I'm a big fan of designing around set collection mechanisms, but the trickiest of that design is starting with a balanced set of variables. You can use an existing familiar set like a deck of cards, or a PAIRS deck, or even a Mirror Deck. The problem is that if your initial baseline is too ordered and symmetrical, you'll get kind of boring endgame scoring.
For example, if apples, oranges, and pears are in equal quantity in a bag of chits, then any endgame scoring condition that favors one of those fruits doesn't feel unique to that fruit. If each fruit has some other attributes, like freshness, or sweetness, or rarity, then you start getting a little bit more grit in the gears. Now you've given players more factors to consider as they collect their fruits.
Speaking of factors, I've always been a fan of the number 60 because it can be subdivided into 1, 2, 3, 4, 5, or 6.
Tsundoku: Buying more books than you can read
Author (4x 15)
Genre (5x 12) Price (6x 10) Trilogies (20x 3)
- Author: Score 1 point for the first book you've read by an author. Score 2 points for the second book by the same author. 3 points for the third book by that author. And so on, up to 15 points for the 15th book by the same author.
- Genre: Score each set of different genres you've read. The bigger the set, the more points it's worth. 1 Genre read: 0 | 2 Genres read: 1 | 3 Genres read: 3 | 4 Genres read: 6 | 5 Genres read: 10
- Trilogy: Score 10 points for each complete trilogy you've read. (Each book in a trilogy begins with the same word in its title.)
- Price: The player with the lowest total price of unread books earns 20 points.