set collection
In the group Core mechanic.
You gather groups of matching things — three of one colour, four of one type — to score points. Like collecting stamp sets.
In the group Core mechanic.
You gather groups of matching things — three of one colour, four of one type — to score points. Like collecting stamp sets.
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You gather matching items like colors or types for points, feeling like hunting treasures to complete fun groups.
Secret sets build surprise reveals, but trades force tough reveals of partial hands.
Players pick cards in turns to build matching sets that score big points, denying rivals key combos.
You roll around the board, and each space gives you a card towards a matching set.
You pick cards from a shared row to build matching sets, watching what others collect.
Players bid on cards and collect them into matching sets.
You keep drawing cards to finish a set, but a wrong card can make you lose what you drew.
Holding areas gives you cards or pieces towards a matching set.
Placing workers gets you items to collect into matching sets.
You collect matching items and arrange them in a pattern for extra points.
You hold cards in your hand and choose when to play them into sets.
Cards you win in tricks go into sets that score points.
Players trade cards to finish their own matching sets.
You collect tiles and place them in matching groups to score.
Players race to be first to finish their sets.
Players who cannot finish a set in time are knocked out.
Players collect sets together to hold off a danger.
The group collects sets together to reach one goal.
Each player secretly collects a different set.
Completing sets unlocks parts of a story.
Everyone collects their own sets at the same time.
Players can steal cards from each other's sets.
Taking a card someone needs is the main way to get in their way.
The team collects sets together.
Players collect sets for the group but also want the biggest set for themselves.
Teams race to collect sets before the other team.
The team collects sets, but a traitor quietly keeps cards the team needs.
Cards come at random, so luck decides who finishes sets.
Cards come at random, but you can trade or swap to finish sets.
Planning which sets to collect matters most, with a little luck.
All cards are visible, so collecting is pure planning.
Everyone can see all collected cards.
Players collect sets while secretly on a hidden side.
The sets people collect give clues to a hidden answer.
Players can pretend to collect one set while building another.
Players collect sets that stand for parts of a real system working together.
Each player plays a real group collecting what it needs.
Players collect from a shared resource to complete sets.
Sets you collect now pay out only after a few rounds.
Players agree a rule about sharing cards, then see who benefits.
After play, players talk about what they collected and why.
You answer the last card played with one from the same set, and the sets build up.
Players collect sets in silence, so nobody can ask for what they need.
Completing a set lets you change a rule, so collecting brings power.
Players collect sets they like, with no score at the end.
Each player decides which sets matter to them and collects those.
Players collect sets, and the one who completes a dangerous set first loses.
Players post cards to each other to build sets over weeks.
Players collect sets for an absent player as well as for themselves.
Players collect signs that belong together, such as all the signs of one season.
Players try to collect different sets by sensing what others collect.
A secret rule decides what counts as a set, and players learn it by collecting.
One player knows which sets matter and can only hint as others collect.
Completed sets are removed or stickered permanently, changing what can be collected later.
Players collect one item a day towards their sets.
Characters gather things that matter to their story, such as letters, keys or memories.
Players collect pieces by catching, flicking or picking them up quickly.
Players collect sets of places they have drawn, such as three rivers.
Collected sets go back into the game, so collecting never ends.
Players collect toward a set that the deck does not contain.
Players collect items the game master places in the world.
Players collect items placed around a public space, such as stamps at stalls.
Rolls on a table decide what items players find for their sets.
Players collect items found in revealed areas.
What counts as a set makes a point about what is valued.
Collected sets turn into something real, such as a shared snack.
Sets of values score points, and players notice which sets they ignore.
Players gather what a future needs, such as skills or tools.
set collection works against the feeling excited.
set collection supports the feeling clever.
set collection neither supports nor works against the feeling silly.
set collection neither supports nor works against the feeling tense.
set collection neither supports nor works against the feeling together.
set collection neither supports nor works against the feeling sneaky.
set collection neither supports nor works against the feeling lucky.
set collection neither supports nor works against the feeling in charge.
set collection neither supports nor works against the feeling surprised.
set collection supports the feeling thoughtful.
set collection supports the feeling fast.
set collection neither supports nor works against the feeling unfair in a fun way.
set collection neither supports nor works against the feeling careful.
set collection neither supports nor works against the feeling daring.
set collection neither supports nor works against the feeling friendly.