Tag: Area Control

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

Living Planet

Living Planet

Living Planet

In Living Planet, each player represents one major Galactic Corporation exploiting the distant planet MYC.14.250. Each one of them is eager to industrialize the planet and generate as much profit as possible before the planet self-destructs.

To do so, you’ll have to explore the planet to grow the map. You’ll manage your team to extract resources with factory buildings you’ve built, and trade resources at the stock market to make money. And above anything else, you’ll have to handle cataclysms generated by the planet. But cataclysms don’t happen randomly, players trigger them through their actions, using their card set. Confrontation between players will take place through the planet.

Players will alternately take the leader role for each turn. Each turn follows a specific game turn sequence. Every player will have some actions to accomplish at a turn, in the order the Leader chooses, resolving the sequence : Resources production – Action (Explore, Move, Construct, Trade…) – Cataclysms.

At the end of the game each player will earn victory points based on how much money they have and how many buildings and vehicles they control.

Game Mechanics:

  • Area Control
  • Economic
  • Grid Movement
  • Hand Management
  • Tile Placement
  • Worker Placement

Game Specifications:

  • 2 – 4 Players
  • 30 – 120 Minutes
  • Difficulty Weight 3.64

The Great Wall

The Great Wall

The Great Wall

The Great Wall is a new asymmetric worker/soldier placement game with engine building themes and a twist in form of a constantly attacking AI (Mongolian Horde) that requires players to sometimes cooperate in order to defeat it. This is a new major board game from Awaken Realms.

Players will control ancient clans in China trying to defend against invading Mongolian hordes and build a Great Wall. While every player will want to win (by earning VP = Honor) they also need to sometimes cooperate to defend against the hordes. Each clan will be asymmetric through its chosen Leader (resource production/starting resources/starting workers and units) and this asymmetry will increase as the game progresses (players will hire Advisors with unique skills, often creating unique engines).

In The Great Wall, the players take the role of Generals defending the Wall against the Mongol Horde. The game is played over a series of turns called Years, each divided into 4 parts called Seasons.

During Spring, new barbaric hordes invade the fields in front of the Great Wall and prepare to launch their assault. Summer is the time when generals prepare for the assault and mobilize their forces. During Fall, players take their turns, playing Command cards, resolving their effects and Activating Locations to gain various benefits. In Winter, the last layer of Defense is activated, then, the hordes try to assault the Walls.

During the course of the game, players will create their own unique engines based on their clan strength as well as interact with other players during all phases of the game, trying to get the most Honor points, which can be gained in a lot of different ways.

At the end of the game, the player with the most Honor wins.

Game Mechanics:

  • Area Control
  • Cooperative
  • Economic
  • Worker Placement

Game Specifications:

  • 1 – 4 Players
  • 120 – 180 Minutes
  • Difficulty Weight 3.85

Wonderlands War

Wonderlands War

Wonderlands War

The Looking Glass has shattered, madness is being drained from the inhabitants, and war has come to Wonderland. Alice, Mad Hatter, Red Queen, Jabberwock, and Cheshire Cat must gather all that they can while playing nice at the Hatter’s Tea Party before going to battle!

In Wonderland’s War, 2-5 players take the role as a faction leader who has been invited to the Hatter’s tea party. Drink tea and eat cake as you move around the table drafting cards to gather your forces, build your towers, upgrade your leader, and recruit Wonderlandians to your cause — but one must be careful as shards of the Looking Glass are spread throughout Wonderland. Once all the plates are empty, the Tea Party is over and war begins. Use the forces you gathered to battle your enemies in familiar locations, but make sure not to draw your Madness chips or your supporters will abandon your cause and you will be out of the fight. Can you muster enough strength to win the battle, or will you just try to complete Quests instead by meeting the right conditions such as gaining region bonuses and set collection throughout the game?

After all the battles have been fought, a truce is called and everyone meets back at the tea party to plot their moves for the next fight. After three rounds, the faction with the most points will be crowned as the new leader of Wonderland!

Game Mechanics:

  • Area Control
  • Deck Building
  • Dice Rolling
  • Open Drafting
  • Push Your Luck

Game Specifications:

  • 2 – 5 Players
  • 45 – 125 Minutes
  • Difficulty Weight 2.84

The Wolves

The Wolves

The Wolves

The Wolves is a pack-building strategy game for 2-5 players. It’s survival of the fittest as you compete to build the largest, most dominant pack by claiming territory, recruiting lone wolves, and hunting prey. But be careful not to expand too recklessly into terrain where your rivals thrive – they may lure members of your pack away.

A clever action-selection mechanism drives your choices. Each action requires you to flip terrain tiles matching the terrain where you wish to take your action. These double-sided tiles mean the actions you take this round will set up which terrain types you can act on in the next round. As you take actions to expand your pack’s control of each region, you also upgrade your pack’s attributes, allowing you to take more aggressive actions as the game goes on.

In three mid-game scoring phases, power is calculated in each region. At the end of the game, players tally points based on VP tokens earned in these scoring phases and the highest VP number revealed in each of the six tracks on your player board. The player with the most VP wins!

Game Mechanics:

  • Area Control
  • Grid Movement
  • Take That

Game Specifications:

  • 2 – 5 Players
  • ~75 Minutes
  • Difficulty Weight 2.80

Warpgate

Warpgate

Warpgate

Warpgate is a fast-paced game of hand management and area control. As a leader of a unique race of aliens, lead them towards triumph.

Move your fleets of star-ships on a hex-based modular game board, establish colonies and outposts and engage your enemies in battles for the control of prized commodities. Research new technologies and grow your galactic empire.

