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Popular Bidding Board Games (Mechanic)

These are the board games with the Bidding mechanic.
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Public Market: A Bidding, Fishing, Tile-Laying Game image
CrowdfundingPublic Market: A Bidding, Fishing, Tile-Laying Game [Public Market]Like| 5 comments | [+]
Skull - How To Win Every Game image
StrategySkull - How To Win Every Game [Skull]Like| 1 comment | [+]
The Hungry Gamer Previews Feudal Endeavor image
The Hungry Gamer Previews Feudal Endeavor Like| 0 comments | [+]
Skull King - Marcum Family Gaming - 5-Player Gameplay image
GameplaySkull King - Marcum Family Gaming - 5-Player Gameplay (https://youtu.be/qONHxITlbZg) [Grandpa Beck’s Skull King: The Original Game + Legendary Expansion]Like| 0 comments | [+]
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These would be my picks…

Scott Almes: I have played a few of his Tiny Epic Games, but I would have to go with #Claim. This trick-taker keeps the player on their toes due to each suit (race) having a different ability. With each expansion/standalone the variety and replay ability increases.

Ted Alspach: I would go with #Castles of Mad King Ludwig (#Suburbia is second for me). Nothing like bidding on the next crazy addition of this work in progress castle. I’m sure I am not alone when I say I can’t wait for a deluxe version of this.

Antoine Bauza: #Ghost Stories. My favorite co-op. Love the theme and its brutal difficulty. Damn those hopping vampires.

Bernd Brunnhofer: probably best known for #Stone Age, but for my pick I would have to go with the engine/tableau builder #St. Petersburg. The last time this was reprinted by ZMAN which added some extras (like the market), but I would have loved to have picked up the older version with the artwork that was closer ascetically to the time period when the game was set.

Richard Borg: Honestly, I haven’t played many from Borg. I owned and played the rummy variant #Wyatt Earp and #Thunder & Lightning. I no longer own either.

Inka & Markus Brand: Lots of admiration goes to this power couple. For my money, #Village is their best. What other game allows you to kill off your workers? People say Euros are not thematic, I say check out Village.

Tony Boydell: #Snowdonia hands down. It is one of the few games where the dummy player is not limited to two players. Plus the weather mechanic is nifty. I admit I wanted to like #Guilds of London, but the iconography made it a bear to learn and teach.

Richard Breese: Can’t think of a standout here.

Bruno Cathala: Strangely I feel that this designer does his best work with others. For my pick it would have to be #Abyss which was co-designed with Charles Chevallier. Aside from the artwork, the game does have a lot of neat mechanisms attached to it (press your luck, hand management, and set collection). I will say the game needs the #Abyss: Leviathan to cover what I feel is its weakest points (monster track).

Matthias Cramer: #Rococo which Kind of cheating because it was a co-design with Stephan and Louis Malz. Deckbuilding with area majority. My masculinity is not threatened by dress making. I kinda of regret getting rid of my first printing, but grad school is expensive and I have kids to feed. I did pick up the deluxe version.

Carl Chudyk: I feel like every one of his designs attempts to be like #Glory To Rome. Glory to Rome was the first game after playing CCG/TCG that got me hooked. Every card in this game seems overpowered and the lead follow mechanism is brilliant.

John Clowdus: Known for his small card games, which often seem a bit too similar in my opinion. I will have pick #Omen: A Reign of War. Game is a tug of war race that feels close to a CCG/TCG.

John D. Clair: I’ve played two of his designs: #Mystic Vale and #Space Base. I played a lot of vale via app. I did think it was a gimmicky deck builder at first (card crafting), but the press your luck aspect of corruption is quite fun. I will say that Space Base fixes what I hated about Machi Koro.

Rüdiger Dorn: #Istanbul (not Constantinople). Pick up and deliver mixed with wheelbarrow racing. Favorite aspect is the family member that is constantly incarcerated.

