Worker placement with "one-more worker" mechanism
Scott Nelson
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I'm guessing since games are designed by reflecting on the same things, that you are bound to have overlaps and not blatant copying of mechanisms in the game design world. This is a list of that idea. I'm not sure if each of these would be considered just as a higher bid in some cases, but it might lead to discussions about that exact idea.


example: I want to get wood from a place that has wood. First time anyone goes there it requires 1 worker, next time, 2 workers for same space. Remember: You can do the action even if someone has already taken it. That is a big change from say Agricola.
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1. Board Game: Kaivai [Average Rating:6.89 Overall Rank:3104]
Scott Nelson
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This is the first game I can remember that has worker placement with the "progressive cost" worker placement.
The rules were hard to understand, and I remember liking the mechanics involved, just not the whole game.
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2. Board Game: Leonardo da Vinci [Average Rating:6.77 Overall Rank:1087]
Scott Nelson
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This game did not have the exact idea of one-more to do the action, but it had the one-more idea of being able to do the action at all, so in this manner it was a lot like bidding.
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Scott Nelson
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My design. Yes, a blatant plug. I knew of Kaivai, so when I designed the worker placement part of the game, I noticed the similarity. But, it worked very well and slightly different than Kaivai, so I did not feel it was a blatant ripoff of that game.

In this game you must progressively pay workers to take the action, but you will get to take it if you can pay, unlike the bidding mechanisms found in others. You also are limited to how many action pieces to use in this way, which varies from round to round.
 
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4. Board Game: Keyflower [Average Rating:7.85 Overall Rank:46]
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This game has the bidding-style in one part, the action placement in the other. So, it is a mix of the two styles of "one-more" mechanism. It does better in the worker placement "one-more" than the bidding for tiles bits imo.
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5. Board Game: Tzolk'in: The Mayan Calendar [Average Rating:7.93 Overall Rank:38]
Mike Young
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There is a progressive cost to place workers in this game.
 
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6. Board Game: Coal Baron [Average Rating:7.30 Overall Rank:504]
Scott Nelson
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I read in the comments that this game uses this mechanism as well. Correct me if I am wrong. I just saw a picture of game in play and it definitely appears to belong on this list.
 
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7. Board Game: Confucius [Average Rating:6.84 Overall Rank:2290]
Jeff Huter
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This may be a stretch. Each turn you receive 3-5 action cubes. The action cubes are placed on a display of actions that you can take. Thus, the action cubes could be "workers", it's just a matter of theme.

What's a bit different than the others on this list in that placement of a worker/cube in a space does not block others from taking the action associated with that space or increase the cost of the action for other players. They can still take the action for the cost of 1 worker/cube. However, if you want to take that action again, it costs you 1 more worker/cube (e.g. 2 workers/cubes). Actions are scarce in the game. So, doubling the cost of repeated actions is generally an effective deterrent to prevent players from taking the same action twice in a turn.
 
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8. Board Game: Lancaster [Average Rating:7.45 Overall Rank:275]
DigitalMan
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Might fit, sort of.

You're allowed to place your worker (knight) along with one or more supplemental workers (squires) in order to boost the strength of your knight and improve your chances of maintaining control over the space you're trying to claim.

Forgot to mention: the workers (knights) in this game come in different values, so if a Strength-2 Knight is on a space, a Strength-3 knight can displace him (so can a Strength-2 Knight with 1 Squire).
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