Game Mechanics:

  • Area Control
  • Campaign
  • Grid Movement
  • Hand Management

Game Specifications:

  • 1 – 6 Players
  • 60 – 90 Minutes
  • Difficulty Weight 2.93

Vindication

Vindication

Vindication

Vindication (formerly Epoch: The Awakening) is a highly strategic, fantasy-based tabletop journey for 2-5 players. Play time is 15-30 minutes per player.

Thrown overboard for a life of wretchedness, you wash ashore a hostile island ruins — completely alone with nothing except the breath in your lungs and an undaunted spirit.

Through your advanced resource management, area control tactics, and freeform action selection, you’ll add companions to your party, acquire bizarre relics, attain potent character traits, and defeat a host of unusual monsters in the ultimate goal of mastering heroic attributes — and regaining honor.

You may perform 3 actions on each turn in the order you feel is most advantageous that turn: activate a companion, travel to a new location, and interact with a map tile. Many actions require the the use of your influence to gain attributes in a one-of-a-kind heroic attribute alchemy system, which is leveraged to gain the game’s most powerful rewards. For example, you can meditate at a spire to gain inspiration. You can train at a fort to gain strength. But then you can combine your inspiration and strength to gain the courage (inspired strength) which allows you to perform a bounty hunt.

There are distinctive end-game triggers that can be affected through game play, over 72 unique card abilities that can be merged in unusual ways for potent combinations, and fresh tile placement each game for high replayability.

Game Mechanics:

  • Area Control
  • Dice Rolling

Game Specifications:

  • 2 – 5 Players
  • 45 – 150 Minutes
  • Difficulty Weight 3.06

Village

Village

Village

Life in the village is hard – but life here also allows the inhabitants to grow and prosper as they please. One villager might want to become a friar. Another might feel ambitious and strive for a career in public office. A third one might want to seek his luck in distant lands.

Each player will take the reins of a family and have them find fame and glory in many different ways. There is one thing you must not forget, however: Time will not stop for anyone and with time people will vanish. Those who will find themselves immortalized in the village chronicles will bring honor to their family and be one step closer to victory.

Village is a game full of tactical challenges. A smart and unique new action mechanism is responsible for keeping turns short and yet still tactically rich and full of difficult decisions. Also unique is the way this game deals with the delicate subject of death; as a natural and perpetual part of life in the village, thoughts of death will keep you focused on smart time-management.

Game Mechanics:

  • Area Control
  • Economic
  • Set Collection
  • Worker Placement

Game Specifications:

  • 2 – 4 Players
  • 60 – 90 Minutes
  • Difficulty Weight 3.07

Twilight Struggle: Red Sea

Twilight Struggle: Red Sea

Twilight Struggle: Red Sea

Part of GMT’s Lunchtime Series, Twilight Struggle: Red Sea – Conflict in the Horn of Africa is a two-player card driven game that builds on the award winning Twilight Struggle.

The year is 1974, and the Soviet Union and the United States have been locked in a life-or-death struggle across the globe. As so often happened during the Cold War, a relatively obscure region of the globe suddenly took center stage. Emperor Haile Selassie I of Ethiopia, a bedrock U.S. ally in Africa, had grown old and increasingly dictatorial. When he was overthrown in 1974, a Marxist coalition took the reins of power. This new revolutionary leadership initiated a chain of events that upset the regional balance of power and unleashed all the familiar elements of Cold War competition in the Horn of Africa.

With a more limited scope and much shorter playtime, Twilight Struggle: Red Sea is the perfect way to introduce new players to the Twilight Struggle system, while maintaining all the tension, decision making, and theme of the original classic. The cards from Twilight Struggle can be used in TS: Red Sea and vice versa.

Game Mechanics:

  • Area Control
  • Dice Rolling
  • Hand Management
  • Wargame

Game Specifications:

  • 1 – 2 Players
  • 35 – 75 Minutes
  • Difficulty Weight 2.95

Tungaru

Tungaru

Tungaru

In a time when early sea-faring Polynesians roamed the Pacific they came across the archipelago of Tungaru, today also known as Gilbert Islands. Rich in nutrients and resources they set about colonising these lands and spreading their culture.

Tungaru sets players as early Polynesians in this dice placement and resource conversion, medium-weight euro game. Players will jump from island to island in an effort to recruit Nomads as new tribe members, colonise land, spread their culture and exchange goods. Players use dice as workers, Leader cards which are blind revealed which are then given to your neighbour and custom shaped meeples specific to their tribe. All in an effort to be the most successful tribe!

Game Mechanics:

  • Area Control
  • Area Movement
  • Civilization
  • Dice Rolling
  • Worker Placement

Game Specifications:

  • 2 – 5 Players
  • 45 – 90 Minutes
  • Difficulty Weight 2.91

Time of Empires

Time of Empires

Time of Empires

In Time of Empires, take charge of a civilization and lead it through the ages from antiquity through the Middle Ages and the Industrial Revolution to modern times.

Each epoch spans a preparation phase, an action phase, and a scoring phase. Other players have accepted the same charge you have and will be grappling with life through the action phase simultaneously with you in real time. Your two 30-second sand timers will trigger your actions — expanding your territory, building wonders, and discovering new technologies — while a soundtrack keeps the tempo of history. You probably won’t be able to look everywhere at the same time, so try to ensure that you don’t overlook a potential attack because you’re too busy helping to complete a wonder!

Game Mechanics:

  • Area Control
  • Civilization
  • Worker Placement

Game Specifications:

  • 2 – 4 Players
  • 45 – 60 Minutes
  • Difficulty Weight 3.29