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Popular Area Control Board Games (Mechanic)

These are the board games with the Area Control mechanic.
Root board game
Rank: 1
Trending: 24
Scythe board game
Rank: 3
Trending: 59
Terraforming Mars board game
Rank: 7
Trending: 41
Spirit Island board game
Rank: 8
Trending: 62
Concordia board game
Rank: 16
Trending: 103
King of Tokyo board game
Rank: 29
Trending: 224
Blood Rage board game
Rank: 37
Trending: 33
Small World board game
Rank: 38
Trending: 43
Five Tribes board game
Rank: 43
Trending: 286
Star Wars: Rebellion board game
Rank: 55
Trending: 204
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I ended up going with #Architects of the West Kingdom for a few reasons.

1. Official Solo Mode

2. It has a max player count of 5

3. While I know it's not the same I do already have an asymetric area control war game that I need to play more (#Root)

4. While I still want to add a true SciFi game to my collection, being an historian who has French ancestory and would like to look at French history a bit more the theme for Archtiects really speaks to me

5. I'm really excited about the virtue/corruption track

My only question for you two and before I play is how does the arrest action feel to you thematically?  I love the idea of that player interaction but it feels like... um why are you arresting my guys just for working in the forest.

You mean ways to classify what types of games they are? (ex area control, wargame, family, party, etc)

I think that it is the best area control game that can be played with children in less than an hour. For that reason, it stayed on our collections and sees action very often.

I have avoid military tactic area control type games such as #War of the Ring (Second Edition).  I had the game at one time and while I think it's a great game the genre does not suit my personality that much and it is extremely challenging to get to the table.  Honestly, the LotR theme was the only reason I was given that game as I would not have played it otherwise.

I don't tend to go after party games either unless I see one that I think our family will love for one reason or another.  

Haha, yep, tableau building is present in most of my top games, though I'm trying to expand my tastes! Area control is up there for me if you consider abstracts strategy games to be area control games, which I personally do.

I generally agree that most mechanics are quite easy to fit into a more broadly appealing game in isolation. It is generally when you have multiple integrated mechanics that the learning difficulty skyrockets, when you have to balance resource management, with bidding on cards, with an area control aspect that suddenly there is so much that has to be learnt and understood from playing simpler games that it creates a high barrier for entry.

That said, I can imagine something like the delayed worker placement in #Tzolk'in: The Mayan Calendar taking a long time before being successfully put into a mass market game. I think the fact that there is very little immediate gratification and it requires a tonne of long term planning that can be absolutely brutal if you mess it up might make it a hard sell. But who knows, I guess it isn't a huge jump from action planning/queue mechanics which I am sure feature in mass market games.

I think I do tend to avoid games that are too similar to a game I already own and enjoy, at least until I feel I have explored that game more fully. Was part of why I didn't get #Root  recently as I had not long gotten #Cry Havoc which seemed to hold a lot of similar mechanics (highly asymmetrical, area control, faction progression, VPs etc.) So would like to play a lot more of that before getting Root

I have been getting more into area control games recently. Have really enjoyed both #Cry Havoc and #Rising Sun.

I like a game such as #Clans of Caledonia where the area control is more significant than in #Scythe but less "in your face" than #Root.  That being said I like both those other games as well though I would not put the area control high on the list of qualities I like the most about the games.

The biggest area control game I have is #Dune. Area control is the main objective of the game. So that's one of my favorites.

Most abstract strategy games involve some kind of area control. #Santorini and #Hive Pocket are the ones in my collection, but of course classics like #Chess and #Go revolve around area control as well.

I generally enjoy abstract strategy, so I think that area control is actually a mechanism that I quite enjoy. I'm not sure what it is about it that I like - maybe it's just the feeling of strategizing and setting up your moves so that you can take the victory. I think I prefer area control more in the setting of a quick abstract strategy game than in a longer or more involved game, though again I'm not sure why.

I really really don't like coop games.  The one exception is playing coop as teams (like in #1775: Rebellion).  I like the tension of competing against another player.

I don't mind Card Drafting, but it's the one thing that makes me nervous about #Inis (a game that's been on and off my radar for years).  I do really like that it has Area Control though.

I also don't care for games that are basically multiplayer solitaire. 

What  said pretty much sums up my feelings. And plenty of games I own have some form of hidden scoring such as #Concordia and #Clans of Caledonia. My main gaming partner is my wife and since we like games that are medium weight (and typically take longer than an hour to play), it's not fun to play out a game for 30 min fully knowing that you'll never make a comeback. For example, Concordia has a pretty complex scoring system that depends on so many different things (different card types you purchase from the market, the number of each card type you purchased, the location of your houses on the map, etc.) that it's just way too difficult to predict who'll win. And Concordia makes players feel so smart throughout the game too whenever you pull off just the right move at the right time.

An example of a game that doesn't have much of a catch-up mechanism is #Root. Similar what you said about the "cold war" effect in area control games, Root is highly dependent on players to keep others in check. So it can be really tough if an inexperienced player (especially if that player has the faction that has a big map presence) has no idea what to do and the leader just keeps snowballing.

100% agree on Terraforming Mars and Scythe. I don't own the Scythe expansion, but have played it a few times with a larger gaming group and the ability to make a pretty smooth 8 player area control game is a huge win in my book.