{"schemaVersion":1,"record":{"key":"mechanic/tabletop-systems--t180","type":"mechanic","id":"tabletop-systems--t180","lang":"en","title":"Area control, majorities and enclosure","summary":"Influence is compared by presence, connectivity or enclosure, linking placement to the timing of a future scoring check.","updatedAt":"2026-10-22","status":"active","url":"https://gamemechanics.pro/en/knowledge/mechanic/tabletop-systems--t180/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/tabletop-systems--t180.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/tabletop-systems--t180.md","aliases":["Areas, majority and enclosure"],"tags":["Cards, dice and tabletop mechanics","Mechanics and variants"],"sourceIds":["source-eceba0e40b661634","source-1701f69d697ae522","source-ce84c62b65d7ae81"],"sources":[{"id":"source-eceba0e40b661634","title":"PuzzleScript: Rules","url":"https://www.puzzlescript.net/Documentation/rules.html","verifiedAt":null},{"id":"source-1701f69d697ae522","title":"Wizards of the Coast: Magic rules","url":"https://magic.wizards.com/en/rules","verifiedAt":null},{"id":"source-ce84c62b65d7ae81","title":"Tabletop Simulator","url":"https://store.steampowered.com/app/286160/","verifiedAt":null}],"sections":[{"id":"principle","title":"How it works","body":"Influence is compared by presence, connectivity or enclosure, linking placement to the timing of a future scoring check."},{"id":"variants","title":"Variants","body":"### Mechanic variants\n\n<a id=\"t180-variants\"></a>\n\n- Majorities earn rewards when scoring occurs. <a id=\"t180-v1\"></a>\n- Enclosure changes an isolated region's owner. <a id=\"t180-v2\"></a>\n- Connectivity supports an adjacent territory. <a id=\"t180-v3\"></a>\n- Ties preserve disputes or split a reward. <a id=\"t180-v4\"></a>"},{"id":"example","title":"Design example","body":"One token connects two weak areas and creates a majority before the round ends.\n\nPrototype check: Test ties and broken connections immediately before scoring so the evaluation moment is visible."},{"id":"context","title":"Context and limits","body":"Tabletop mechanisms allocate limited actions and hidden information through cards, dice, positions and commitments. Each overview separates player actions, state changes and alternative rules. Examples are hypothetical design scenarios, not claims about a named game. A prototype check states an observable question for the next iteration. Existing detailed references remain separately linked from the direction map."}],"relations":[],"placements":[{"catalogId":"tabletop-systems","id":"t180","title":"Cards, dice and tabletop mechanics","url":"https://gamemechanics.pro/en/mechanics/tabletop-systems/#t180","categoryIds":["mechanics"]}],"supersededBy":[],"attributes":{"preview":{"updatedAt":"2026-10-22","title":"Areas, majority and enclosure","description":"Influence is compared by presence, connectivity or enclosure, linking placement to the timing of a future scoring check.","image":{"src":"images/mechanics/general-tabletop-simulator-10.webp","width":1440,"height":810,"game":"Tabletop Simulator","sourceUrl":"https://store.steampowered.com/app/286160/","originalUrl":"https://shared.akamai.steamstatic.com/store_item_assets/steam/apps/286160/ss_0e791b5b0c78e6712f8566c13558a1d21b6d4727.1920x1080.jpg?t=1772387518","credit":"Berserk Games / Berserk Games","rights":"Game imagery © its respective rights holders. Publisher-distributed screenshot from Steam; all rights reserved. Excluded from MIT and CC BY 4.0.","caption":"Go stones form groups and boundaries on a shared board","alt":"Go stones form groups and boundaries on a shared board","markers":[{"x":49,"y":52,"label":"Stone adjacency changes connections between groups"}]},"tips":["Explain when and how control is scored, including contested boundaries."],"examples":[{"title":"Tabletop Simulator","url":"https://store.steampowered.com/app/286160/"}]}},"endsAt":null,"provenance":"Original bilingual editorial overviews authored for gamemechanics.pro on 2026-10-20 and reviewed on 2026-10-21. Scenarios are hypothetical design examples; prototype checks describe work to perform, not completed playtests. Primary sources support the stated techniques and implementation context, not every proposed variant.","license":"CC-BY-4.0","codeLicense":"MIT","attribution":"gamemechanics.pro contributors","catalogKey":"catalog/tabletop-systems"}}