Stefan Dorra: Probably best known #For Sale. For my pick I’ll go with the abstract #Medina (second edition). Basically the most interesting thing about this is how each player plays a game of chicken regarding claiming parts of the city.

Phil Eklund: Haven’t played a ton from him, but I do like #Pax Porfiriana. The Eklunds have a knack for building games that can make a historian swoon.

Steve Finn: King of the fillers. #Biblios is my favorite here. Mix drafting and an auction and you get this game. Will note that is the first game I played with my (now) wife before we started going out. This game also made me realize that I am terrible at teaching rules.

Stephan Feld: I am a stickler for multi-use card games like #Bruges, but for this I have to go with #The Castles of Burgundy. Probably my favorite dice placement game and the very definition of point salad. Genius of how every aspect is so integrated.

Friedemann Friese: To be honest, I was not a huge fan of #Power Grid. Maybe because I was tired the first time I played it, maybe it was the people I played with. Played #Friday quite a bit. Honestly, I don’t think I ever won a game.

Jacob Fryxelius: n/a

Mac Gerdts: #Concordia. Honestly when this pandemic is over with I can’t wait to play this and Ra.

Hisashi Hayashi: Only played a few, but will have to say #Yokohama is our favorite. It is kinda like worker placement mixed with a mancala.

Steve Jackson: #Munchkin. I haven’t played a game of it in years, but I will say that #Munchkin Cthulhu is the best because of its alternate win/end condition. Game does have the tendency to go on like a bad rash.

Wolfgang Kramer: #El Grande. Pound for pound the best area control game. Needs 4 people to be playable.

Reiner Knizia: #Ra. Such a clever auction game with press your luck and set collection. This is a hard one for me as Knizia has a bunch of great designs.

Michael Kiesling: One of my grail games is #The Palaces of Carrara btw. I haven’t played #Azul enough, so my pick would be #Vikings. Haven’t played it in a bit, but how the auction wheel will move as tiles/Vikings are bought.

Richard Launius: I’ve played #Elder Sign a lot, but nothing else from him. Part of the appeal is the Lovecraftian lore (I am from RI after all). Co-op #Yahtzee is what this is. Game does need either the omen expansions like #Elder Sign: Omens of the Pharaoh Expansion or the #Elder Sign: Gates of Arkham Expansion to shine. Probably the only games we house rule as well. Game is technically over when all of the investigators die. Yeah, not doing that…

Scott Lang: Haven’t played enough to pick here.

Vital Lacerda: I own #Vinhos Deluxe, but have yet to play it. Mainly bought one of his titles due to Portuguese pride to be honest.

Daniele Tascini & Simone Luciani: #Tzolk'in: The Mayan Calendar. I was ready to chalk up the gears as a gimmick, but they are really an ingenious way to plan when and what a worker will get.

Thomas Lehmann: Much like Chudyk, I feel like most of his games are tableau builders like #Race for the Galaxy. I will say that this game works best with 2 and requires a bit of a commitment to get good at (I’ve played this over a 1000 times and I still suck at it). Common complaint about this one is its iconography.

Paulo Mori: #Via Magica/ #Rise of Augustus. Bingo with a little extras. First game I was able to play with our 2.5 year old.

Corné van Moorsel: Will have to go with #Habitats. Probably his best known title to begin with. Honestly it is an easy tile laying game that requires a little planning. Who does like building their very own ecosystem? Also. If you have the 1st printing, you have those cute handmade ceramic animals as well… or you can do what I did and buy some Red Rose Tea figurines.

Shem Phillips: I own #Raiders of Scythia, but haven’t played it yet. Can’t pick a favorite here.

Alexander Pfister: #Port Royal since I haven’t played #Great Western Trail trail yet. Port Royal is a simple card game with press your luck.

Uwe Rosenberg: Hard choice here as well. #At the Gates of Loyang followed by #Caverna: The Cave Farmers / #Agricola (Revised Edition).

