Tag: Area Control

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

Endless Winter

Endless Winter

Endless Winter

Designed by Stan Kordonskiy (Dice Hospital, Rurik, Lock Up), developed by Jonny Pac (Coloma, Sierra West, Lions of Lydia), solo mode by Drake Villareal (Solani, Spook Manor), and illustrated by The Mico (Raiders of the North Sea, Paladins of the West Kingdom, Valeria), Endless Winter: Paleoamericans takes place in North America, around 10,000 BCE. Players guide the development of their tribes across several generations—from nomadic hunter-gatherers to prosperous tribal societies. Over the course of the game, tribes migrate and settle new lands, establish cultural traditions, hunt paleolithic megafauna, and build everlasting megalithic structures.

Endless Winter is a euro-style game that combines worker placement and deck building in an innovative way. Each round, players send their tribe members to various action spaces, and pay for the actions by playing cards and spending resources. Tribe cards grant additional labor, while Culture cards provide a variety of unique effects. As an alternative, cards can be saved for an end-of-round Eclipse phase, where they are simultaneously revealed to determine the new player order, and trigger various bonus actions.

The game features a novel blend of interwoven systems and mechanisms, such as multi-use cards, area influence, tile placement, and set collection. Plus, there are many viable paths to victory. After four brisk rounds, scores are tallied, and the tribe with the most points wins!

Game Mechanics:

  • Area Control
  • Deck Building
  • Hand Management
  • Set Collection
  • Worker Placement

Game Specifications:

  • 1 – 4 Players
  • 60 – 120 Minutes
  • Difficulty Weight 3.22

Endeavor: Age of Sail

Endeavor: Age of Sail

Endeavor: Age of Sail

In Endeavor: Age of Sail, players strive to earn glory for their empires. Sailing out from Europe and the Mediterranean, players will establish shipping routes and occupy cities the world over. As they do so, players will leverage their growing industry, culture, finance, and Influence, building their engine and extending their reach into the far-flung regions of the world.

In this second edition, players will experience:

  • Double-sided board to accommodate different player counts
  • Variable starting set ups with new buildings
  • Exploits to enhance the mechanisms and story of the different regions
  • Updated visuals by the original artist and graphic designer, Josh Cappel

Game Mechanics:

  • Area Control
  • Open Drafting
  • Set Collection

Game Specifications:

  • 2 – 5 Players
  • 60 – 90 Minutes
  • Difficulty Weight 2.81

El Grande Big Box

El Grande Big Box

El Grande Big Box

In El Grande, players take on the roles of Grandes in medieval Spain. The king’s power is flagging, and these powerful lords are vying for control of the various regions. To that end, you draft caballeros (knights in the form of meeples) into your court and subsequently move them onto the board to help seize control of regions. After every third round, the regions are scored, and after the ninth round, the player with the most points is the winner.

In each of the nine rounds, you select one of your 13 power cards to determine turn order as well as the number of caballeros you get to move from the provinces (general supply) into your court (personal supply).

A turn then consists of selecting one of five action cards which allow variations to the rules and additional scoring opportunities in addition to determining how many caballeros to move from your court to one or more of the regions on the board (or into the castillo—a secretive tower). Normally, you may only place your caballeros into regions adjacent to the one containing the king’s pawn. The one hard and fast rule in El Grande is that nothing may move into or out of the king’s region. One of the five action cards that is always available each round allows you to move the king to a new region. The other four action cards vary from round to round.

The goal is to have a majority of caballeros in as many regions (and the castillo) as possible during a scoring round. Following the scoring of the castillo, you place any meeples you had stashed there into the region you had secretly indicated on your region dial. Each region is then scored individually according to a table printed in that region. Two-point bonuses are awarded for having sole majority in the region containing your Grande (large meeple) and in the region containing the king.

El Grande Big Box, the 20th anniversary edition of El Grande, includes all previously published expansions: Grand Inquisitor & ColoniesGrandissimoKing & IntrigantKing & Intrigant: Players’ Edition and King & Intrigant: Special Cards as well as something currently known only as the “Anniversary Extension”.

