Resource Collection Mechanisms
Jim Cote
United States
Maine
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Many, many games have one or more resources. Part of playing the game involves acquiring these resources, usually with the intention of spending/using them in your quest for victory. Obviously there are many possibel games for each of these categories, and many games qualify for more than one.

How many different ways are there for players to collect these resources?
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1. Board Game: El Grande [Average Rating:7.79 Overall Rank:54]
Jim Cote
United States
Maine
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Spend limited initial resources

In El Grande, the cards used to "bid" for player order also give you additional Caballeros. As is typical in games with overlapping systems, the respective values run in opposite directions. That is, the higher the bid, the fewer the Caballeros.
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2. Board Game: Goa [Average Rating:7.62 Overall Rank:107]
Jim Cote
United States
Maine
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Take an action

In Goa, one way to gain more resources (ships, spice, money, cards, colonies) is simply to take an action to build, harvest, tax, take expeditions, or colonize.
 
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3. Board Game: Vinci [Average Rating:7.12 Overall Rank:596]
Jim Cote
United States
Maine
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Restart

In Vinci, each time you start a new civilization, you get a default number of "units" plus an additional number based on the civilization powers you choose. These are the only units available to that civilization (with two exceptions) until you start a new one.
 
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4. Board Game: Age of Steam [Average Rating:7.69 Overall Rank:114]
Jim Cote
United States
Maine
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Borrow

In Age of Steam, you can borrow as much money as you like, in the form of shares, at the beginning of each round. The catch is that you must pay dividends on each share you hold at the end of each turn.
 
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5. Board Game: Taj Mahal [Average Rating:7.32 Overall Rank:306]
Jim Cote
United States
Maine
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Auction

In Taj Mahal, players compete in a strange simultaneous auction for palaces, goods, tokens, and more cards using a hand of cards.
 
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6. Board Game: Logistico [Average Rating:6.21 Overall Rank:3845]
Jim Cote
United States
Maine
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Get there first

In Logistico, players pick up and deliver goods using their boats, planes, and trucks. Any player can pick up any good if they do it before another player does.
 
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7. Board Game: Advanced Squad Leader [Average Rating:7.95 Overall Rank:209] [Average Rating:7.95 Unranked]
Jim Cote
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Maine
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Reinforcements

In ASL, most scenarios have specific units entering the map on specific turns.
 
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8. Board Game: Die Macher [Average Rating:7.65 Overall Rank:185]
Jim Cote
United States
Maine
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Purchase

In Die Macher, players buy meetings in various regions which can be converted into votes when the conversion factor is high, when it otherwise suits the player, or when the election is held.
 
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9. Board Game: San Juan [Average Rating:7.28 Overall Rank:228]
Jim Cote
United States
Maine
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Production

In San Juan, if a player chooses the "Producer" action, all players produce appropriate goods.
 
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10. Board Game: Hansa [Average Rating:6.90 Overall Rank:710]
Jim Cote
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Maine
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Income

In Hansa, a player collects 3 talers at the beginning of each turn.
 
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11. Board Game: Catan [Average Rating:7.23 Overall Rank:279] [Average Rating:7.23 Unranked]
Jim Cote
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Maine
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Die Roll

In Settlers, players collect goods by die roll based on the locations of their structures on the various terrains.
 
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12. Board Game: La Città [Average Rating:7.08 Overall Rank:554]
Jim Cote
United States
Maine
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Attraction

In La Citta, if your city has more of the cizitens' current favorite feature (education, culture, health) than its neighbors, citizens will emigrate.
 
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13. Board Game: Manila [Average Rating:7.01 Overall Rank:614]
Jim Cote
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Maine
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Take your chances

In Manila, players place "bets", before and during the turn, on the success or failure of the 3 punts reaching port. You can also help speed up, slow down, or pillage the punts.
 
