Warbucks is currently up on a Kickstarter, but the print-and-play version is free. The author describes it as a deckbuilding game like Dominion, but with territory control:
The deckbuilding component is more action-focused than engine-focused, but I’m not ashamed to say that I borrowed a fair bit from Dominion, and learned a lot about card interaction, pricing, and design from reading dominionstrategy.com and playing lots of Dominion when Isotropic was still running Dominion games.
The base of the game is a territory control game, but without the dice rolling that you have in Risk. If 4 armies attack 3, 1 survives. That’s a fun half of a game (surprisingly), but what makes it interesting and provides a random element are the cards. Basic troops can move and attack, and that’s it. More interesting behaviors like jumping over enemy lines, moving farther, and hitting harder as well as responses that you can play on defense are in the cards.
There’s also a strong diplomacy/negotiation component to the game — it helps to convince people that you’re not a threat so they go after the other players, and there is bribery built right into the game to provide one more method of inducing cooperation from your (temporary) allies.
Your army holds territory, territory produces money (WarBucks), and you spend money on more troops and tech for your troops in the form of cards.