Game Mechanics:

  • Area Control
  • Area Movement
  • Auction/Bidding
  • Hand Management
  • Memory
  • Open Drafting

Game Specifications:

  • 2 – 5 Players
  • ~90 Minutes
  • Difficulty Weight 2.80

Dice Settlers

Dice Settlers

Dice Settlers

With a piece of land to call your own, a handful of resources, a few families and a head full of dreams you embark on a journey of a lifetime. Beyond lies the New World full of opportunities to make your dreams of a new home a reality. But beware, other settlers have come here as well, and although their beginnings are as humble as yours, each of them will want to influence these new lands as much as you. Will you become the most powerful?

Dice Settlers is a civilization dice game of pool building, resource gathering and area control. Each turn players reach into their bags of dice, roll and choose their own actions: from exploring new lands and building the board, through gathering resources and trading, to developing technologies which offer new abilities, each player chooses their own path to victory.

A changing board, a set of different technologies every time you play, and a vast array of available strategies await!

Game Mechanics:

  • Area Control
  • Deck Building
  • Dice Rolling
  • Set Collection
  • Tile Placement

Game Specifications:

  • 1 – 4 Players
  • 45 – 60 Minutes
  • Difficulty Weight 2.93

Cyclades

In this latest collaboration between Bruno Cathala and Ludovic Maublanc, players must buy the favor of the gods in their race to be the first player to build two cities in the Ancient Greek island group known as the Cyclades.

Victory requires respect for all the gods – players cannot afford to sacrifice to only one god, but must pay homage to each of five gods in turn. Each turn, the players bid for the favors of the gods, as only one player can have the favor of each god per turn – and each player is also limited to the favor of a single god per turn.

  • Ares allows the movement of player armies and the building of Fortresses.
  • Poseidon allows players to move their navies and build Ports.
  • Zeus allows his followers to hire priests and build temples.
  • Athena provides her worshipers with philosophers and universities.
  • Apollo increases the income of his worshipers.

Game Mechanics:

  • Area Control
  • Auction/Bidding
  • City Building
  • Civilization
  • Dice Rolling
  • Open Drafting
  • Set Collection

Game Specifications:

  • 2 – 5 Players
  • 60 – 90 Minutes
  • Difficulty Weight 2.82

Court of the Dead: Mourner’s Call

Everyone is already dead in the Underworld. It’s time to join the factions of Bone, Flesh and Spirit as they work to achieve the goal of the Underworld: to gather enough forces to take on the celestials of Heaven and Hell to end their ceaseless war. If the players work diplomatically in Court of the Dead: Mourners Call to maintain a balance, they can ensure the Underworld survives long enough for them to also complete their collective and hidden individual objectives. The player who best contributes to these goals will earn Death’s favor and a place among the elite of the Underworld.

You are a Mourner — an allegiant of Death — dedicated to realizing his noble ambition to end the celestial war and restore balance to the universe. However, Death’s purpose includes your own ulterior motives. You and your fellow Mourners must unite and rise, or fall together. But only one Mourner will achieve their particular vision of the Underworld united. Your task will not be easy. While the Underworld is united in its purpose, it is divided in its strategy to achieve that aim. There are three factions in the Land of the Dead: Bone, Flesh, Spirit. Each is a unique path to rise up against Heaven and Hell.

You will need to strategically manipulate your influence within these factions, their strongholds and guilds, and within the Court of the Dead if you wish to achieve your ends. But beware: The power within mortal souls — known as Etherea — is a perilous substance. Use it carelessly, and you risk invoking the Dreadsgrip – a destructive force within every Mourner that consumes all it touches, including its former master. Failing to satiate the celestials’ war need, or triggering the Dreadsgrip, has dire consequences for all Mourners. Are you strong enough to achieve your own ambitions and be the champion for the uniting force for which all Mourners Call?

Game Mechanics:

  • Area Control
  • Auction/Bidding
  • Dice Rolling
  • Hand Management
  • Open Drafting
  • Take That
  • Worker Placement

Game Specifications:

  • 2 – 5 Players
  • ~90 Minutes
  • Difficulty Weight 2.94

Council of Shadows

It’s the year 2200. We’re on the edge of the known universe, and a race for a seat on the mighty Council of Shadows is in full swing, with four civilizations vying for admission. Only those who provide more energy to the council each turn and outdo themselves will be successful.

