Tag: Set Collection

Games with Set Collection mechanics require players to collect resources in sets to achieve various rewards.

Cape May

In Cape May, players traverse the city streets as entrepreneurs, developing property while building wealth over four seasons to earn prestige.

Build cottages, develop them into Victorian homes, and upgrade them into historic landmarks. Establish shops and grow them into profitable businesses. Carefully move around the city, and make strategic use of activity cards. Complete bonus goals, then take some time to relax and spot wildlife in the best place for birdwatching in the Northeastern United States.

Whoever best balances their income, development, movement, and personal goals will go down in history as the most successful developer of Cape May!

Game Mechanics:

  • Area Majority / Influence
  • Hand Management
  • Set Collection
  • Solo / Solitaire Game

Game Specifications:

  • 1 – 4 Players
  • 60 – 120 Minutes
  • Difficulty Weight 2.40

Camel Up: Off Season

In Camel Up: Off Season, each of the 3-5 players has their own caravan of four camels that can carry goods, with the camels being able to carry 3, 4, 5, and 6 goods. Goods come in four types — carpets, vases, dates, and (non-date) fruit — and these goods will be available at markets, with one more market in play than the number of players. Each double-sided market indicates how many face-up and face-down cards are placed there, in addition to the special power of that market.

At the start of a round, players bid to see who selects goods first from a market, with the bidding rules being set by the back of the topmost goods card in the deck. Whoever wins the bid pays their money to the bank, while everyone else keeps their coins. (Coins are victory points, so you might not want to throw away too many of them!)

The winning bidder chooses a market, uses the power of that market (if they wish), then takes all of the goods from that market, flips them face up (if needed), then loads the goods on their camels. A camel can hold goods of only one type, and if a goods type is on a camel, then you must continue placing that good on the same camel. Each camel has a goods limit, however, and if you exceed that limit, then you must throw away all of that type of good.

Each other player in clockwise order then chooses an unchosen market, optionally uses its power, and collects and loads its goods. Each player then has the option of selling goods from at most one camel, with each type of goods paying out in different ways:

  • Dates: Cards show 1-4 dates, and the more you sell at once, the more money you receive.
  • Carpets: Cards come in six colors, and you can’t sell the same color twice in a batch. Again, the more you sell at once, the better.
  • Vases: Cards come in three types (with some overlap), and you can sell only one shape at a time
  • Fruit: Cards come in four types worth different amounts, and you can sell only the lowest-valued fruit.

Place a 1 coin on the unchosen market, flip all the other markets, refill those markets with cards, then start the next round. When the deck runs out, complete one more round — selling once from each of your camels — then whoever has the most money wins.

Game Mechanics:

  • Auction/Bidding
  • Push Your Luck
  • Set Collection

Game Specifications:

  • 3 – 5 Players
  • ~45 Minutes
  • Difficulty Weight 2.00

Call to Adventure

Make your fate! Inspired by character-driven fantasy storytelling, Call to Adventure challenges 1-4 players to create the hero with the greatest destiny by acquiring traits, facing challenges, and overcoming adversaries.

Call to Adventure features a unique “rune rolling” system for resolving challenges, a point-based system that encourages storytelling, and over 150 unique cards. Players begin each game with an origin card that provides their backstory as well as two “starter” abilities. Each round they may either acquire trait cards from the board or face a challenge. Challenges each have two possible paths a player can choose from. For example, players who encounter the Thieves’ Guild may choose to train as a spy, or train as a killer. Each challenge has a difficulty that must be overcome by rolling successes on carved runes. The more a player has of the abilities required to overcome the challenge, the more runes they will be able to cast.

Failed challenges lead players to acquire experience points that may be spent to “push” through tougher challenges. But beware, while some negative experiences will help your hero grow, too many tragedies set them on a dark path.

As players’ heroes grow in ability and experience, they move on to harder challenges, eventually facing deadly adversaries and acquiring more and more destiny points. The player whose hero has the highest destiny score wins the game.

