Auction / Bidding

Condottiere

It is 13th century Italy. Trade is flourishing between the city-states and the Levant. Venice, Florence, and Genoa are all bursting with wealth. However, each city-state is also plagued with a weak national army, leaving them defenseless against invasion from their envious neighbors. Enter the Condottiere.
As veteran English soldiers returned from the Crusades, Italy found itself with an influx of desperate and capable men. These hired swords were contracted to fight for individual city-states by an agreement known as a condotta. The most elite of these men were the mercenary leaders known as the Condottiere.

The object of Condottiere is to acquire four connected provinces in renaissance Italy. To do this players auction off different provinces on the board and bid on these provinces with a hand of cards representing mercenaries, seasons, scarecrows, and political figures. However, unlike standard auctions in which only the highest bidder loses their bid, in Condottiere every player loses their bid. Players are, in effect, bidding the number of troops they are willing to lose in order to win a province. However, several special effect cards shake the contests up and keep the players guessing.

Estates

The City Council recently approved the zoning map for a new urban development — The Estates — featuring high-end infrastructure and a modern atmosphere for its citizens. Soon after, the banks awarded millions of dollars in loans to six real estate investment firms to help develop this new area. The zoning map for The Estates calls for two rows of four buildings each, located between the River and Main Street. The meadows on the other side of the River are to remain a recreational area for the City.

But, with hopes of larger profits, investors and building tycoons entirely ignore the City Council's demands and begin developing three rows of buildings instead. The Mayor catches wind of the potential for profit and begins planning a new mansion in The Estates, which would double the value of one of the building rows! With some sketchy building permits, investors begin developing buildings on the other side of the River, beyond the designated building zone. However, the City Council takes rigorous steps to put an end to the racketeering with an ultimatum: As soon as the first two rows are completed, the buildings in the uncompleted row will be torn down, resulting in a huge loss for all who invested there. At the end of the day, the investor with the highest-valued buildings will come out on top.

The players take on the role of investors seeking to make the most money by developing buildings in The Estates. Players will bid for the various building pieces and place them in The Estates to their benefit. All buildings in completed rows score positive points, while all buildings in incomplete rows score negative points. It is possible to have zero completed rows of buildings.

A game of The Estates lasts around 40 minutes and can be played in several rounds to experience a shifting economy.

Montana

Halfway through the 19th century, the first permanent settlements appeared in Montana. After this, many fortune seekers traveled to this region with their caravans in search of work in order to build a better future for themselves — and there is an abundance of work as in the mountains precious metals are to be found and on the fields a lot of manpower is required. Meanwhile, the number of settlements is growing and the demand for goods is rising. Recruit the right workers, deliver goods on time, and choose your settlements tactically. Only then you will have the biggest chance of winning Montana.

In more detail, on each turn players choose one of these three actions:

Recruit: Use the spinner to get new workers.
Work: Send your workers to one of the different locations to get resources or money.
Build: Spend your resources to build new settlements.

The first player to build all of their settlements wins!

Amun-Re: The Card Game

Amun-Re: The Card Game is a card-based version of Amun-Re, and the auction at the heart of that game is still present in this design, with the results of those auctions driving the rest of the action.

In more detail, Amun-Re: The Card Game lasts three rounds, with three auctions in each round, followed by other actions, then a scoring. Each player starts the game with money cards valued 0-8, and at the start of the game, everyone chooses money cards that sum to 14 (with the 0 being included) and lays those cards face up on the table. Province cards equal to the number of players are revealed, and players take turns bidding on provinces by placing exactly one money card next to one province, outbidding an opponent if someone else has already bid there; if you're outbid, you take back your money card, then bid again on your next turn. Eventually everyone will have bid on separate provinces, after which you discard the non-0 bids, then lay out new province cards and run through two more rounds of bidding.

Province cards show different numbers of pyramids, ankhs, and fields, with a caravan possibly being visible as well. Whoever has the most ankhs visible is Pharaoh, going first in each action with ties broken from the Pharaoh going clockwise.

After three rounds of auctions, players will have some amount of money (possibly only the 0) still in hand. Everyone simultaneously makes an offering of gold, and the sum of the offerings determines how much the Nile floods, which determines how much money players will earn from fields. If the sum is 10 or less, players with caravans receive 10 gold per caravan. Whoever offers the most gold receives three pyramids to place on their province cards, with others receiving two and one pyramids.

In player order, players determine their income level, then spend gold to build pyramids on their cards (distributing them as equally as possible), then they take money cards into their hand to account for any income not spent. They then score points for sets of pyramids, for having nine or more fields, and for having the most ankhs.

The second and third rounds of the game play out similarly, except that when you claim cards following the auction, you place these province cards on top of your previous province cards so that only the imprinted and acquired pyramids are visible. Everything else is buried in the sands. You score again at the end of each of these rounds, then the player with the most points wins.

Vanuatu (2nd Edition)

In Vanuatu, you are a Vanuatuan who wants to prosper during the eight turns of the game. In order to prosper, you have to manage with natural resources, rare items, vatus (local currency) and tourists. To earn money or prosperity points, you may also draw on the sand*, carry tourists all over Vanuatu islands, or trade cargo with foreign countries.

On each turn, the archipelago expands and you have to program your actions with five tokens. You put one or more of them on the chosen action spaces, and on your turn, you will only be able to play an action if you have the majority on its space. Thus, sometimes have to wait for other players to remove their tokens by playing their actions. If you are not in majority anywhere, you have to remove all of your tokens from an action and give up hope of playing this action. A good strategy lets you block other players; for example, they won't be able to sell fishes if they haven't caught them first – order matters! Islands and sea resources are rare, so be quick and take them first!

There is no such thing as a rich Vanuatuan. When you reach ten Vatus, they automatically transform into 5 prosperity points and again, you are poor. Life is hard, but you may encounter ten men to help you; on each turn you choose one of them to increase your benefits from an action. As always, being the first player lets you choose before the others.

In short, Vanuatu is a strategy game of programming and majorities that features development, blocking, and a lot of interaction between players.

This Quined Master Print edition brings you the wonderful original game, as well as the Rising Waters expansion and the extra character of the Governor, with completely new artwork by Konstantin Vohwinkel. The Rising Waters expansion adds a whole new level of tension to the game: Global warming threatens Vanuatu. Many islands are in danger of disappearing under the sea due to rising waters. Players will therefore have to unite to protect the islands by building dikes. However, the interests of one are not necessarily the interests of others.

(*) Sand Drawing in Vanuatu belongs to the Masterpieces of the Oral and Intangible Heritage of Humanity of the UNESCO.