Tag: Area Control

When playing games with an Area Control aspect, players are typically rewarded for controlling the majority of a particular space.

North Sea Saga: Explorers of the North Sea

North Sea Saga: Explorers of the North Sea

North Sea Saga: Explorers of the North Sea

Explorers of the North Sea is set in the latter years of the Viking Age. As ambitious sea captains, players seek out new lands to settle and control. They will need to transport their crew among the newly discovered islands to capture livestock, construct outposts and fulfill various other goals. So ready the longships, there are new horizons to explore!

Game Mechanics:

  • Action Points
  • Area Control
  • Grid Movement
  • Pick-Up and Deliver
  • Set Collection
  • Tile Placement

Game Specifications:

  • 1 – 4 Players
  • 45 – 60 Minutes
  • Difficulty Weight 2.13

Nanty Narking

Nanty Narking

Nanty Narking

Immersed deeply in the world of Dickens’s and Doyle’s literature, Nanty Narking moves you into the realities of the myths and legends of the Victorian era. The events in the game are tied to real and fictional characters and places in Victorian London The same London which inspired so many stories…

The action takes place on the city map, with players placing their agents and buildings on the board through card play. Every card is unique. The cards bring the game to life as they include most of the famous characters who have appeared in the various books. The rules are relatively simple: Play a card and do what it says. Most cards have more than one action on them, and you can choose to do some or all of these actions. Some cards also allow you to play a second card, so you can chain actions.

At the beginning of the game, each player draws a secret personality with specific victory conditions, which means that you can never be sure what the other players need to do in order to win. You need to fulfill your goal while also trying to prevent others from winning!

Game Mechanics:

  • Area Control
  • Bluffing
  • City Building
  • Deduction
  • Dice Rolling
  • Hand Management
  • Hidden Roles
  • Take That

Game Specifications:

  • 2 – 4 Players
  • ~60 Minutes
  • Difficulty Weight 2.27

Mythalix

Mythalix

Mythalix

Mythalix is a strategy game that will put your critical thinking to the test.

The object of the game is to battle one another in an attempt to collect four Elements. To win an Element you either need to defeat a player or an Elemental Alter.

Before the game begins, all players receive a God to command. Each God comes with their own unique powers and abilities. The game works by tactically choosing a path on the map and rolling the dice to attack in an attempt to evolve into a powerful Deity.

Each player starts their turn by collecting their bounty on captured Gold, Power and Mythical mines. Furthermore, players can build Strongholds, battle enemies or receive bounty from specific hexagons on the board. Controlling areas of land will give bonuses and purchasing Army and Warrior cards will permanently increase the power of the players God. If a player receives the Power of Olympus card, their God can access their Ultra Power – their ultimate ability!

The Player Board has been designed to help each player keep track of their Armies, Warriors, Elements and attack / defence / movement bonuses.

Throughout the game you can tactically forge your path to victory. However if you take too long or choose the wrong path around the map, you give your opponents the chance to become empowered and so the balance of the game can quickly shift the other way.

The first player who combines four elements to create the Mythalix, claims the victory!

Game Mechanics:

  • Area Control
  • Deck Building
  • Dice Rolling

Game Specifications:

  • 2 – 4 Players
  • 60 – 90 Minutes
  • Difficulty Weight 2.00

Mission: Red Planet

Mission: Red Planet

Mission: Red Planet

The year is 1888, and Steampunk technology has advanced at a prodigious rate! Probes have been sent to Mars, and soon astronauts will be manning rockets in order to mine the planet for newly discovered resources. The first is a brand new element, Celerium, that could prove to be a combustible energy source the likes man has never seen. The second is Sylvanite, an incredibly dense material unlike anything found on earth. In addition to these resources, glaciers have been discovered on the planet. Whoever controls these icy masses could work to create a livable atmosphere on Mars

In Mission: Red Planet, players work as mining companies compete to send astronauts to Mars in order to colonize and mine for recently discovered materials. Over the course of 10 rounds, players play one of their special agents every round to help fill the rockets heading to Mars with their own astronauts while simultaneously working to prevent their opponents from doing the same. Once landed, these astronauts must gather to control specific regions of the planet, each yielding one of the three resources: Celerium, Sylvanite, or Ice. After rounds 5 and 8, players gain score tokens for every region where they control the majority of the astronauts. At the end of the game, players score one final time, adding any bonuses received from Discovery Cards and Bonus Cards. The player with the most score tokens at the end controls Mars, and all the riches it can bring!

Game Mechanics:

  • Area Control
  • Area Movement
  • Hand Management
  • Take That

Game Specifications:

  • 2 – 6 Players
  • 45 – 90 Minutes
  • Difficulty Weight 2.20

Mille Fiori

Mille Fiori

Mille Fiori

In Reiner Knizia’s Mille Fiori (millefiori is a glasswork technique for decorative patterns, the name means Thousand Flowers), you take the role of glass manufacturers and traders who want to profit as much as they can from their role in the production of fine glass art.