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14. Board Game: Bohnanza [Average Rating:7.06 Overall Rank:368]
Jim Cote
United States
Maine
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Trade

In Bohnanza, players may trade cards in hand and those drawn with other players in order to maximize the number of beans in their current sequences.
 
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15. Board Game: Diplomacy [Average Rating:7.06 Overall Rank:501]
Jim Cote
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Maine
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Negotiation

In Diplomacy, all movement/support is decided by non-binding negotiation with the other players, but the final decisions are done secretly and simultaneously.
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16. Board Game: No Thanks! [Average Rating:7.04 Overall Rank:391]
Jim Cote
United States
Maine
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Chicken

In No Thanks!, players collect more chips when they give in and take the current card (which is almost always bad). The more chips on the card, and the fewer chips a player has left in hand, the more tempting it is to take.
 
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17. Board Game: Can't Stop [Average Rating:6.84 Overall Rank:622]
Jim Cote
United States
Maine
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Press your luck

In Can't Stop, players are racing to the top of 3 of the 11 peaks. You can keep climbing (rolling the dice) until you decide to stop or fall back to your previous position.
 
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18. Board Game: Trias [Average Rating:6.47 Overall Rank:1679]
Jim Cote
United States
Maine
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Reproduction

In Trias, dinosaur herds may reproduce.
 
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19. Board Game: Factory Fun [Average Rating:6.84 Overall Rank:867]
Russ Williams
Poland
Wrocław
Dolny Śląsk
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Real-time grabbing

In Factory Fun, Galaxy Trucker (and probably other games) there is a resource collection phase to get gadgets that are revealed and simply grabbed by whoever decides first that they want them.
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20. Board Game: Antike [Average Rating:7.11 Overall Rank:560]
Play Games - Interact - Have Fun!
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Rondel

A form of selection, your choices are limited to the 3 free spaces past your current location unless you are willing to pay to move up to 5 more.
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21. Board Game: 'Ohana Proa [Average Rating:8.00 Unranked]
J C Lawrence
United States
Campbell
California
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Delivery

The process of delivering a market to or through an island over a player's route produces resources for that player for each of their routes connected to that island, as per the types of those routes.

Or, perhaps more plainly, if you deliver a market over Bob's route to or through an island, then Bob gets resources for every route they have connected to that island, ie fish for fish routes, shells for shell routes. Bob of course may be you. Or not. This process repeats for each step of a market delivery, for the owner of each component route used.

Then there are Kahuna which acts as resource generation multipliers...
 
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22. Board Game: 'Ohana Proa [Average Rating:8.00 Unranked]
J C Lawrence
United States
Campbell
California
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Exchange

There are seven primary currencies 'Ohana Proa: fish, shells, kula items, markets, prestige, turn order and VPs. (There are are also several minor currencies such as deliveries, routes and connectivity) Each of them may be (variously) exchanged for units of the other currencies at (mostly) fixed exchange rates (some are set in auction). Thus VPS may be discarded for fish and shells, fish and shells may be spent for turn order (and routes), kula items may be exchanged for prestige, prestige may be exchanged for temporary proas or explorers, etc etc etc. Everything is fungible and the players will spend most of the game working those translations to their favour.
 
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23. Board Game: Brass: Lancashire [Average Rating:8.01 Overall Rank:34]
 
Richard Irving
United States
Salinas
California
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Just being given them by each turn

Each turn you get two new cards.
 
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24. Board Game: The Napoleonic Wars [Average Rating:7.02 Overall Rank:1803]
Steffan O'Sullivan
United States
Plymouth
NH
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Conquer them

Many strategic level wargames, such as this one or EastFront or many others, require you to conquer resource-producing spaces. When the resource phase comes around, you are allocated resources based on the resource centers you control.
 
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25. Board Game: Roads & Boats [Average Rating:7.74 Overall Rank:271]
Steffan O'Sullivan
United States
Plymouth
NH
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One step at a time

In some games you have to use certain resources to create ways to gain other resources. You need wood to create a mine to collect iron to build trucks, etc.
 
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