Tag: Set Collection

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

Wayfarers of the South Tigris

Wayfarers of the South Tigris

Wayfarers of the South Tigris

Wayfarers of the South Tigris is set during the height of the Abbasid Caliphate, circa 820 AD. As brave explorers, cartographers and astronomers, players set off from Baghdad to map the surrounding land, waterways, and heavens above. Players must carefully manage their caravan of workers and equipment, while reporting back regularly to journal their findings at the House of Wisdom. Will you succeed in impressing the Caliph, or lose your way and succumb to the wilderness?

The aim of Wayfarers of the South Tigris is to be the player with the most victory points (VP) at the game’s end. Points are primarily gained by mapping the land, water, and sky. Players can also gain points from upgrading their caravans, by gaining inspiration from nobles, and by influencing the three guilds of science, trade and exploration. As they make discoveries, players will want to quickly journal their progress. The game ends once one player’s marker has reached the far right column of the journal track.

Game Mechanics:

  • Area Control
  • Open Drafting
  • Set Collection
  • Tableau Building
  • Tile Placement
  • Worker Placement

Game Specifications:

  • 1 – 4 Players
  • 60 – 90 Minutes
  • Difficulty Weight 3.64

Troyes

Troyes

Troyes

In Troyes (pronounced “troah”), players recreate four centuries of history of this famous city of the Champagne region of France. Each player manages their segment of the population (represented by a horde of dice) and their hand of cards, which represent the three primary domains of the city: religious, military, and civil. Players can also offer cash to their opponents’ populace in order to get a little moonlighting out of them — anything for more fame!

Game Mechanics:

  • Area Control
  • Dice Rolling
  • Economic
  • Set Collection
  • Worker Placement

Game Specifications:

  • 1 – 4 Players
  • ~90 Minutes
  • Difficulty Weight 3.46

Trismegistus

Trismegistus

Trismegistus

You are an adept of the mysterious art of alchemy, seeking a way to become the successor of the greatest alchemist ever living — Hermes Trismegistus. In order to do so you will be transmuting mere metals into pure gold, performing experiments, and inventing artifacts to finally achieve everlasting greatness.

Trismegistus: The Ultimate Formula is played over three rounds during which you will draft exactly three dice. By expertly utilizing the potency of your drafted die, you will be able to transmute precious materials, collect alchemical essences, purchase and activate artifacts, and perform experiments that will progress you along four mastery tracks. You will also build a secret hand of publication cards which — together with the value of your experiments, the completed formulas of your Philosopher’s Stone, and your collected gold — will determine your final score in victory points and, perhaps, make you the greatest alchemist, someone able to rival Hermes Trismegistus himself!

The game features custom dice, the sides of which represent alchemical materials. At the beginning of each round, the dice are rolled and grouped by their respective types. On your turn, you must either draft a new die or utilize the untapped potency of a previously drafted die. Based on the material associated with your chosen die, you will be able to collect certain essences in addition to the material to which the die is keyed. Additionally, the color of the die will determine which types of transmutations you can perform, refining raw materials and increasing your mastery of the elements.

Acquire precious artifacts in order to maximize the effects of your transmutations. Conduct experiments. Increase your knowledge and expertise and discover the ultimate formula!

The game includes a solo mode by Dávid Turczi and Nick Shaw.

Game Mechanics:

  • Action Points
  • Dice Rolling
  • Open Drafting
  • Set Collection

Game Specifications:

  • 1 – 4 Players
  • 90 – 120 Minutes
  • Difficulty Weight 4.13

Trajan

Trajan

Trajan

Set in ancient Rome, Trajan is a development game in which players try to increase their influence and power in various areas of Roman life such as political influence, trading, military dominion and other important parts of Roman culture.

The central mechanism of the game uses a system similar to that in Mancala or pit-and-pebbles games. In Trajan, a player has six possible actions: building, trading, taking tiles from the forum, using the military, influencing the Senate, and placing Trajan tiles on his tableau.

