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Need help with an auction game idea.

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edgd00
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Hi All! I'm looking for some help with an auction game. I have no experience with auction games and am trying to get a starting point. The general idea of my game will be to have players bid on a set of 4 items up for auction. The 4 items are all hidden and each player can peek at one of the items. Some items will be worth money some will be just junk but the players are bidding on the entire set of 4. The player with the winning bid wins all 4 items. Then the game goes into a Market phase where players can sell 1 item to the"Bank" for its full worth and sell or trade any amount of items between players. Then the game goes onto another auction of 4 items. The items come from a deck and the game ends when the deck is exhausted and all items have been auctioned off. The winning condition is to have the most money at the end.

Each player will play a different character that gives different abilities. Such as swiping off money from the others or getting an extra peek at the items. Also each character will have an item type that they favor and can sell to the bank for even more than its worth.

I'm having trouble figuring out if the players should all start off with the same starting amount or varying amounts. Also since the players can sell to the "bank", I want to prevent one character from easily running away with the game.

I need any and all ideas. Also when I have a working game engine, I'd like to offer the game as a print-n-play for playtesting purposes before making the final product.

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ilta
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There may be an actual

There may be an actual mathematical way to do this, but I think rather than trying to figure it out and spreadsheeting, you should just playtest it!

Pick a few numbers and have at it. Rotate the roles between each player, so the "best" player doesn't always have the same role. See if someone always wins (a role, the first player, the one who always sells his stuff straight to the bank), and by how much. Adjust, lather, rinse, repeat.

treyalsup
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Sounds like the show "Storage

Sounds like the show "Storage Wars", in which people bid for the contents of abandoned storage lockers but they cannot enter to the room to examine the contents, they just get a limited 5 minute look from outside the door.

If you are concerned with a runaway leader then I would look at modifying how players sell the items they win for money. Right now you are letting players (it seems) instantly liquidate items to the bank. So there is no inventory as such. There should probably be an inventory cap and perhaps it takes longer to arrange the sale of certain items, especially the more valuable ones, cutting down on working capital for the next auction.

You might also introduce the idea of collections.

Reiner Knizia is kind of the master of the auction mechanic.
http://www.boardgamegeek.com/boardgamedesigner/2/reiner-knizia
I would suggest taking a look at
Medici - http://www.boardgamegeek.com/boardgame/46/medici (very good/cheap iphone game)
Money - http://www.boardgamegeek.com/boardgame/125/money
Modern Art - http://www.boardgamegeek.com/boardgame/118/modern-art

as a starting point. (especially Medici)

edgd00
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Thanks but need a bit more help

@ilta: yes i can playtest ad nauseum but it makes no sense for me to try to figure out how to do the auction mechanic if many other games have figured it out already. What I'm looking for is a starting point that I can then build upon and then adjust numbers.

@treyalsup: Very astute! Yes indeed I am trying to emulate the feel of those shows. As far as letting the players liquidate immediately, they are limited to only selling one item at a time to the bank. Perhaps maybe it should be that if they sell to the bank they only get half price unless it is their favored item type? So the items will have a max value but the only way to get full price for an item is to sell a favored item to the bank. (i.e. The Antique Dealer sells Antiques at full price to bank but only makes half price with everything else.) Thereby perhaps encouraging players to sell items amongst themselves to try to get a better price than they would from the bank. So a player that would normally make half price from antiques could try to sell it to the Antique Dealer player for more than they could from the bank.
You mentioned having an inventory. I'm not sure what you mean. I also want to point out that I'm aiming for this game to have as few components as possible. Optimally just a deck of cards and money. I'm aiming for it to be small, affordable and portable. Also trying to be fairly casual like a party game. Also what did you mean by "collections"? I do have an idea for a "Collector" character than can sell multiple matching item types to the bank. Thank you for your input it is really helping out.

treyalsup
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"inventory" would just be the

"inventory" would just be the items purchased. You hadn't mentioned before the one sale/turn restriction, so that might eliminate the need for an inventory "cap".

As far as collections - I just mean that many auctions also have a collection or set-building aspect. These games are interesting to me because they create their own economies in the game itself. You may not need to make the game asymmetrical by assigning each player a role like "Antiques dealer". If a player starts collecting antiques in turn one, he may have an incentive to continue collecting them. For example, what if there was no "bank" in you game but rather there were Merchants, one of each type of good and the restriction you place on the game is that players can only visit one merchant per turn to sell goods. Therefore certain efficiencies would start to occur by building up items of the same type- you could even reward larger collections of goods of the same type.

I think you are right to keep the game simple. Cards only. Generally you don't have to add components like "money". People just replace them with poker chips anyway.

In most of these games money = score. Your concept probably fits this mold.

Again Medici is a good starting point for auction games.

I like the poker aspect to the "each player sees one card" dynamic.

edgd00
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Auction Junktion is Available!

Hey it's been a while and I actually forgot that I started this thread looking for help with my auction game. Well if you don't already know, it has been completed and is available for purchase to the public! Allow me to introduce you to:

Auction Junktion - http://nightstalkergames.com/nightstalker-games-products/auction-junktion/

Auction Junktion is the world’s first and only storage auction game you can play at home! Players use bidding, bluffing and other underhanded skills to win the best treasures while leaving everyone else wallowing in useless junk!

When storage lockers go unpaid or abandoned, the property goes up for auction to the highest bidder!

Each auction is played out with several face down cards drawn representing items in a storage locker. Each player only gets to peek at one item but you are bidding on the entire set. Be careful, because many of the items are worthless junk! Sift your way through the trash to find the hidden treasures!

You’ve got to use all the bargaining skills you have to beat out the competition as well as good bluffing skills to get the other players to buy all the junk.

It’s all about the money; will you have it all at the end or will you be wallowing in a big pile of junk?

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