Game Mechanics:

  • Deck Building
  • Set Collection
  • Solo / Solitaire Game
  • Storytelling

Game Specifications:

  • 1 – 4 Players
  • 30 – 60 Minutes
  • Difficulty Weight 2.01

Calico

Calico is a puzzly tile-laying game of quilts and cats.

In Calico, players compete to sew the coziest quilt as they collect and place patches of different colors and patterns. Each quilt has a particular pattern that must be followed, and players are also trying to create color and pattern combinations that are not only aesthetically pleasing, but also able to attract the cuddliest cats!

Turns are simple. Select a single patch tile from your hand and sew it into your quilt, then draw another patch into your hand from the three available. If you are able to create a color group, you may sew a button onto your quilt. If you are able to create a pattern combination that is attractive to any of the cats, it will come over and curl up on your quilt! At the end of the game, you score points for buttons, cats, and how well you were able to complete your unique quilt pattern.

Game Mechanics:

  • Grid Coverage
  • Open Drafting
  • Pattern Building
  • Set Collection
  • Solo / Solitaire Game
  • Tile Placement

Game Specifications:

  • 1 – 4 Players
  • 30 – 45 Minutes
  • Difficulty Weight 2.19

Black Orchestra

As Hitler’s grasp on Germany tightens and his maniacal fervor is unmasked, men from the highest levels of the Reich begin to plot his assassination. As the clock ticks and Hitler’s ambitions grow, these daring few must build their strength and prepare for the perfect moment to strike. The Gestapo hound their trail, calling these conspirators “Schwarze Kapelle”, the Black Orchestra. Will this band of daring patriots save their country from utter ruin before it is too late?

Black Orchestra begins with each player choosing a historic figure involved in the conspiracy against Hitler. In this dark and dangerous pursuit, motivation is perhaps your greatest weapon. If you can stay true to your convictions in the face of overwhelming threat and inspire your comrades, then you will be able to use your special ability, attempt plots, and even become zealous (necessary for some extremely daring plots).

But every move you make may also increase the suspicion of the authorities. The Gestapo will make routine sweeps, and any players with high suspicion will be arrested and interrogated (possibly resulting in other players being arrested). If you are all arrested or if the Gestapo finds your secret papers, you lose. And the suspicion placed on each conspirator will increase the chances their plots are detected.

On a turn, players may take three actions, such as moving, searching for an item, or drawing a card; or, at the cost of one action per die, roll the dice in an attempt to gain even more actions — at the risk of attracting the suspicion of the gestapo. This dice rolling “Conspire” action allows players to make bold moves when most needed.

After the actions have been taken, an event card is drawn. The game is played over seven stages of World War 2, represented by seven stacks of event cards. These cards walk you through the events of WWII in a roughly (but not strictly) chronological order. New stages open up new areas of the board, cause Hitler and his deputies to interact with the Conspirators, and present various opportunities or threats. During the final stage, many board spaces become off-limits, as the Allies move closer to Germany.

To win, players must collect a plot card and fulfill all necessary requirements listed (such as having Hitler be in a certain space and possessing certain items–detonator & fuse, etc.). The active player may then attempt the plot by rolling the indicated dice, including all additional modifiers and helpful Action cards. The total of number of “Target” symbols needed to kill Hitler is based on Hitler’s military support, but a Conspirator’s security level decides if any “Eagles” rolled will see them detected, and foil the plot regardless. Players must consider their ability to successfully complete a plot and the relative suspicion levels of the different Conspirators involved.

Players will need to work together and agree on the wisest course of action, as well as have a little luck, to succeed. The phenomenon of one player dominating the game because of its cooperative nature is mitigated by the fact that there are no certainties, and often a player will need to make a bold or reckless move to keep the conspiracy alive. Cool heads often prevail, but play it too cool and you may miss your chance. The co-operative dynamic gets really interesting if a player is ever arrested, and fails to resist interrogation, then they will need to make a big decision all by themselves, without revealing their options to the group. No one player can guarantee success. It is hoped that players will have tense conversations similar to those had by the real conspirators and enjoy a truly unique historical experience.

