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Set collection to board

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stepir
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Joined: 12/02/2014

Hi, I'm working on a set collection mechanics and I'm looking for some inspirations to find a way to apply it to a board.
I mean, a player collects a set of cards, to then use it to place something on a board.
Of course, ripping Ticket to Ride off would be perfect, but no can do. :)
But the set-collection-to-route-connection and the-longer-route-the-more-points would fit so darn well...

Anyways, can you tell what other games use set collection to build something on a board?
Do you have any advices to give me?

Thank you!

let-off studios
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Settlers of Catan

But here's a list of games via BGG that utilize set collection in some manner. The URL for the specific search is too long, but if you go to this link, select "Filter on Board Game Mechanic" and check the "+" box for "Set Collection." That's a good place to start.

http://boardgamegeek.com/advsearch/boardgame

JohnMichaelThomas
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Joined: 05/30/2015
What's the context?

In other words, what's the board supposed to have on it or what's it supposed to represent? Do you have a theme or any other mechanics already decided on? Why are you looking for a set collection mechanic with a board?

The more information you can give, the easier it is to offer suggestions.

stepir
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Joined: 12/02/2014
Thank you both for the

Thank you both for the answer.
The main problem for me here is the theme, I have none in mind, other than routes-related things that I'd prefer to avoid. I would like to find a way to use some set collection mechanics that I have in mind in a way that could step the game up from a simple card game.
More that Catan, it would be something more similar to Tiket to Ride and such: same color sets, and the bigger the set the better.
However, I'm just asking for some suggestions to similar games I may not know of, to widen my knowledge and to see how different designers have developed these basic ideas.
Thank you again!

radioactivemouse
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stepir wrote:Thank you both

stepir wrote:
Thank you both for the answer.
The main problem for me here is the theme, I have none in mind, other than routes-related things that I'd prefer to avoid. I would like to find a way to use some set collection mechanics that I have in mind in a way that could step the game up from a simple card game.
More that Catan, it would be something more similar to Tiket to Ride and such: same color sets, and the bigger the set the better.
However, I'm just asking for some suggestions to similar games I may not know of, to widen my knowledge and to see how different designers have developed these basic ideas.
Thank you again!

What about Forbidden Island/Desert?

stepir
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Joined: 12/02/2014
radioactivemouse wrote: What

radioactivemouse wrote:

What about Forbidden Island/Desert?

I'm trying to think how it could tie with a card set collection, but for the moment I can't figure it out. Thank you for your suggestion, I'll keep it in mind anyway.

Zag24
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Joined: 03/02/2014
I'm not sure if this is what

I'm not sure if this is what radioactivemouse was getting at or not, but the comment made me think of this:

The players are searching for some hidden, ancient pirate treasure on an island. The sets that you collect are tools, keys, devices that open secret passages. There are also traps that capture other players, or weapons to use against them, so you could use the Dr. René Belloq approach to getting the treasure.

There might be several smaller treasures, but one primary one that is significantly more valuable. Once that special treasure is found, taking it triggers the volcano, so now everyone has to make their escape from the island. Your way might be blocked by lava if you haven't built the set of the asbestos boots, or constructed a fire extinguisher that can cool off a section long enough to cross it. &c.

Then there are additional sets to make a boat or a plane for a getaway. Only those players who actually escape have any chance to win, and they count up their treasures. If someone managed to escape with the big prize, he's likely to win unless someone else has a lot of the smaller treasures. But that was the hardest one to get and keep, with all the other treasure hunters gunning for you.

stepir
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Joined: 12/02/2014
It seems to be a nice idea

It seems to be a nice idea for a game, but I can't use it on the one I have in mind.
Thanks anyway.

Arthur Wohlwill
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Joined: 05/30/2015
Re: Set Collection to board

Trains does this, more or less which I why like it better than most deck builders. I imagine there are other deck builders like this, but none are coming to mind right now.

questccg
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Joined: 04/16/2011
Common with the OP

Arthur Wohlwill wrote:
...I imagine there are other deck builders like this, but none are coming to mind right now.

My current Work-In-Progress (WIP) is called "Tradewars - Homeworld" and it is a "Deck Building Game" (DBG). I am also using "Set Collection" in the game in two (2) different ways:

  1. Configuring a starship that you can use to defend your Homeworld and attack other starships/Homeworlds. Requires three (3) cards: a Starship, a Crew and a Weapon
  2. Configuring a tradeship that allows you to conduct mission and establish multi-turn trade routes to earn bonus points.

Publisher's have said the "configuration" mechanic (which is Set Collection) is very "CLEVER". Although some people may doubt the game because it's not a typical deck builder. Let me explain:

  • In your typical DBG when you buy cards from the piles, it means your deck is "leaning" towards ONE (1) strategy offered by the game.
  • In my game that is not true. Instead the opposite is true: you want to have a good blend of cards (perhaps even evenly) to maximize your odds of being able to configure a starship (for example)

So having a adequate MIX of cards is more important to achieve a better balance in my game.

How does any of this relate?

Well I am using Set Collection as ONE (1) of the mechanics in the game. Some of the other mechanics are Deck-Building, Player Roles and Dice Rolling.

So I feel it's relevant that another example of Set Collection is used within my WIP...

Cheers!

Luc Byard
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Joined: 07/03/2015
Getting cards.

Instead of just having a bank from which cards are taken, like in Ticket and Alhambra, why not tie in how many cards you can take, or the max value to a pawn's location on the board? You'd need to balance off differences with other aspects of the game though: You can take more cards if you're at a 'bank location' but deploy your assets more easily if you're at a 'factory' location, for example.

Just some thoughts on how you might differentiate your way of doing the same thing.

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