• Set Valuation - the logic or underlying mathematical model by which designers assign values to sets of game elements. Set Valuation can be in terms of currency, resources, or victory points.

    • Sets do not increase their value in a linear fashion.
    • One valuation scheme: elements are worth nothing except when they are part of a completed set.
    • Another variation: singleton cards have some value of their own but more value when part of a complete set.
    • Consider termination — determine how big the sets can be.
    • It opens up some strategies during play
      • When sets have a maximum size and/or score, players are incentivized to diversify and collect multiple types of sets.
      • When sets are not limited, players are wiser to specialize.
      • Strategies are influenced by the valuation of each set, and the existence of orthogonal sets (sets that are independent of each other)
    • When sets can increase in size and value, a designer can use a variety of progressions to score increasingly larger sets
  • Tile Laying - Set-collection mechanisms with spatial elements

    • Has aspects of Area Majority.
    • Tile-Laying introduces ideas of adjacency and spatial relationships to sets, either as new requirements for set validity or as buffs and nerfs to the valuation of sets.
  • Grid Coverage - A family of mechanisms in which players cover a grid or fill a space using a variety of shapes.

    • Grid-Coverage games don’t always involve set-collection in any recognizable way
  • Network Building - a specialized kind of set collection in which the sets collected represent ties between nodes, often represented as routes between destinations.

    • Route-building games typically make routes permanent and allow those routes to be reused as part of other sets or to be subsumed entirely into a larger set.
    • Can be augmented with additional mechanics such as terrain or blocking other players.
    • Consider how the network is created
      • Point-to-Point - the map is a regular grid of dots or connections, and players may connect any two adjacent dots.
        • Such connections can either be owned by a player or usable by all.
        • They work well when there are a lot of possible connections per node.
      • Tile Placement - players place (typically) square or hexagonal tiles onto a grid to form connections.
        • Allows for more complex tiles, tiles that go under or over others, or branch off.
        • Allows for Upgrade systems where tiles are replaced for more complex or valuable tiles.
      • Existing Network - routes are already printed. Players need to claim, construct or activate them in some way.
        • Advantageous when stereotypical connections are always made.
    • Often these mechanism are the centerpiece of the design.
  • Combo Abilities - A collection of Abilities that are acquired separately and synergize together.

    • Combos are an emergent aspect of gameplay.
    • Usually requires the game to have a modular approach to actions.
    • Typically needs to have a few types of resources, and a variety of domains within which game elements can exist.
    • Made more dynamic with open turn structures and more options for how to play.
    • Can introduce a sense of discovery in players if “sets” are not explicitly constructed. Players create their own “sets” whose elements synergize well with each other.

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