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.
No one has recorded a check on this entry yet.
To add a record or propose a change, sign in with GitHub or sign in with Google.
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.
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.