Game Mechanics:

  • Cooperative Game
  • Hand Management
  • Push Your Luck
  • Set Collection
  • Solo / Solitaire Game
  • Variable Player Powers

Game Specifications:

  • 1 – 5 Players
  • ~90 Minutes
  • Difficulty Weight 2.42

The Big Score

The Big Score

The Big Score

The vault at Centennial City Bank is currently rumored to be holding a record amount of cash, precious diamonds, ancient artifacts, and highly-sensitive digital information. As the boss of one of the city’s most notorious crime organizations, robbing that vault for all it’s worth is constantly on your mind. There’s only one problem—this job is too big for just your crew alone. You’re going to need help from some of your biggest rival crime bosses if you want to succeed. You’ll need to join forces on a series of smaller jobs in order to acquire the skills and resources you’ll need to pull off the biggest heist the city has ever seen—but watch your back! Once you and your new partners in crime are inside the bank vault, it’ll be every boss for himself. If you manage to safely escape the scene with more loot than your rivals, you’ll be revered as the city’s most notorious crime boss. Hire your crew, plan the heist, and get ready for the big score!

The Big Score is a competitive game for 1-6 players that plays in 30-60 minutes. The game is structured into two distinct halves.

In the first half of the game, players use card drafting to carefully choose which specialists to add to their crew. They secretly decide how to assign them to various small heists throughout the city, and they need to pick just the right moment to send in their most skilled expert to ensure a job’s success! If these plans go well, players steal a variety of loot: cold hard cash, diamonds that escalate in value as more are gained, artifacts that are profitable for the player with the largest collection, and hard drives full of information that become lucrative only if hacked with a digital key.

In the second half of the game, individual player abilities come into play as the players attempt the mother of all heists—the big score. Players risk being busted by the cops as they steal even more loot in an exciting, press-your-luck grand finale inside the vault at Centennial City Bank!

Game Mechanics:

  • Hand Management
  • Open Drafting
  • Push Your Luck
  • Set Collection

Game Specifications:

  • 1 – 6 Players
  • 30 – 60 Minutes
  • Difficulty Weight 2.00

Between Two Cities

It is the early 1800s, a time of immense construction and urbanization. You are a world-renowned master city planner who has been asked to redesign two different cities. Projects of such significance require the expertise of more than one person, so for each assignment you are paired with a partner with whom to discuss and execute your grandiose plans. Will your planning and collaborative skills be enough to design the most impressive city in the world?

Between Two Cities is a partnership-driven tile-drafting game in which each tile represents part of a city: factory, shop, park, landmarks, etc. You work with the player on your left to design the heart of one city, and with the player on your right to design the heart of another city. On each turn you select two tiles from hand, reveal them, then work with your partners separately to place one of those tiles into each of your two cities before passing the remaining hand of tiles around the table.

At the end of the game, each city is scored for its livability. Your final score is the lower of the livability scores of the two cities you helped design. To win, you have to share your attention and your devotion between two cities. The player with the highest final score wins the game.

Game Mechanics:

  • City Building
  • Closed Drafting
  • Negotiation
  • Set Collection
  • Solo / Solitaire Game
  • Tile Placement

Game Specifications:

  • 1 – 7 Players
  • ~25 Minutes
  • Difficulty Weight 1.82

Bad Company

Build your own gang and customize it to suit your plans. Gather resources to complete heists and money to recruit new gang members. And make sure you escape the police! A unique and fun game from the award-winning designers of Automania and Trails of Tucana.

Bad Company supports up to 6 players with very little downtime. It also includes a solo mode where you try to outsmart the police.

Each player has a player board with 11 gang members. You may upgrade them by placing overlapping cards onto them. This way, the visual appearances of your gang members change as they gain more abilities.

Each round, the active player rolls four dice and divides them into two pairs (pay coins to reroll). Each pair of dice activates one gang member on the active player’s board. All other players may use one of the pairs to activate a single gang member on their own boards.