The game board features different aspects of the glass production cycle: workshops where the glass is created, houses where it’s installed, people who support your work, trade shops where it’s sold, and the harbor where ships take the glass to faraway locations. You want to be present in all of these areas, preferably at just the right time to maximize your earnings. The gameboard features 109 spaces, with one card in the deck for each of those spaces.

At the start of a round, each player receives a hand of five cards. Each player chooses a card from hand, then passes the remaining cards to the next player, then each player plays their card in turn, beginning with the round’s start player and typically placing a diamond-shaped token of their color in the location depicted on that card:

  • In the Workshops, you score 1 point for each of your tokens in a connected group with the newly placed token, doubling that score if you played on a pigment field.
  • In the Residences, you score the listed number of points, and if your token is preceded in the line by one or more tokens of your color, you score those previously played tokens again.
  • In the Townspeople area, you score 1, 3 or 6 points based on the height of your token in the pyramids, but you can only place at higher levels if the lower spaces are filled. Double your points if the card symbol matches the space your filled. Supporting tokens score again as higher tokens are placed.
  • In the Trade shops, four types of goods are present, and when you place a token, each token on that goods type scores for its owner points equal to the number of goods of that type now covered.
  • In the Harbor, you move your ship equal to the number on the played card, scoring points based on the space where you land, then place a token in one of the five rows. When that row is filled with three ships, each token in that row scores for its owner 1/3/6/10 points depending on the number of trade goods in that row.

Alternatively, you can play a card for ship movement points and not place a token on the game board.

Each player plays four cards in a round (in a 3 or 4 player game), then adds the last card in hand to those displayed beside the game board, then the start player marker rotates and you begin a new round.

For each of the five areas, you can meet a certain condition that allows you to play a bonus card from those beside the game board, e.g., in the Workshops when you place the third card that surrounds a bonus card symbol, or in the Trade shops when you score a goods type that gives someone else more points than you. When you play a bonus card, you might trigger another bonus card… and then another!

Additionally, there are five different ways to score substantial bonus points for the areas, e.g., in the Residences you need to place tokens on houses of four different values, and in the Townspeople area you need to place tokens on all three types in a pyramid. You can only score each area’s bonus once, and importantly each time a bonus is claimed then the value available for later players is reduced.

When someone has placed their final diamond token or when you can’t deal a new hand of five cards to each player, then the game ends and the player with the most successful glass dynasty (most points) is declared the winner.

Game Mechanics:

  • Area Control
  • Closed Drafting
  • Pattern Building

Game Specifications:

  • 2 – 4 Players
  • 60 – 90 Minutes
  • Difficulty Weight 2.19

Mercado de Lisboa

Mercado de Lisboa

Mercado de Lisboa

Modern day markets offers to their visitors various kind of stands, restaurants, and services.

In Mercado de Lisboa, players buy stands in the market, open new businesses that influence those stands, and bring customers to them.

Mercado de Lisboa is a thinky filler title, a tile-placement game based upon the Lisboa city-building system in which players pay money to own stands in the market, open restaurants next to them to improve their profit and bring in customers that earn money for players with matching stands. Mercado de Lisboa is a fast-paced game, very straightforward and easy to learn rules with deep tactical choices.

Game Mechanics:

  • Abstract Strategy
  • Area Control
  • Economic
  • Open Drafting
  • Tile Placement
  • Worker Placement

Game Specifications:

  • 1 – 4 Players
  • 30 – 45 Minutes
  • Difficulty Weight 2.07

Memoir ’44

Memoir '44

Memoir '44

Memoir ’44 is a historical boardgame where players face-off in stylized battles of some of the most famous historic battles of World War II including Omaha Beach, Pegasus Bridge, Operation Cobra and the Ardennes.

Memoir ’44 includes over 15 different battle scenarios and features a double-sided hex game board for both beach landings and countryside combat. Each scenario mimics the historical terrain, troop placements and objectives of each army. Commanders deploy troops through Command and Tactic cards, applying the unique skills of his units — infantry, paratrooper, tank, artillery, and even resistance fighters — to their greatest strength.

Game Mechanics:

  • Action Points
  • Area Control
  • Campaign
  • Dice Rolling
  • Grid Movement
  • Hand Management
  • Team Based
  • Wargame

Game Specifications:

  • 2 – 8 Players
  • 30 – 60 Minutes
  • Difficulty Weight 2.27

Make Make

Make Make

Make Make

In the strategy game Make Make, each person represents the chief of one of the clans that inhabit Rapa Nui. Each clan seeks control of the island’s territories, which will allow them to perform the ceremonial rites dedicated to the god Make Make, who will then make the chief of the clan the new Ariki of the island that will govern and give prosperity to the Rapanui people.