At the start of the game, each player has two differently colored pieces in each of the six sections (bowls) of his tableau. On a turn, the player picks up all the pieces in one bowl and distributes them one-by-one in bowls in a clockwise order. Wherever the final piece is placed, the player takes the action associated with that bowl; in addition, if the colored pieces in that bowl match the colors shown on a Trajan tile next to the bowl (with tiles being placed at the start of the game and through later actions), then the player takes the additional action shown on that tile.

What are you trying to do with these actions? Acquire victory points (VPs) in whatever ways are available to you – and since this is a Feld design, you try to avoid being punished, too. At the Forum you try to anticipate the demands of the public so that you can supply them what they want and not suffer a penalty. In the Senate you acquire influence which translates into votes on VP-related laws, ideally snagging a law that fits your long-term plans. With the military, you take control of regions in Europe, earning more points for those regions far from Rome.

All game components are language neutral, and the playing time is 30 minutes per player.

Game Mechanics:

  • Area Movement
  • Hand Management
  • Open Drafting
  • Set Collection

Game Specifications:

  • 2 – 4 Players
  • 60 – 120 Minutes
  • Difficulty Weight 3.65

Tigris & Euphrates

Tigris & Euphrates

Tigris & Euphrates

Regarded by many as Reiner Knizia’s masterpiece, Tigris & Euphrates is set in the ancient fertile crescent with players building civilizations through tile placement. Players are given four different leaders: farming, trading, religion, and government. The leaders are used to collect victory points in these same categories. However, your score at the end of the game is the number of points in your weakest category, which encourages players not to get overly specialized. Conflict arises when civilizations connect on the board, i.e., external conflicts, with only one leader of each type surviving such a conflict. Leaders can also be replaced within a civilization through internal conflicts.

Starting in the Mayfair edition from 2008, Tigris & Euphrates included a double-sided game board and extra components for playing an advanced version of the game. This “ziggurat expansion”, initially released as a separate item in Germany for those who already owned the base game, is a special monument that extends across five spaces of the board. The monument can be built if a player has a cross of five civilization tokens of the same color by discarding those five tokens and replacing them with the ziggurat markers, placing a ziggurat tower upon the middle tile. The five ziggurat markers cannot be destroyed. All rules regarding monuments apply to the ziggurat monument as well. If your king is inside the kingdom of the ziggurat, you will get one victory point in a color of your choice at the end of your turn.

Game Mechanics:

  • Abstract Strategy
  • Area Control
  • Civilization
  • Hand Management
  • Set Collection
  • Tile Placement

Game Specifications:

  • 2 – 4 Players
  • ~90 Minutes
  • Difficulty Weight 3.50

Tawantinsuyu

Tawantinsuyu

Tawantinsuyu

The great Sapa Inca Pachacuti turned to his offspring and ordered them to worship Inti, the Sun God, and to expand the Inca Empire as far as the llamas roam. With Chinchaysuyu, Antisuyu, Qullasuyu, and Kuntisuyu — the four regions of the new empire — now ripe for conquest, the time has come for Pachacuti’s true successor to arise.

Gather your people from the villages below and use their unique abilities to strategically place them where they can perform the greatest tasks for you. Climb the steps of the Sun Temple, reaping the rewards of your piety. Build structures that both nourish your people and provide you with benefits no other has at their disposal. Muster an army and conquer villages in the four realms of Tawantinsuyu. Prove yourself a worthy successor to Pachacuti and lead the Inca to glory!

During Tawantinsuyu: The Inca Empire, players place workers onto various locations on the game board, performing actions, collecting resources (potatoes, corn, stone, and gold), constructing buildings and stairs, sculpt statues, expanding their military strength, and collecting weavings.

The game board features a hill located within the old Inca capital of Cusco, the sides of which are terraced and divided into five sections. Atop the hill sits the Coricancha, The Golden Temple, the most important temple of the Inca Empire. Within the Coricancha, each player has a High Priest. On the terraced sections below exist a variety of worker placement locations, interconnected by paths and individually marked by symbols. On your turn, you must either place a worker onto a location outside the Coricancha OR choose two of the following:

  • Recruit one worker.
  • Take two god cards.
  • Draw two army cards and keep one of them.
  • Move your High Priest one or two steps clockwise within the Coricancha.