In Council of Shadows, you take on the role of one of these four civilizations, secure the strongest actions, take control of important areas, and be the first to make three quantum leaps. This is how you win the race for planets and raw materials and become part of the Council of Shadows!

Game Mechanics:

  • Area Control

Game Specifications:

  • 1 – 4 Players
  • 60 – 90 Minutes
  • Difficulty Weight 3.14

Ahoy 🟡

Ahoy is a lightly asymmetrical game where two to four players take the roles of swashbucklers and soldiers seeking Fame on the high seas.

One player controls the Bluefin Squadron, a company of sharks and their toothy friends, who patrol these waters and keep order with shot and sword. Another player controls the Mollusk Union, an alliance of undersea creatures and their comrades-in-arms, who fight to reclaim their ancestral home. In games with more people, some players control Smugglers, maverick captains who run blockades to smuggle luxuries and essentials, delivering them to those with the most need—or the most coin. Explore the seas. As you play, you’ll make a unique map full of treasure troves, dangerous wreckage, and mighty sea currents, using deluxe double-layer region tiles.

Game Mechanics:

  • Area Control
  • Pick-Up and Deliver
  • Tile Placement
  • Worker Placement

Game Specifications:

  • 2 – 4 Players
  • 45 – 75 Minutes
  • Difficulty Weight 2.86

World’s Fair 1893

World’s Fair 1893

World’s Fair 1893

The World’s Fair of 1893 in Chicago was a spectacular international exhibition that showcased many great achievements in science, technology, culture, and entertainment. Acting as organizers of the fair, players work diligently to increase their influence throughout the fair and obtain the grand exhibits that will be put on display. The organizer who has earned the best reputation when the fair begins will emerge the victor.

On each turn of World’s Fair 1893, the active player sends a supporter to one of the five areas and gathers all of the cards in it. New cards are then added to some of the areas, and the next player takes a turn.

The five areas represent sections of exhibits, like Fine Arts and Electricity. Cards may represent exhibit proposals in one of those five areas, influential people who provide bonus supporters, or tickets for attractions and concessions along the Midway.

The game consists of three scoring rounds, each triggered when players collectively gather a certain number of Midway tickets. Players gain reputation points for leading in number of supporters in an area and for gathering the most tickets in each round. The leaders in an area also receive approval for exhibit proposals they have gathered that match the area. Players gain reputation points at the end of the game based on the breadth and diversity of their approved exhibits.

Game Mechanics:

  • Area Control
  • Open Drafting
  • Set Collection

Game Specifications:

  • 2 – 4 Players
  • 35 – 45 Minutes
  • Difficulty Weight 2.00

Wise Guys

Wise Guys

Wise Guys

Wise Guys is a quick-to-learn, cutthroat, area-control board game in which you play as one of four rival gangs seeking to strike it rich as “Rum Runners” on the rough streets of Chicago at the height of the roaring 20s.

Each turn, players wheel, deal, talk, and fight to control locations where they buy and sell alcohol, help politicians get elected, and get help in return or double-cross rival gangs. Negotiate, threaten, and ally with rival gangs when it serves your needs, but be wary of the inevitable knife in the back…

Over six rounds, players take turns driving to locations in the city represented by the grid of cards at the center of the board. Different locations provide access to materials, cash, or clout that the player’s gang members can “acquire” through trade, earning profit from property within their territory or by exploiting parts of the city under the control of a rival gang. All players must maintain a certain discretion as selling too much in one round will draw unwanted attention or else saturate the city in liquor — and your fellow mafioso won’t be too happy about lost profits.

The gang with the most cash at the end of the game wins.

Game Mechanics:

  • Action Points
  • Area Control
  • Dice Rolling
  • Negotiation
  • Trading
  • Worker Placement

Game Specifications:

  • 3 – 4 Players
  • ~90 Minutes
  • Difficulty Weight 2.00