Vladimír Suchý: What I love about this designer is that he rarely designs expansions. I haven’t played #Underwater Cities enough to say that it is his best. I have played #Last Will will a few times and will say that the theme and gameplay are unlike anything else. The entire premise is to blow all of your money to win and the ways that you can part with that cash is outlandish.

Andreas Schmidt: Own #Heaven & Ale, but haven’t played it yet aside from solo. N/A

Reiner Stockhausen: #Orléans. Not sure if this was the first “bag builder”. Orleans is kinda point salad. Probably favorite aspect of this is the travel aspect that reminds me of another favorite, #Village. One expansion can also make this a solo or co-op game as well.

Jamey Stegmaier: #Viticulture: Essential Edition w/  #Tuscany: Essential Edition. Very simple and streamlined worker placement. I used to help my grandpa (Avo) make wine so this always reminds me of him and that time. Lovely production quality.

Ignacy Trzewiczek: I would pick the #51st State: Master Set over #Imperial Settlers. They are similar, mainly because both were modeled after the original #51st State. I think where state has the edge is how the game will end at a set point value. Almost every game of Settlers ends with a blowout and has a set amount of turns.

Justin De Witt: The only game I really played from him is #Castle Panic. The game is akin to those tower defensive games. Simple co-op that is a great entry point into the genre. The game does feel like the #Castle Panic: The Wizard's Tower expansion should have been included from the start. Was curious about the failed kickstarter that was going to be a deluxe version.

Martin Wallace: Only played a few from him, but I would pick #London Second Edition.

Cole Wehrle: N/a

I have to agree on #Brass: Birmingham and feel it was a fantastic remake at a great value.  I am still very happy with #Rococo: Deluxe Edition but the remake does not compete in overall value.  

I would say a remake is great with enough time.  I think #Raiders of Scythia, while a great game and I enjoy it quite a bit, was frustrating for folks who had invested in #Raiders of the North Sea and all its expansions. 

I don't know that there are a ton of games I'd want to see a remake of.  I could see #Monopoly getting a remake and made into a euro-style game of sorts that keeps the original feel of a large rondel but with a more interactive bidding formula from turn to turn and perhaps a different win condition.

#The Game of Life could be redone in a similar fashion and crafted into something reasonably playable.

As for games that were made in the last 15 years or so...I'd love to see #Dinosaur Island get an upgrade of some sort rather than a remake.  Perhaps a "tweak" more than anything else.  I'd love to see #Friday remade with some gorgeous art done by Jakub Rozalski.

Good article about one of my favorite genres! I do need to try Eclipse - someone in my group is a fan and we should get it on the table once we're back in person. #1775: Rebellion is fantastic - my wife and I have a blast playing in the tournament at World Boardgaming Championships every year. #1754 Conquest: The French and Indian War is excellent, too - the same mechanics, but a much different feel.

My picks:

#History of the World for sure. You get the Risk feeling of conquering huge swathes of territory, but the epoch system keeps the snowball effect from completely taking over.

#Small World is always the game I recommend when someone is looking for "Risk, but good." It takes a page from History of the World with your races going into decline. And you have to admit, it's more fun playing as a Flying Halfling than as... blue. :)

#Nexus Ops is kind of a cross between Risk and A&A, but way faster than either. The combat system has A&A-style differentiation of units with the addition of terrain considerations. The victory point system rewards aggression rather than turtling. And (the Avalon Hill version at least) just looks so damn cool!

Lastly, if you want a Risk alternative that is still Risk, there's #Risk 2210 A.D. - the best of the series. The cards introduce uncertainty ("Risk" you might say), and the fixed number of turns and bidding for turn order fix the way original Risk drags.

