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Secret Bidding Mechanics and Games

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TheReluctantGeneral
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I'm working on a game design which is to feature 'hidden' bidding. In this game players have secret victory conditions, which they strive to meet by placing 'bids' in the form of chips or cards at regular intervals in the game.

So I want player bids to be secret such that the other players will be kept guessing as to which set of victory conditions their opponents have.

There will be multiple ongoing bidding 'threads' at any one time, and bidding threads will be individually called to resolution by other game mechanics, and new threads will be started. Therefore bids will be made 'ahead of time', with the final outcome of a given bidding thread only revealed when the game forces a resolution of that bid.

My current scheme uses a set of chips, blank on one side and marked with one of two symbols on the other, representing a single negative point or a single positive point. When a player is eligible to make a bid of a certain size, he secretly selects chips of his choosing and deposits them in the relevant bag, so that no other players see whether his bid was positive or negative (or both, if he is trying to prevent his bid from easily revealing his desired outcome).

When the bid is resolved, the bag is turned out and the chips counted. More positive chips yields a positive outcome, and more negative chips yields a negative outcome.

The problem with the bag scheme is that I'd like it to be clear to players which ongoing threads have received the most bids, and the bag idea doesn't fit well with this. I could have players just make a stack of chips face down on the table, but one clumsy move and all would be revealed.

My other and more important question is whether anyone knows of any other games that have featured secret bidding mechanics, or whether anyone has worked on similar mechanics for their own games, since the geek doesn't have a catagory for hidden bidding.

Jpwoo
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Secret Bidding Mechanics and Games

The poker chips with the little 'teeth' around the side are pretty resistant to spilling over.

I would risk the open stacks rather than use the various bags which just feels a little cumbersome.

The only game that I can think of that even comes close to multithreaded bidding is Shogun (samurai swords) though it is more resource allocation instead of bids, except for the ninja.

I think the important part of blind bidding is that there needs to be lots of other visible information. I forget what game it was I played that had blind bidding on an uncertain result. The result of auctions felt completely random.

I only mention this because you have hidden victory conditions. And unsure endings on auctions.

RobBartel
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Secret Bidding Mechanics and Games

Cards stack better than chips, guaranteed.

One of the games I'm currently working on includes a semi-hidden bidding mechanism that seems to work quite well and might meet your needs.

Throughout the game, players acquire cards ranging in value from 1-5. There's a bidding phase at the beginning of every round where players play cards face-down to mark their bid. The bidding is free-form and can go back and forth as many times as necessary, with new players suddenly entering the bidding on a whim. The cards are only revealed once everyone is happy with their bid and there's all manner of cursing as players realize that the player who bid three cards was bluffing with a fistful of ones or that the late-blooming stealth bidder slipped in a 5 as his solitary card.

While my version doesn't make use of negative numbers, that would definitely add some further mystery to the bids. The only danger is that, if everyone has the same cards available to bid, you will lose some of the bluffing and surprise elements. That said, you seem to be addressing that by having multiple bidding streams ongoing at any given time.

Hope that helps,
Rob

MattMiller
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Secret Bidding Mechanics and Games

Quote:
My other and more important question is whether anyone knows of any other games that have featured secret bidding mechanics

I haven't played it, but there's a mechanism in Azteca that might resemble what you're talking about. I remember it involved secretly dropping money into two different boxes, voting for the advancement of one god or another. Periodically, the boxes are opened and one or the other god advances. (Or something like that.)

-- Matt

FastLearner
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Secret Bidding Mechanics and Games

I have an election game (called Scandal!) that I've been messing with on and off for a number of years now that uses a mechanic suprisingly similar (same hidden bidding, positive and negative bids or combinations thereof), but in my case folks bid with cards so they can be stacked pretty high -- plenty high enough for my game, anyway -- without any risk of collapse. Maybe that would work.

(FWIW I think I'm getting rid of the mechanic in the next iteration, so we're in little danger of producing similar games.)

-- Matthew

TheReluctantGeneral
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Secret Bidding Mechanics and Games

Thanks for the feedback so far. I think that face down card bids seem to be the way to go, rather than chips. I'll just need to ensure the face down bids are shuffled together before being revealed to ensure that which way players bid is not obvious.

There will be plenty of visible information on the board. Additionally, the bidding will not be completed in one round, but will instead be built up as various players become eligible to bid on that thread (my current design has one pawn representing each bidding thread moving around on the board, picking up new bid cards on it's stack as various players move the pawn about in order to gain bidding opportunities).