Each player starts the game with one chief token, five Tangata Manu tokens, and eleven dominance tokens. Twelve Moai tokens are placed to the side, and the Make Make figure is placed in the center of the game board, which has a trapezoidal-shaped hex grid on it, with the intersection of any three hexes (called “territories”) being marked as a ceremonial ground. The six territories surrounding Make Make are “sacred territories”.

A turn consists of a dominance phase, then a ceremonial phase. In the dominance phase, each player takes one of three actions:

  • Take control of a neutral territory by placing one or more of your dominance tokens on this hex, whether with or without your chief; a chief is worth three dominance tokens.
  • Take control of a territory owned by another player by placing more dominance tokens in this hex than they have; the other player returns all of their tokens to their reserve.
  • Withdraw from a territory by returning all but one dominance token to your reserve.

If you ever control at least three sacred territories and more sacred territories than each other player, then you gain control of Make Make (possibly from another player), placing the figure in front of you. No player can place tokens in the central space, even after Make Make has been claimed.

During the ceremonial phase, if you control a territory and control all of its surrounding territories and have your chief token and at least Tangata Manu on these territories, then you return tokens on this surrounded territory to your reserve and place a Moai on this territory instead. A territory with a Moai on it is considered to be controlled by all clans, and a Moai cannot be removed from the game board.

Next in the ceremonial phase, if you have control of three territories surrounding a ceremonial ground, you place one of your Tangata Manu tokens on this ceremonial ground. If you lose control of one of these territories, remove the Tangata Manu from the board and return it to your reserve.

If you have all five of your Tangata Manu tokens on the board and you have the Make Make token in front of you, you win instantly.

Game Mechanics:

  • Abstract Strategy
  • Area Control

Game Specifications:

  • 3 – 4 Players
  • ~30 Minutes
  • Difficulty Weight 2.00

Lords of Vegas

Lords of Vegas

Lords of Vegas

You and your opponents represent powerful developers in a burgeoning Nevada city. You will earn money and prestige by building the biggest and most profitable casinos on “The Strip,” the town’s backbone of dust and sin. You start with nothing but parking lots and dreams, but from there you build, sprawl, reorganize and gamble your way to victory. Score the most points investing in the most profitable development companies and putting the best bosses in control of the richest casinos. Put your dollars on the line . . . it’s time to roll!

The game board is broken into 6 different areas, each consisting of a number of empty ‘lots’. Players build lots by paying money and placing a die of the value matching the one shown on the lot’s space onto the lot, along with a casino tile of one of 7 colors. Adjoining lots of the same color are considered a single casino. The casino’s boss is the player whose die value is higher than any other in the casino. On each players turn, players turn over a new card representing a new lot they get. The card also is one of the casino colors. Any built casinos of the matching color will score both money and points. Money is earned for each lot in the casino, where each lot may be owned by a different player. Points go only to the casino’s owner. Players can expand their casinos; try to take over casinos owned by other players; make deals to trade lots, casinos and money; or gamble in opponents’ casinos to make more money. Ultimately, though, only points matter, and that means making yourself boss of the biggest casinos.

Game Mechanics:

  • Area Control
  • City Building
  • Dice Rolling
  • Economic
  • Tile Placement
  • Trading

Game Specifications:

  • 2 – 4 Players
  • 60 – 90 Minutes
  • Difficulty Weight 2.34

Lords of Vaala

Lords of Vaala

Lords of Vaala

A game of power based in the universe of Dragonbond.

Raid as a dragon or raise armies as a general, destroy your enemies, and cast mighty spells, all to collect power. The player who collects 10 Power tokens, wins.

During the game, a general and a dragon entering to the same region peacefully, have a chance of becoming Dragonbonded to unlock a unique ability that interacts with each other, and playing as a team for the rest of the game.

In the planning phase players secretly play action cards in a face-down pile to program their actions across the board until one player passes; in the resolution phase, actions are resolved in order. Through these actions, players move to different regions, attack, collect power or cast spells by spending the Power collected.

Combat has a wargame feel into it due to the dice-based resolution with critical hits, counterattacks and retreats. If Power is scarce on the board, you can steal a Power token from another player entering into combat and dealing more hits than they can take.

Dragons and generals play entirely different in strategy and actions. Generals raise armies and customize them in different regions around the board to control them and harvest Power. Dragons can gain Power by devouring units, they also have a health track and must rest and recover if they get wounded too much. All characters in the game have a unique Vaala deck of spells.

In a world without gods, only you may claim your destiny.

Game Mechanics:

  • Area Control
  • Cooperative
  • Dice Rolling
  • Hand Management
  • Programmed Movement

Game Specifications:

  • 1 – 4 Players
  • 60 – 120 Minutes
  • Difficulty Weight 2.33