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Set collection scoring values.

7 replies [Last post]
Inari7's picture
Joined: 12/29/2013

Hi everyone!
I am designing my first game, and it’s all about set collection. The trouble I am having is assigning value to my sets for scoring purposes.

I currently have eight sets of resources to collect.
Each set I would like to have a different value although each set has the same number of resources
I am currently thinking of having about 20 resources in each set.
I would like the player who has the most resources in a given set at the end of the game to score a certain number of points, the second player to score a lower value and so on.

Do you have any ideas on assigning value to my sets?

Thanks in advance!!

Corsaire's picture
Joined: 06/27/2013
Scoring is going to affect

Scoring is going to affect strategy and competition. What sort of game effect are you going for? Do you want to encourage balance, monopolies, cut-throat play, parallel play, etc.? How many of the resources are in play through to the end?

With that many cards, if all end up in player hands for scoring, then minutiae of scoring is going to be annoying with unique scores for every combo. In that scenario you could look at scoring plateaus (e.g. Score X points only when you have 4+, then score a new amount at 8+,...) which can enhance some micro-drama in the game.

knightshade's picture
Joined: 02/08/2013

Look at how games like Guilds of Cadwallon or even Arcana (cmon/ffg) did their scoring. In GoC, you gain territories and such but you add the like "guilds" coin value and then multiply the total by the # of cards in that "guild suit."
So coin value: 5+3+2+1+1=12 and 12x5 cards in that suit=60 points total.
Not the best games as examples...but how they did it. You have to balance the amount of cards in a suit as well as # of suits total because of the multiplier. Might help you out.

And to relate to my current project (sorry); I have sets of weapons but they work a little different. I have matching colors that gain a dice bonus when 4 of a kind. The colors represent levels of weapons. It makes it much easier for me so you can't cheat the game by having a dice bonus across the plethora of weapons and break the mechanics of items and cheat the game. I also have a stat modifier if you have too many of certain items that controls hoarders and makes items available to other players.

Having sets of anything sort of ups the difficulty in balancing the game IMHO. "Suits" work well.

Inari7's picture
Joined: 12/29/2013
Right now it's pretty much

Right now it's pretty much more "Suits" rather then "Sets"
I have 160 cards in 8 "suits" 20 cards per "suit"

I was thinking that the player with the most cards per suit would get say 10pts for scoring the second 9pts ect...

This way there is no "runaway-leader"

Maybe collecting a Full suit of 20 cards get a huge bonus of +10 pts.

I could also do it this way....
or with SO many "suits" only the player with the most in that suit scores points.

Maybe only one victory point awarded but there would be more chances for a tie at the end of the game.

Thanks for all the input so far.

Inari7's picture
Joined: 12/29/2013
My game effect would be a

My game effect would be a combination of "Cut-throat-play" and "Monopolies".

I like the scoring plateaus idea
Something like out of 20 cards
10 points for a monopoly, maybe 8 points for 15+ cards, 4 points for 10+cards, 2 points for 5+ cards.

But I want to encourage players to strive for monopolies so maybe just he 10,8,4 point plateaus.

Then there is that chance of a run-away-leader.

I want to strive for a game where it can be won by anyone until the end of the game.

Maybe have two scoring rounds one in the middle of the game where the scores are about half of what players could earn at the end of the game.

Tbone's picture
Joined: 02/18/2013
You could have some cards

You could have some cards with an "ability"

Play this card and force every player to discard two

Or something of that nature to spice the game up a bit.

knightshade's picture
Joined: 02/08/2013

Personally, from what I know; I would go for a point system for each card. Allows expandability as well...
Something like a 10 point card is harder to get or use/buy than a 1 point card. But has different values based on how many of the different "colors" one has. Like:
End game
-player 1 totals=
5 red worth $500
10 green worth $420
12 blue worth $680
14 yellow worth $590

(for example) most cards to least cards in a suit's values
Most: +$500
2nd: +$200
3rd: +$0
Least: +$100

Maybe have some sort of special event type card that changes the order and values. Maybe people play a "war"(old skool card game) sort of like texas hold'em in gameplay.?. But then again. I can only go by what I know.
But *then* You can have your plateau... because noone truely knows/remembers what the others' cards/properties/whateverare worth because the player stacks them maybe? Or something hidden in hand. Because 5 cards could be worth 5 "points" each while 8 cards at 3 each is worth less.
And 8 cards could even look way more valueable than 2 cards when the 2 cards could be "aces" and only the player knows...?

Inari7's picture
Joined: 12/29/2013
I decided to use a plateau

I decided to use a plateau mechanic. Each of my resources are numbered 1-20. With the lower numbers being more valuable. Scoring is accomplished with sequencial sets turned in with sets starting with lower numbers worth more points.
#1. X5
#2-3. X4
#4-6. X3
#7-10 x2
#11+ x1

These plateau multipliers are applied to the number turned in at the end of the game.
for example a set of 10 cards turned in with the starting resource of #3 so the player would score 40 points.

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