• Absolute Control - One player has Absolute Control of an area.

    • Controlled territories typically only contain one player’s units, and other players are barred from co-existing in that territory
    • It’s important to know who controls the space, because the space occupied provides benefits, gives access to certain abilities, or produces resources.
    • Many games allow players to control a territory even though they have evacuated the units within it.
    • Consider how areas change control.
  • Area Majority / Influence - Multiple players may occupy a space and gain benefits based on their proportional presence in the space.

    • While some games allow fluidity to the states of control a territory may exhibit, other games have moments where control must crystallize and resolve in some way
  • Troop Types - To compete for or establish control requires troops, inhabitants, influence, presence, or some similar metaphor for being in a place

    • In the context of area majority games, the simplest distinction between unit types is their power
    • In the context of absolute control, some differences in troop types are tied to the uncertainty engine that resolves combat
  • Territories and Regions - Maps can exhibit hierarchical relationships among their constituent spaces such that a territory might exist in a region and various attributes and parameters may be tied to the control of these areas.

    • Regional effects provide opportunities to bring a setting to life by providing narrative and mechanical events that differentiate the Territories from one another.
  • Area Parameters - Parameters are assigned to regions that impact why players might wish to control them and how they need to allocate resources to do so.

    • The most common Area Parameters are the rewards gained for controlling areas.
    • Can also include terrain and advantages or disadvantages for attacking and defending
    • Another Area Parameter is unit limits per region.
  • Force Projection - Force Projection is the impact of the movement, attack, and other abilities of units on the decision-making of your opponent.

  • Zone Control - Spaces adjacent to a unit impact the ability of opposing units to move or attack.

    • It allows the designer to reduce the unit density and to still allow players to form lines with gaps that enemies cannot simply move through without consequence.
    • ZOC can also be created more organically by allowing units to take opportunity attacks against units that move adjacent to them or past them or that begin a move next to them but move away.
  • Line of Sight - Units may only see certain areas.

    • Line of Sight is a type of Force Projection in that it controls which areas of the board a unit may impact.
    • The simplest mechanism is to have a range and trace the shortest path of spaces to the target. Occlusions may block line of sight.
    • Increased accuracy in LOS comes at the cost of fiddliness in terms of moving pieces.
    • LOS may also need to account for changes in elevation.
    • LOS usually interferes with force projection, so blocking LOS is a tool in the designer’s toolkit for modifying the way in which certain units shape the battlefield and the options players have for navigating it.

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