‘For Sale’ by Stefan Dorra
So to ‘For Sale’, which comes in a small, sturdy box and has 60 cards (two sets of 30 each), some cardboard money and a set of rules. Not a huge amount, but very nicely produced. Four of the first set of cards are dealt into the middle and there are admiring comments about what is on view; real estate. This is game about buying and selling property.
Paul bids first - $1000. He is hoping to get a house in the mountains worth 22 points. Sarah raises the bid to $2000. Dicken elects to drop out, which means he pays nothing and takes the least valuable property – the dog kennel worth 4 points. Kendall stays in raising the bid to $4000, Paul raises the bid to $5000. Too rich for Sarah, she withdraws and collects the least valuable property remaining – the tent worth 7 points. She has to pay half her bid (rounded down) to the bank, but gets to keep the other half (in this case $1000). Kendall drops out, pays $2000 and collects a wooden shack worth 15 points. Paul gets the house in the mountains, but has to pay all the money he bid.
Very simple. Seven quick rounds (two cards having been removed). Only Kendall has any clue to the significance of what is being purchased, but no-one seems to mind. Everyone has a feeling about property whether it be a cardboard box (1 point) or a space station (30 points). Each player’s money gradually dwindles or else dwindles in great leaps. Any money not spent carries over into the final scoring
So to the second phase of the game. Instead of four properties up for grabs, there are now four cheques. These range in value from zero value to $15000. Players secretly offer one property per round for sale. The highest value property gets the largest cheque etc. etc. Very simple. Seven quick rounds (two cards having been removed).
Final scoring takes place with players totalling their cheques and any money left over from phase one. Kendall wins with $62000 to Dicken’s $59000, Sarah’s $55000 and Paul brings up the rear with $48000.
Scores on the doors…’Clans’ 6/10. ‘For Sale’ 8/10.
No chance for a second playing of ‘For Sale’, although it is briefly mooted. Paul and Sarah are evidently keen to get better at playing a game, by playing it successively. Dicken and Kendall are long-toothed social gamers who have long since realised that in this genre:
- Fun is to be had in the finding out
- Replaying gradually lowers interest
- Playing many games develops game skills generally
- It’s easier to win if you know the rules best
Dicken heads off home, an early start beckons. Kendall gets out the Canal Mania art-work. Paul and Sarah provide helpful advice before they too take their leave. They promise they will return.
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