Haha I just read your reply to my comment in which I talked about the severe faction/player-mat imbalance in #Scythe. Without rehashing too much, the competitive scene has a tier list for the factions crossed with mats and it goes from F-tier all the way to SS, with each tier loosely worth I think about 5 coins in score. This has led the current "metagame" to pre-game bidding for whatever combos come up, which can force some really interesting adaptations in strategy, but also requires a certain level of experience to wield properly.

A common issue with some of my favorite games like #Deception: Murder in Hong Kong and #Cosmic Encounter is a high amount of input randomness (in the case of these games, random card draw). Both these games depend on players to balance the randomness of the cards drawn, which can lead to some incredibly clever plays but just as often can lead to some less-than-stellar game experiences.

#Sherlock Holmes Consulting Detective: The Thames Murders & Other Cases is a fantastic game with a frustrating scoring method. The game tries to encourage players to make some logical leaps and refrain from dawdling, but the general consensus is that "beating" Sherlock in a case requires some truly hasty detective work. I mean, Sherlock's methods may be effective but they would likely not be considered thorough detective work in a court of law. Following leads is a really fun part of the game, and trying to do as little of it as possible to "win" is a good example of the "fun thing" and the "right thing" not being fully aligned.

I'm in the same boat, I think I'm still not quite experienced enough to define what a 10/10 game is. I've played a decent number of games, but none have struck me as flawless, but then again maybe that's not what a 10/10 game will mean for everyone.

Take #Scythe for example, which many others have named in this thread. After dozens of plays, I've come to a conclusion many other "competitive" players have already reached, that some faction/mat combos are unquestionably stronger than others. Even Stonemaier has "banned" a couple of combos, and over time even stronger ones have been found. A common fix for this is bidding coins for combos, but this is a fan-made solution for an inherent balance problem. I enjoy Scythe, but can I really call it a perfect game? I don't know.

That's kind of my take on a lot of games I really love, and maybe that's unfair. I would like to hear what others think a 10/10 means!

1. I am still fairly new to gaming (around 2 years?) and would love to try it

2. I would love to be able to buy an expensive game, like On Mars or Xia

3. I love exploring new games! The only mechanics I haven't enjoyed as much yet are bidding and bluffing (if that is main focus of game, like Sheriff of Nottingham), but still depends on the game

I generally agree that most mechanics are quite easy to fit into a more broadly appealing game in isolation. It is generally when you have multiple integrated mechanics that the learning difficulty skyrockets, when you have to balance resource management, with bidding on cards, with an area control aspect that suddenly there is so much that has to be learnt and understood from playing simpler games that it creates a high barrier for entry.

That said, I can imagine something like the delayed worker placement in #Tzolk'in: The Mayan Calendar taking a long time before being successfully put into a mass market game. I think the fact that there is very little immediate gratification and it requires a tonne of long term planning that can be absolutely brutal if you mess it up might make it a hard sell. But who knows, I guess it isn't a huge jump from action planning/queue mechanics which I am sure feature in mass market games.

     I think it is a mechanic, but a mechanic made up of other mechanics. Here is why I believe this. Can something (engine building) that is constructed entirely from a single building block (mechanics) not in itself be a mechanic. Another way to look at this is that most gamers would consider "card play" as a mechanic. To get to the mechanic of card play, a player has to obtain these cards. Gaining cards through mechanics such as drafting, auction, or bidding, is what builds a player's hand. These initial mechanics are necessary to get to the secondary mechanic.

     In engine building, all engines consist of things gained through using mechanics. Gamers after they build their engine talk about "running" their engine. Running the engine needs the components to have it run. I equate the process of running the engine, a mechanic that is in the game but needs construction through other mechanics. This running of the engine can itself lead to more mechanics such as set collection, or worker placement (your engine allows you to generate more of these).

     If my first statement holds, then engine building is, in my opinion, a mechanic. It could be that we need to consider it as a secondary mechanic and begin to think of mechanics on a deeper level as games get more and more complex, and as designers find new and exciting ways to make games better.