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nomadotto
Oct 25, 2010

Body of a Penguin
Soul of a Hero
Mind of a Lazy, Easily Distracted, Waste of Space

Hey design-minded folks. I'm hosting a board game design meetup in Portland, OR, on July 23rd at Guardian Games from 1-5 PM. If you're interested in playtesting your design, shoot me a PM and I'll hit you with a sign-up link. If you're interested in playtesting other folks' designs, just show up!

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Admiralty Flag
Jun 7, 2007

to ride eternal, shiny and chrome

THUNDERDOME LOSER 2022

I've been working on a semi-coop (I.e., only one can win but all can lose) called "Before the Walls of Troy," about Greek heroes overcoming challenges and opponents (and outdoing each other) while making sure the Trojans don't overrun their camp. I've been tossing ideas around inside my head and on Word & Excel docs on this since March-ish and it's now only 57% Battlestar Galactica by weight!

The idea that came to me this Monday as I was in an MRI machine with my own thoughts (not to worry, nothing abnormal came up) was a double auction game. The players are criminal masterminds. The auction-relevant parts are: each turn, players have the opportunity to recruit from a limited, revealed pool of specialists (each with specific skill ratings and a minimum bid to hire). Then, they bid on a revealed set of jobs, which have optimal required skills, a cost to pull the job, and max payoff for the job.

My thought was to have a single bid auction for recruiting specialists: go clockwise starting with player #2, each player placing a single verbal bid or passing, with player #1 getting the last bid. (Player order wouldn't be static.)

Then, for jobs, I was thinking of giving every player a double-digit spinner dial. They'd dial in their bid for the job (all jobs have a max payoff under $100 to fit the dial) and reveal simultaneously. Lowest bid gets the job at that payoff, breaking ties closest to the #2 player clockwise (who would win any tie).

There'd be some other bits to it (pulling the jobs -- automatic with enough skill points; a roll if not, which might lower payoff -- plus spending money on things to earn VPs, as well as an Orleans-style stack of "this turn, this limitation/requirement/bonus is in play" cards as a timer for the game, etc.), but most of the game would live in the two auctions.

My question is, for those who like auction games, does this sound like too much auctioning, even though the second is super-simple to run? Would it be better to write it up as a single auction and just a fixed profit from jobs (has the benefit of simplifying the cost/reward math there)? Or is there enough variety in the two types of auctions to warrant prototyping it as such?

Dr. Video Games 0069
Jan 1, 2006

nice dolphin, nigga
To your last question, people that like auction games will play auction games that are just a bunch of different auctions. For Sale is an all time classic and is just an auction followed by a different type of auction, and Modern Art is another well regarded game that's just a series of alternating types of auctions.

For your specific idea, it's a little confusing to wrap your head around, since you're describing two diametrically opposed types of bids - one where you're bidding high (for the specialists) and one where you're bidding low (the jobs). I can't actually think of any games where players are trying to bid low - not saying it hasn't been done or can't be done, I'm just not sure how it would work mechanically since you can hypothetically always bid zero or one - even if you make no profit, you are still denying the job to other players. The first thing that comes to mind is maybe each player alternates being the job auctioneer, and they get some kind of payout if the winner of the job is successful at completing it. Then they have incentive to not just accept the lowest bid.

the holy poopacy
May 16, 2009

hey! check this out
Fun Shoe
I would assume that there is some sort of cost to do jobs / penalty for failing them.

Admiralty Flag
Jun 7, 2007

to ride eternal, shiny and chrome

THUNDERDOME LOSER 2022

Thanks for the notes!

the holy poopacy posted:

I would assume that there is some sort of cost to do jobs / penalty for failing them.

Both, in fact -- in the version with both auctions, I envisioned jobs as having a fixed cost (gear, bribes, etc.) besides crew that you had to pay before you attempted them (and it would be a mandatory cost if you won the bid; if you say you're going to rob the diamond exchange and don't try, the underworld will never trust you again), as well as financial penalties for failure (job X might cost you, I dunno, $4 for every required skill point your assigned crew is missing -- you couldn't crack the main safe, so you're only getting paid out part of what the big score would have been).

Edit: for clarity on bidding low -- the low bid is for the payout for the jobs. Job X might cost $30 to attempt and have a maximum payout of $60. Andy dials $57, Beth dials $55, and Cat dials $58. Beth gets the job, pays $30 up-front, and earns $55 if she pulls it off without a hitch (I.e., has the right mix of skills on her assigned crew).

Admiralty Flag fucked around with this message at 01:33 on Sep 30, 2023

the holy poopacy
May 16, 2009

hey! check this out
Fun Shoe
Actually, this is pretty similar to an idea I've idly thought about before, a road construction game where players both bid for jobs (profit, low bid) and subcontractors to complete them (cost, high bid), with the added dimension that jobs take up physical space on a map and are not completed all at once so there would be some potential for blocking (e.g. someone else is resurfacing 3 blocks of a street, so you might deliberately leave a project on a cross street languishing so that they can't complete that segment.)

pseudanonymous
Aug 30, 2008

When you make the second entry and the debits and credits balance, and you blow them to hell.
I designed a pure card game, what’s the best program to set up templates I can print on a home printer with icons and such to test and put in card game sleeves?

Frozen Peach
Aug 25, 2004

garbage man from a garbage can

pseudanonymous posted:

I designed a pure card game, what’s the best program to set up templates I can print on a home printer with icons and such to test and put in card game sleeves?

Nandeck is pretty awesome, though the learning curve is a bit rough.

Component.studio is pretty good too, though costs $5/mo to use. You can set it up, export a PDF, and cancel your sub though so you only pay for when you're actively using it.

There's also a steam app called Tabletop Creator, but that's like $100 and I haven't justified the cost to try it out yet.

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Admiralty Flag
Jun 7, 2007

to ride eternal, shiny and chrome

THUNDERDOME LOSER 2022

Disregard; wrong thread

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