.
Players place tiles to build the map and put pieces on them to claim areas.
Players race to take a set number of areas first.
Holding areas scores points, and the most points at the end wins.
Players work together to hold areas against a spreading danger.
Players work together to take control of a set of areas.
Players fight over areas, each secretly needing certain ones.
Holding areas moves a story forward, and the game ends when the story is done.
Each player builds up their own areas without fighting over the same ground.
The team works together to hold areas against the game itself.
Players hold areas together against a threat, but each wants the most land.
Two teams fight to hold the most areas on a shared map.
The team defends areas, but a hidden traitor lets them fall.
Dice or cards decide who wins fights over areas.
Fights over areas use dice, but you can add bonuses or reroll.
Fights over areas are mostly decided by planning, with a little luck.
No dice: areas are won by planning and placing carefully.
Everyone can see every piece and area, so planning is open.
Players fight over areas using secret cards that change battles.
Players fight over areas, but some secretly work for a hidden side.
Holding areas reveals clues to a hidden answer.
Players can hide or fake their strength in an area.
Players hold parts of a map that works like a real system, so taking one area changes others.
Each player plays a real group claiming land or space.
Players claim parts of a shared resource, like stretches of a river.
Taking an area now changes what that area produces several rounds later.
Players agree a rule about how land is shared, then play on.
After play, players talk about who held what and how that felt.
Each move answers the last one, and the answers decide who holds each area.
Players take areas on the map without discussing it, so every move is a silent claim.
Holding an area gives you the power to change a rule, so the map decides who rewrites the game.
Players spread across a map with no winner, and look at the map they made together.
Each player chooses which areas matter to them, rather than chasing the most.
Players spread across the map, and the one squeezed out of every area loses.
Players send orders by post to move pieces on a map.
An absent player holds areas on the map, left from an earlier game, that others work around.
A thrown sign says which areas are open or closed this round, and players move to hold them.
Players try to spread across the map without clashing, sensing where others will go.
A secret rule decides which areas can be taken, and players learn it from refused moves.
One player knows which areas matter and can only hint as others take them.
Areas taken are marked on the board permanently, so later games start from the old borders.
Areas change hands slowly over days, with one move per player per day.
Characters claim places on the map and speak for why they hold them.
Players flick or slide pieces onto areas of the board to hold them.
Players draw the land and then claim parts of what they drew.
Players hold areas, but nobody may be pushed off entirely, so play continues.
Players try to hold land that is always taken back by the game.
Players claim places, and the game master decides how the world reacts.
People claim parts of a public space with chalk or markers.
Rolls decide events in each area, such as a storm or a festival.
Players claim areas as they reveal them.
The rules for holding land make a point about who gets to own it.
Areas on the board stand for real places people use, such as desks in a shared studio.
Areas score points that stand for things like community, not only size.
Players imagine how space would be shared in a future town.
area control supports the feeling excited.
area control supports the feeling clever.
area control works against the feeling silly.
area control supports the feeling tense.
area control neither supports nor works against the feeling together.
area control neither supports nor works against the feeling sneaky.
area control neither supports nor works against the feeling lucky.
area control supports the feeling in charge.
area control neither supports nor works against the feeling surprised.
area control neither supports nor works against the feeling thoughtful.
area control works against the feeling fast.
area control neither supports nor works against the feeling unfair in a fun way.
area control neither supports nor works against the feeling careful.
area control supports the feeling daring.
area control works against the feeling friendly.