EMPIRE STATE
Theme: In this game the players play the part of contractors bidding
for lucrative contracts and building historical structures in early
20th century New York City. Unlike most bidding games, the winner of
the bidding (first phase) is the player to bid lowest. The
contractors will also be competing for building materials of varying
scarcity to complete their projects.
Step 1: Each player is given 100 million dollars and a screen to hide
assets with, ala Modern Art, except with industrial themes.
Step 2: The player with the most hair is the starting player ļ. The
starting player is presented with a building project (a card from a
deck) (let¡¦s say the Empire State Building ) with a maximum bid value
printed on the card (let¡¦s say $50,000,000). The starting player may
decide he can complete the project ( how is explained in step 3) for
less than that and says so. The player to his left now has the
opportunity to bid even less if he wishes, and so on around the table
until no one is willing to bid lower than the last player to bid. The
player winning the bid places this project card in front of him with
the contract value (lowest bid $) at the top which will be collected
at the completion of the contract.
Step 3: Once each player has 3 contracts before him the building
phase begins. Each project card has a number of colored squares
printed on it; these represent building materials needed to complete
the project. In clockwise turn order, players pass a bag of colored
cubes (building materials that match colors printed on the building)
around the table. When it comes a player¡¦s turn he randomly pulls the
number of cubes out double the number of players present, and places
them on a cool looking barge. Dutch bidding begins. In Dutch bidding
the player to bid highest must pay that amount for each item he
wishes to purchase. If the high bidder bids 5 million dollars and
decides to take 3 of the cubes, he must spend $15 million. The next
highest bidder gets to pay his own lower bid price for what is left
over, and so on down the rank of bidders until all the cubes are gone
or no one is willing to buy any more.
Step 4: Once the right colored cubes have filled in the blank spaces
on a project the bid on the contract is collected. The player with
the highest total $ wins the game (including anything lesf over from the starting wealth).
Idea: The number of colored cubes is limited in an asymmetrical
distribution; some colors are harder to get than others. This
scarcity imposes a sort of time-limit to build the buildings.
Uncompleted buildings are worth nothing.
Idea: Rather than colored cubes, the collected pieces could be Tetris style configuratios. Of course this would make random drawing too difficult.
Thanks fanaka66 and tricky dickie for your input. I hadn't actually considered players holding cubes they couldn't immediately use. This would definately keep the bidding lower, I think. The resources would come out in a mix of types, and it wouldn't matter what different colors you picked. They would all be whatever price you bid.