When placing a worker, you must first discard a god card with a matching symbol or pay one gold. Once placed, the worker remains on the game board for the rest of the game! Each worker placement location is connected to exactly three action spaces. You must always perform at least one of these actions. However, for each adjacent worker (i.e., connected to your worker’s location via direct path through one of the action spaces) that matches the type of worker just placed, you receive one additional action!

While some locations will result in you being able to perform multiple actions, other actions and placements may be more desirable, especially since each of the five types of workers has a unique ability:

  • Warrior: Remove one of the adjacent workers, placing it in your player area.
  • Craftsman: Gain +1 action if placed onto a craftsman space.
  • Architect: Gain +1 action if placed onto an architect space.
  • Courier: Decreased placement cost; +1 action if it’s the first worker placed within a given area.
  • Priest: Take one god card; you may pay one potato to gain +1 action.

All god cards feature one of the different symbols found on the worker placement locations. Before placing a worker, you must either discard a god card with a matching symbol or pay valuable gold resources. God cards also depict special abilities that can be activated only if you have previously built a matching statue!

Army cards allow you to send one or more units to conquer villages in nearby regions. You must compete against the other players for control of each region as well as for valuable rewards that can be gained as a result of military conquest.

The position of your High Priest within the Coricancha has a significant impact on your overall strategy, affecting your access to powerful actions and determining any potential resource costs when placing your workers. More specifically, when placing a worker, you must pay additional resources the farther your worker is from your High Priest, from nothing all the way up to eight potatoes or corn!

Additionally, when moving your High Priest, you can activate powerful actions available only within the Coricancha:

  • Produce: Gain all rewards from your production buildings.
  • Worship: Sacrifice previously sculpted statues to gain permanent temple advancements.
  • Offering: Pay resources to gain temple advancements.
  • Conquer: Engage in military conquest of nearby villages.
  • Rejuvenate: Refresh previously activated buildings and military units.

Throughout the game, you score victory points whenever you construct stairs or sculpt statues. Gain bonus victory points whenever another player makes use of the stairs you have constructed. Score victory points from temple advancements and control of the four regions.

The game ends when the worker pool has become exhausted, symbolizing the full incorporation of nearby regions and villages into the newly risen Inca Empire. You then score bonus victory points from reaching the top of the temple, from your woven tapestries, and from various buildings and resources you have accumulated.

Game Mechanics:

  • Action Points
  • Area Control
  • Civilization
  • Economic
  • Hand Management
  • Open Drafting
  • Pattern Building
  • Rondel
  • Set Collection
  • Worker Placement

Game Specifications:

  • 1 – 4 Players
  • 60 – 120 Minutes
  • Difficulty Weight 4.07

Spirit Island

Spirit Island

Spirit Island

In the most distant reaches of the world, magic still exists, embodied by spirits of the land, of the sky, and of every natural thing. As the great powers of Europe stretch their colonial empires further and further, they will inevitably lay claim to a place where spirits still hold power – and when they do, the land itself will fight back alongside the islanders who live there.

Spirit Island is a complex and thematic cooperative game about defending your island home from colonizing Invaders. Players are different spirits of the land, each with its own unique elemental powers. Every turn, players simultaneously choose which of their power cards to play, paying energy to do so. Using combinations of power cards that match a spirit’s elemental affinities can grant free bonus effects. Faster powers take effect immediately, before the Invaders spread and ravage, but other magics are slower, requiring forethought and planning to use effectively. In the Spirit phase, spirits gain energy, and choose how / whether to Grow: to reclaim used power cards, to seek for new power, or to spread presence into new areas of the island.

The Invaders expand across the island map in a semi-predictable fashion. Each turn they explore into some lands (portions of the island); the next turn, they build in those lands, forming settlements and cities. The turn after that, they ravage there, bringing blight to the land and attacking any native islanders present. The islanders fight back against the Invaders when attacked, and lend the spirits some other aid, but may not always do so exactly as you’d hoped. Some Powers work through the islanders, helping them (eg) drive out the Invaders or clean the land of blight.