Activating a gangster provides resources needed to complete heists, money to upgrade your gang members, or advance your car through the city.
You want to advance your car, because you need to stay ahead of the police in order to collect loot along the city route.

You gain points by completing heists, upgrading your gang and by driving your car through the city.
Some completed heists provide special abilities which you can build your strategy around.

The game ends when a player completes their 6th heist, or when any car reaches the dock on the city track, and the player with the most points wins.

Game Mechanics:

  • Area Majority / Influence
  • Contracts
  • Dice Rolling
  • Set Collection
  • Solo / Solitaire Play
  • Variable Set-up

Game Specifications:

  • 1 – 6 Players
  • ~30 Minutes
  • Difficulty Weight 1.92

Azul: Summer Pavilion

At the turn of the 16th Century, King Manuel I commissioned Portugal’s greatest artisans to construct grandiose buildings. After completing the Palaces of Evora and Sintra, the king sought to build a summer pavilion to honor the most famous members of the royal family. This construction was intended for the most talented artisans — whose skills meet the splendor that the royal family deserves. Sadly, King Manuel I died before construction ever began.

In Azul: Summer Pavilion, players return to Portugal to accomplish the task that never began. As a master artisan, you must use the finest materials to create the summer pavilion while carefully avoiding wasting supplies. Only the best will rise to the challenge to honor the Portuguese royal family.

Azul: Summer Pavilion lasts six rounds, and in each round players draft tiles, then place them on their individual player board to score points. Each of the six colors of tiles is wild during one of the rounds.

At the start of each round, draw tiles at random from the bag to refill each of the five, seven, or nine factories with four tiles each. Draw tiles as needed to refill the ten supply spaces on the central scoring board. Players then take turns drafting tiles. You can choose to take all of the tiles of a non-wild color on a factory and place them next to your board; if any wild tiles are on this factory, you must take one of them. Place all remaining tiles in the center of the table. Alternatively, you can take all tiles of a non-wild color from the center of play; you must also take one wild tile, if present.

After all tiles have been claimed, players then take turns placing tiles on their individual boards. Each board depicts seven stars that would be composed of six tiles; each space on a star shows a number from 1-6, and six of the stars are for tiles of a single color while the seventh will be composed of one tile of each color. To place a tile on the blue 5, for example, you must discard five blue or wild tiles from next to your player board (with at least one blue being required), placing one blue tile in the blue 5 space and the rest in the discard tower. You score 1 point for this tile and 1 point for each tile within this star connected to the newly placed tile.

If you completely surround a pillar, statue, or window on your game board with tiles, you get an immediate bonus, taking 1-3 tiles from the central supply spaces and placing them next to your board. At the end of the round, you can carry over at most four tiles to the next round; discard any others, losing 1 point for each such tile.

After six rounds, you score a bonus for each of the seven stars that you’ve filled completely. Additionally, you score a bonus for having covered all seven spaces of value 1, 2, 3 or 4. You lose 1 point for each remaining tile unused, then whoever has the most points wins.

Game Mechanics:

  • Open Drafting
  • Pattern Building
  • Set Collection
  • Tile Placement

Game Specifications:

  • 2 – 4 Players
  • 30 – 45 Minutes
  • Difficulty Weight 2.07

Azul: Stained Glass of Sintra

Created by Michael Kiesling, Azul: Stained Glass of Sintra challenges players to carefully select glass panes to complete their windows while being careful not to damage or waste supplies in the process. The window panels are double-sided, providing players with a dynamic player board that affords nearly infinite variability!

Players can expect to discover new unique art and components in Azul: Stained Glass of Sintra, including translucent window pane pieces, a tower to hold discarded glass panes, and double-sided player boards and window pane panels, in addition to many other beautiful components!

Game Mechanics:

  • Open Drafting
  • Pattern Building
  • Set Collection
  • Tile Placement

Game Specifications:

  • 2 – 4 Players
  • 30 – 45 Minutes
  • Difficulty Weight 2.01