Table feel
Control has a high level of direct confrontation and strategic depth in confrontation. Players must frequently be aware of and react to each other's strategies and turns. However, there is minimal emphasis on cooperation in the game.
Players
2-4
Time
5-10
Age
14+
Weight
1.43
Rating
6.45
Teaching signal
High replayability
Highly interactive
Scales well
Deep strategy
More strategic control
Control has a high level of direct confrontation and strategic depth in confrontation. Players must frequently be aware of and react to each other's strategies and turns. However, there is minimal emphasis on cooperation in the game.
Control offers a high level of variability with its gameboard, multiple paths to victory, and variable setups. The presence of expansions adds new content and gameplay elements, enhancing replay value. The game provides deep strategic possibilities and allows players to improve their strategies over time. The player interaction score is moderate, and the game scales well with different numbers of players. While it may take some time to learn, the depth it offers makes it worth the investment. Overall, Control has a strong replayability score of 7.85.
Control has a moderate level of randomness impact, with random elements having a notable but not exclusive impact on the game outcome. However, players have substantial ability to mitigate randomness through strategic decisions and planning. The game outcome is primarily determined by player strategy and decisions, with luck playing a minor role.
Based on the classic game Cuttle, in Control, players are time travelers who have been caught in a rupture in spacetime and displaced outside time. You must use Fuel Cells (the cards) to refuel your time machine or stop other players from refueling theirs first. To escape the rupture, you must reach a Fuel Cell Charge of 21 or more on your Installed Fuel Cells at the end of your turn. Whoever does so first closes the rupture, leaving the other travelers lost outside time. During your turn, you choose to either draw a card, install a Fuel Cell in your area of play, burn a Fuel Cell to the discard pile, or defuse an opponent's Fuel Cell. The Fuel Cell Charge on cards ranges from 1–10 and different abilities on Fuel cells make for changing strategies and multiple lines of play.
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