The game escalates as it progresses: spirits spread their presence to new parts of the island and seek out new and more potent powers, while the Invaders step up their colonization efforts. Each turn represents 1-3 years of alternate-history. At game start, winning requires destroying every last settlement and city on the board – but as you frighten the Invaders more and more, victory becomes easier: they’ll run away even if some number of settlements or cities remain. Defeat comes if any spirit is destroyed, if the island is overrun by blight, or if the Invader deck is depleted before achieving victory.

The game includes different adversaries to fight against (eg: a Swedish Mining Colony, or a Remote British Colony). Each changes play in different ways, and offers a different path of difficulty boosts to keep the game challenging as you gain skill.

Game Mechanics:

  • Area Control
  • Campaign
  • Cooperative
  • Hand Management
  • Set Collection

Game Specifications:

  • 1 – 4 Players
  • 90 – 120 Minutes
  • Difficulty Weight 4.05

Millennium Blades

Millennium Blades

Millennium Blades

Millennium Blades is a CCG-Simulator — A game in which you play as a group of friends who play the fictional CCG “Millennium Blades”.

In this game you will build decks, play the meta, acquire valuable collections, crack open random boosters, and compete in tournaments for prizes and fame. The game takes you from Starter Deck to Regionals in about 2-3 hours.

Multiple games can also be chained together to form a Campaign, going from Regionals to Nationals in game 2 and from Nationals to Worlds in game 3, with each game introducing ever more powerful cards and higher stakes, but also resetting the power of the game so that each player has a fair chance to win each ‘season’ of the campaign.

The game draws heavily on Manga/Anime inspiration for its art, and parodies Magic: the Gathering, Yugioh, and many other collectible games.

At its heart, it’s a commodity trading game, except that instead of cubes or stocks, the things you’ll be buying, selling, and speculating on are trading cards that can be used throughout the game in periodic tournaments. By trading wisely, playing the market, working together with friends, building collections, and winning tournaments, you’ll secure points and become the Millennium Blades World Champion.

The game features a system of card pods, where you will play with about 400 of the base game’s 600 cards every game.

Game Mechanics:

  • Deck Building
  • Hand Management
  • Open Drafting
  • Set Collection
  • Tableau Building
  • Trading

Game Specifications:

  • 2 – 5 Players
  • 80 – 120 Minutes
  • Difficulty Weight 3.69

Merv

Merv

Merv

Merv: The Heart of the Silk Road is a tense economic game charting the rise and fall of the greatest city in the world.

In Merv, players are vying to amass power and wealth in the prosperous heart of the Silk Road. Through careful court intrigue, timely donations to the grand mosque, and favorable trade deals, players attempt to redirect as much of that prosperity as possible into their own pockets.

Meanwhile, beyond the city walls Mongol hordes approach. If you help construct the city walls, you give up on precious opportunities to build up your own stature, but leave it unprotected and you will burn with the city. Every decision is weighty and the consequences of each misstep are dire. Will you rise to prominence or fade into oblivion?

Game Mechanics:

  • City Building
  • Economic
  • Rondel
  • Set Collection

Game Specifications:

  • 1 – 4 Players
  • ~90 Minutes
  • Difficulty Weight 3.47

Maracaibo

Maracaibo

Maracaibo

Maracaibo, a strategy game for 1-4 players by Alexander Pfister, is set in the Caribbean during the 17th century. The players try to increase their influence in three nations in four rounds with a play time of 40 minutes per player.

The players sail on a round course through the Caribbean, e.g., you have city tiles where you are able to perform various actions or deliver goods to. One special feature is an implemented quest mode over more and various tiles, which tells the player, who chase after it, a little story.

As a player, you move with your ship around the course, managing it by using cards like in other games from Alexander Pfister.

Game Mechanics:

  • Action Points
  • Campaign
  • Economic
  • Hand Management
  • Narrative Choice
  • Set Collection
  • Stock Holding

Game Specifications:

  • 1 – 4 Players
  • 30 – 120 Minutes
  • Difficulty Weight 3.89