This article may contain affiliate links. If you make a purchase through these links, we may earn a small commission at no extra cost to you. This helps us keep creating free content.

Area Control Board Games: A Complete Guide to the Genre
What Area Control Actually Means
Area control games score points for physically holding territory on the board, not for the biggest pile of resources or the longest combo of cards. That single design choice changes everything about how the games play: board position matters more than hand management, and conflict is built into the rules rather than optional. Risk (Hasbro, originally published 1959, designer Albert Lamorisse) is the game most people know first, but modern area control design has moved well past dice-based attacks into systems with far less luck and far more planning.
El Grande (Hans im GlΓΌck, 1995, designers Wolfgang Kramer and Richard Ulrich, Spiel des Jahres winner that year, 3 to 5 players, 90 to 120 minutes) is widely cited by designers as the game that defined modern area control mechanics, introducing simultaneous secret bidding for turn order that determines how many "caballero" pieces each player can place on the board each round.
Asymmetric Factions Changed the Genre
Root (Leder Games, designer Cole Wehrle, 2018, 2 to 4 players, 60 to 90 minutes) is the most influential recent entry, giving each player a completely different rulebook and win condition. The Marquise de Cat plays an economic engine-builder racing to place buildings, the Eyrie Dynasties plays a rigid turn-order system that punishes broken promises with an internal rebellion, and the Woodland Alliance plays a guerrilla insurgency that scores through sympathy tokens rather than direct territory. All three factions occupy the same board and fight for the same 12 clearings, but the actual gameplay each faction experiences is closer to three different games sharing one map.

Scythe (Stonemaier Games, designer Jamey Stegmaier, 2016, 1 to 5 players, 90 to 115 minutes) takes a gentler approach to asymmetry. Each of its factions has a unique starting position and power, but combat is optional and often avoidable entirely, which is part of why it has sold well over 1 million copies and remains one of BoardGameGeek's highest-rated area control games for groups that want the genre's territorial tension without constant direct conflict.
| Game | Publisher / Year | Conflict Level |
|---|---|---|
| El Grande | Hans im GlΓΌck, 1995 | Indirect, no elimination |
| Small World | Days of Wonder, 2009 | Direct, light |
| Scythe | Stonemaier, 2016 | Optional, avoidable |
| Root | Leder Games, 2018 | Direct, faction-dependent |
A Lighter On-Ramp Before the Heavy Hitters
Small World (Days of Wonder, designer Philippe Keyaerts, 2009, 2 to 5 players, 40 to 80 minutes) is the most commonly recommended starting point for the genre. Each player controls a fantasy race, from 14 possible race and special power combinations in the base game, that eventually runs out of room to expand, forcing a decision to send it "into decline" and start a fresh race on the same board. That built-in reset means a bad early game rarely dooms a player for the full session, which is not true of El Grande or Root, where an early setback compounds.
Blokus (Sekkoia, designer Bernard Tavitian, 2000, 2 to 4 players, 20 to 30 minutes) strips area control down to pure abstract geometry: colored pieces must touch corner to corner but never edge to edge, and the game ends when no player can legally place another piece. At under 30 minutes with almost no rules text, it is often the fastest way to introduce the core tension of area control, running out of room, to a group that has never tried the genre.

Reading the Board Before You Commit
Area control games punish a slow first read of the board more than most genres, since territory taken by another player early is often territory you cannot recover later in the game. Spend the first two or three turns of a new game scouting rather than committing hard to one region, and watch which opponent is expanding fastest rather than only tracking your own position. In a 4 player game of Root, for example, the Marquise de Cat typically builds an early lead that the other three factions have to actively coordinate against by turn 4 or 5, or the game is effectively decided before the halfway point.
Expansions That Add New Factions
Root's expansion ecosystem is unusually large for the genre. The Underworld Expansion (2019) adds two more factions, the Lizard Cult and the Riverfolk Company, and the Marauder Expansion (2019) adds the Lord of the Hundreds and the Corvid Conspiracy, bringing the total playable factions to 9 across the base game and both expansions. Each new faction changes the board's power balance, so groups that add expansions gradually rather than all at once tend to have an easier time keeping games balanced while everyone learns the new rules.
Scythe's expansion path runs differently. Invaders from Afar (2016) adds two more factions and a fifth and sixth player slot, while The Wind Gambit (2017) adds airship miniatures that change how territory can be contested from above. Unlike Root, Scythe's expansions are widely considered to improve rather than complicate the base game, since they mostly add options rather than new rules systems to learn from scratch.
Time Investment Compared Across the Genre
| Game | First Play Time | Experienced Play Time |
|---|---|---|
| Blokus | 30 min | 20 min |
| Small World | 80 min | 45 min |
| Scythe | 150 min | 90 min |
| Root | 150 min | 75 min |
The gap between a first play and an experienced play is largest in Root and Scythe precisely because their asymmetric factions each require separately learning a different rule set, while Blokus, with identical rules for every player, barely shrinks at all between a first and tenth game.

Elimination Versus No-Elimination Design
Older area control games, including the original 1959 edition of Risk, allowed a player to be fully eliminated partway through a multi-hour game, which meant one player could be sitting out and watching for the remaining hour or more. Modern designs have largely moved away from this. El Grande, Small World, Scythe, and Root all guarantee every player stays active until the final scoring, even a losing faction in Root keeps taking turns and can still influence who wins by choosing which rival to weaken. That design shift, driven partly by player feedback that elimination ruins a game night for whoever loses early, is one of the clearest ways the genre has evolved since Risk defined the category in the mid 20th century.
Designers Who Shaped the Modern Genre
Wolfgang Kramer, co-designer of El Grande, has more Spiel des Jahres related recognition than almost any other designer, with credits stretching from the 1980s through the 2000s across multiple genres beyond area control. Cole Wehrle, Root's designer, has spoken about drawing inspiration from historical guerrilla warfare and counterinsurgency literature when building the Woodland Alliance faction's sympathy-token mechanic, aiming for asymmetry that reflects real tactical differences between a standing army and an insurgent movement rather than asymmetry for its own sake. That research-driven approach to faction design is part of why Root is frequently cited in board game design discussions as a benchmark for asymmetric area control, well beyond its immediate commercial success since release in 2018.
Published by the Board Game Serial editorial team. Published May 10, 2026. Updated September 12, 2026.
Editorial responsibility: see Imprint.
Spotted an error or have something to add? corrections@boardgameserial.com
You might also like
Board Games With Variable Player Powers: Best Picks
Variable player powers give each person at the table a unique ability, strategy, and identity. Here are the best games that use this mechanic to create unforgettable asymmetric experiences.
Bag Building Games: The Mechanic You're Sleeping On
Deck building gets all the attention, but bag building offers the same satisfying engine construction with a tactile twist. Here's why you should be paying attention to this mechanic.
Engine Building in Board Games: Why It Feels So Satisfying
Engine building is one of the most rewarding mechanics in modern board games. Here is what makes it tick and which games do it best.
Explore more
All articles on Board Game Serial β
Roll the Dice on Great Content
New reviews, hidden gems, and game night ideas β every Tuesday.
π Free bonus: The Essential Starter Collection (PDF)