bidding
In the group Core mechanic.
Players offer money or things to buy something. Whoever offers the most wins it. Like an auction at a market.
In the group Core mechanic.
Players offer money or things to buy something. Whoever offers the most wins it. Like an auction at a market.
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Bidding blindly on secret values sparks wild guesses and laughs from overpaying surprises.
Open bids on known items turn into tense number-crunching standoffs over exact worth.
Fake bids bait opponents into costly folds, making auctions a theater of fake confidence.
Secret bids from hands compete for point-rich assets, bluffing value to outmaneuver rivals.
You roll to move, and some spaces start an auction where everyone offers to pay for a prize.
Players bid for the right to pick first, then choose cards from a shared set.
Players bid on rewards, and the winner then risks pushing for more or stopping safely.
Players bid for the right to place pieces or take control of areas.
Players bid for the top action spaces before placing their workers.
Players bid on pieces and then fit the pieces they win into their own pattern.
Players use cards from their hand as bids, so every bid uses up a card.
Players bid on how many tricks they will win, then try to win exactly that many.
Players bid on prizes and can make deals to stop bidding against each other.
Players bid on cards and collect them into matching sets.
Players bid on tiles and place the ones they win to build the board.
Players bid to move forward, racing to the finish line.
Players bid on prizes worth points, and the most points at the end wins.
Players bid to attack or defend, and anyone who runs out is knocked out.
Players pool or bid resources together to hold off a danger.
Players bid to decide who takes on which part of a shared goal.
Players bid on items, each secretly wanting different things.
Players bid on story parts, and the story finishes when all parts are taken.
Each player bids on their own rewards, side by side, without fighting over the same thing.
Players bid against each other for power to attack or defend.
Players bid on spaces or items, and winning one takes it away from others.
The team decides together how to spend shared resources.
Players bid to help a group goal, but each wants to spend less than others.
Teams bid against each other for prizes.
Players bid for the team, but a hidden traitor bids to waste money.
Prizes are revealed at random and bids are quick, so luck shapes the result.
Prizes come out at random, but you can save money or pass to wait for a later prize.
Careful bidding matters most, with a little luck in what comes up for auction.
Everyone knows what is for sale and bids carefully; reading others decides the game.
Players bid while secretly playing a hidden role.
Bids give clues to what others know or need, and you work out a hidden answer.
Players bid for parts of a real system, and prices show how scarce each part has become.
Each player plays a real group and bids for what that group wants most.
Players bid for portions of a shared resource.
What you win in an auction pays off, or costs you, only later.
Players agree a rule for the auction, such as a price limit, and see what it changes.
After play, players talk about how they decided what things were worth.
bidding supports the feeling excited.
bidding neither supports nor works against the feeling clever.
bidding supports the feeling silly.
bidding supports the feeling tense.
bidding neither supports nor works against the feeling together.
bidding supports the feeling sneaky.
bidding neither supports nor works against the feeling lucky.
bidding supports the feeling in charge.
bidding neither supports nor works against the feeling surprised.
bidding neither supports nor works against the feeling thoughtful.
bidding neither supports nor works against the feeling fast.
bidding supports the feeling unfair in a fun way.
bidding neither supports nor works against the feeling careful.
bidding supports the feeling daring.
bidding neither supports nor works against the feeling friendly.