However, JP - I'm mindful of your point about the outcomes seeming random, and would be interested how people feel about secret bidding in general as a game mechanic, especially since it seems that its not too common.

However I feel the hidden victory conditions could make for an interesting and tense game as long as there is sufficient opportunity for players to deduce the goals their opponents are working towards. Ideally all players would have deduced their opponents victory conditions at the start of the endgame, making the final part of the game a real race as the truth is finally revealed. In this game having open bidding is almost certainly going to preclude having hidden victory conditions.

FastLearner - I'd love to know what experiences you have had with this mechanic, and why it is up for elimination from your game.

Jpwoo
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Secret Bidding Mechanics and Games

The only thing i don't like about stacking cards is that unless you lay them down a particular way. (Stacking them like tricks or leaving cards slightly exposed somehow) That you can't get a good feeling for how big a stack is. but otherwise it think they work fine.

jwarrend
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Secret Bidding Mechanics and Games

I don't think blind bidding games are completely uncommon, but they do provoke mixed reactions. Some people think they're great, some people avoid them like the plague. Some of the better/more popular ones include Aladdin's Dragons and Pizarro & Co.

I came up with a "semi-blind bid" mechanic such that the back-printing of the cards used in bidding have an icon that indicates what it's possible range of values could be. (eg, one coin was 1-3, two coins was 4-6, etc). I put the game up for discussion in the Game Design Workshop, it is/was called "Profit and Provenance". It worked pretty well but there were/are issues with some of the systems unrelated to bidding that I haven't yet ironed out. In a funny coincidence, a very similar mechanic appeared in the game Maya.

I have a different game in which there's an organization that has 8 positions, and players have cards that correspond specifically to one of the positions. They also have vote cards that can be used either to remove or protect existing members of the organization. There's a removal phase and a replacement phase, and the goal is obviously to remove the cards of other players for positions that you have cards to fill. The vote cards were only "yes" and "no", so it's not exactly like your game, but there are some similar ideas where you're trying to figure out, based on how a player is voting, what positions he has cards for.

It works in my game because it's really simplistic and the revelations come quickly. But I'd be careful about a game that had hidden bidding AND hidden goals. The game might just rely too heavily on intuition that it might cross over into being luck-heavy. You have to make sure that players are getting enough information to make intelligent moves, AND that figuring out things like "what goal is Joe pursuing?" or "what way is Tom seeking to influence this particular bid" is of some value, in the sense that a player who figures out the answer to such a question can impact the game productively.

For a sanity check, you might just try the game out at some point with fully public goals and fully public bidding, and see if it actually makes the game significantly worse. If not, you might keep it that way -- the game could still be fun, but won't automatically turn off those who dislike blind bidding. I think that's really something that everyone who wants to have secret information should really think through -- what is the real reason that this information needs to be secret? What skill set am I looking to test? What player experience I'm looking to create?

Not saying there's never a context in which hidden information isn't interesting -- it often is -- just saying that designers who are looking to come up with, for example, the perfect double-blind movement system, may be doing so without a clear gameplay purpose in mind.

-Jeff

TheReluctantGeneral
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Secret Bidding Mechanics and Games

Thanks for your thoughts jeff. The games you mentioned led me to a 'hidden bidding' geeklist that I had not found earlier.

Your points about the relevancy of hidden information are good ones, and happily given the current design I have it will be easy to test it in open and hidden combos without any extra effort in the prototype design.

FastLearner
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Secret Bidding Mechanics and Games

TheReluctantGeneral wrote:
FastLearner - I'd love to know what experiences you have had with this mechanic, and why it is up for elimination from your game.

In my game each stack contains multiple totals. For example I may want to influence a certain stack to have more A and less B, so I play a +A card and a -B card on it. When the results are revealed we see how A-F (or so) are influenced in that particular stack.

This works fine, except that after a certain number of cards have been played, no one knows how much A-F have been modified and if they're wasting their time by trying to change it. As such I allow players to periodically examine the stacks to get an idea of what's going on, but it's unrealistic for anyone to remember the approximate totals of A-F for a given stack. That means that players either have to exercise amazing memories (which rewards those with good memories) or that it has to be recorded somehow. Recording it, while true to the theme (polling the voters), is a hassle, so the whole mechanic might well be wiped. That or I'll come up with a way for the most recent poll numbers to be displayed on the board and discard the current stacks, something like that.

In my case the stacks of unkown (but not unknowable) information grow and grow over the course of the game, resulting in a problem. I doubt that your game encounters the same problems.

-- Matthew

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