I see lots of posts decrying the use of an Auction mechanic as evil, balance cheating, apathetic designing, or worse.
Is the Auction mechanic really that bad?
I have a little card game I'm working on that involves resource management, and I want to use a lowering value auction in the Market phase to create a bit more tension between the players, as well as keeping the phase quick to play.
Lowering values meaning they are bidding the number of resources they will be able to purchase for a set payment. So if a player bids 5, they will be able to buy 5 resources for each card they spend. Players call out their bids, no two players can bid the same, and you cannot re-bid a lower number. The player who bids the lowest gets first choice, second lowest goes next, etc.. (I think its called a reverse English auction, but please correct me if I am wrong.)
The resources are then used in the Manufacture phase to fill orders for a players product.
Currently neither phase as a set player order other than the one created by the auction determining who buys resources next.
Is there another mechanic that could be used and still retain the tension and speed of the phase while also keeping the phases "set order of play" free?
Or am I just being lazy? :P
Yes, I have heard of the auction system in New England, but have not played it. When I decided on that system i did a quick search of different auction systems already in use and that style seemed to fit the best.
So an Auction mechanic can be used to advantage, but generally, designers tend to use it for the wrong reasons?
My resources have equal value game wise, but there is a limited supply, each player needs a different set of resources from the pool, and they expire (return to the pool) if not used within a set number of game phases.
Is this a reasonable situation to include an Auction mechanic?