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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
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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.
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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
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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.
- Point-to-Point - the map is a regular grid of dots or connections, and players may connect any two adjacent dots.
- Often these mechanism are the centerpiece of the design.
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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.
Links
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Building Blocks of Tabletop Game Design - An Encyclopedia of Mechanisms by Engelstein and Shalev
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Grid Puzzles - set valuation concerned with space can be thought of as a grid puzzle of trying to complete a set or maximize the value one gets.