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Subject: Slimming my rules + Looking for testers rss

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I've had a real hard time finding both rules "reviewers" and play testers for my game, Fire Sale. I've gone as far as I can go with in-house (family) testing and everyone likes it. The rules are probably more verbose than it needs to be, though I can't personally find ways to slim them down without making certain points unclear. I am also curious how OTHER people like the game, and am interested in any general thoughts (constructive criticism please) or comments on my game. As far as I know the game design is 100% mechanically finished, and I'm pretty proud of it. It's a set collection / dice placement / auction game in which players use dice in varying ways to bid on cards to trade them in for points throughout the game.

So I'm looking for people to perhaps review the rules and play the game! All you need is the rules, 2 decks of standard cards (1 works though it's technically a variant), and 5 dice per player (different colors preferred).

edit: Here's the 2.2 rules thanks to Bryan.

Fire Sale!
2-4 players, 20-40 minutes, by: John & Alison Prewitt, 2016

You have stumbled upon the news that there is a fire sale going on at a bankrupt estate a few blocks away. They are selling priceless antiques off at insane prices! You gathered all the cash you could and ran to the now defunct mansion. Little did you know however that tons of people would show up, all with huge wads of cash, ready to outbid you on all these “priceless” treasures!

- Players are attempting to win cards with their rolled dice to complete SETS in their TABLEAU to earn POINTS.

- A SET is two cards of the same number value, regardless of suit. A player’s TABLEAU includes the cards placed face up in front of them. A player's HAND includes cards held in secret that might be used to form a SET.

- SETs are turned in for VICTORY POINTS.

- SPENDING dice means the player has used them for the turn and they are not available until the next round.

Required Components
- These Rules
- 2 Decks of Standard Playing Cards (Jokers Included).
Variant: You may use only one deck of cards for a faster game.
- 5 dice per player (different sets of colored dice for each player may be helpful)

Victory Points
- Remove all Jacks, Queens, Kings and Aces from the decks. Place a number of each face card equal to the players +1 to the side of the table face up. Put all other of the face cards out of play as they will not be used.

- Shuffle the cards numbered 2-10 together with the Jokers. Remove 5 cards from this stack without looking at them and put them out of play (each card represents a different kind of good).
Variant: If using one deck of cards do not remove the 5 cards.

- Deal 5 cards to each player. These cards should be kept secret. These cards represent items the Player already possesses that they'd like to make sets with. If a player draws a Joker they must put it on the table and draw another card (Players may never have Jokers in their hands).
Variant: If using one deck of cards deal only 3 cards to each player.

- Flip 3 goods into the center of the table to form the initial auction block.

- Give each player 5 dice (in their color).

Play Sequence
Round Start
All Players roll their dice.

- The start player for the round is the one who rolled the most faces showing the lowest rolled number across all players. Break ties with the next lowest rolled number, rerolling true ties.

- Play starts with the start player and continues clockwise until all players have used all of their available dice.

Player Turn
A player must perform exactly one "Die Action" and may perform one "Free Action" (before or after their die action) before passing play to the left.

Die Actions
BID: Bid on a currently active good.
- Place one die on your side of one of the goods available in the center of the table. A BID will be successful at the end of the round if all dice forming the bid are the highest total value and are higher than the numbered value of the good.

- Jokers have special rules to place BIDs. Every subsequent die placed must be the reverse face of the die previously placed (ex: a 1 followed by a 6 followed by a 1, etc.).

BUY: Immediately gain a good you've previously bid on.
- Place exactly two dice totaling 7 next to a good you already have a BID on if you currently have the highest BID, even if your current BID doesn't exceed the numbered value of the good.

- Jokers may not be claimed in this way.

- After BUYING a card:
1) Return all opponents' BIDs to their owners
2) Spend the two "BUY" dice (totaling 7) used
3) Halve each die of your previously placed BID dice (rounded down) and then reclaim those dice. Simply take back any dice showing 1.
4) Place the purchased good into your tableau.
5) Deal a new good from the reserve to the center of the table as a replacement.

COMPLETE SET FROM HAND: Complete a partial set by playing a card from your hand.
- Spend a single die to play a number of cards from your hand up to the value of the die spent. Cards played from hand may only be used to finish incomplete sets in your Tableau (two "5"s cannot be played from your hand to form a set).

-Draw your hand back to 5 total cards after you are done. Any Jokers drawn in this manner are placed into the center of the table and a new card is drawn.

- Important: Similar numbered cards in your tableau must always be grouped together. You can never have two “partial sets” of the same numbered card in your tableau.

DISCARD: Dispose of an unwanted card from your hand and draw a new card.
- Spend a single die of any value to discard a single card from your hand and then replace it with a drawn card. Any Jokers drawn in this manner are placed into the center of the table and another card is drawn.

- Only the top card of the discard pile is visible. Any player can perform the RECLAIM action on their turn to earn cards from the discard pile.

RECLAIM: Immediately add the top good on the discard pile to your tableau.
- Claim the top card of the discard pile by spending two dice totaling "7".

SCORE: Turn in completed sets for Victory Points.
- Spend a die to turn in a number of sets from your Tableau, up to the value of the spent die.

- A SET is either two cards of the same numbered value (regardless of suit) or a single Joker.

- A player may claim any number of different VP cards valuing up to the total number of sets turned in, but may not claim more than one of the same type of VP card during a single turn-in.
Jacks are worth 1 VP, Queens are worth 2 VP, Kings are worth 3 VP, Aces are worth 4 VP

- At the end of the game, if a player has more than one of a type of VP card, they will gain a bonus point (see End of Game).

- Players keep VP cards face down in front of them after they have been claimed. A player may review his or her own claimed VP cards, but may not review an opponent’s.

- Players should be sure to SCORE their sets before the game ends. There is no opportunity to SCORE after the game has ended.

- Players may review turned in goods at any time.

PASS: Stop performing actions this round.
- A player may PASS on taking any more actions in the round. Doing so immediately spends all of their remaining dice.

Free Actions
- Pick up two dice with the same value and reroll them.

- Spend one die to flip a different die to its opposite face (1-6, 2-5, 3-4).

Round End
A Player is out of the round once all of their dice are spent. It may happen a player gets two turns in a row. Continue to “WIN BIDS” once all Players have spent their dice.

WIN BIDS: Claim BIDS you've won
- A BID is successful if all dice forming the bid are the highest total value and are higher than the numbered value of the good. Players should claim any BIDS they have won, placing the good into their tableau.

- Jokers: Highest Total BID comprised of at least two dice wins.

- Ties: If there is a tie for the highest BID on a good nobody receives it and it stays in the auction row.

- Unclaimed goods remain in the auction row. Fill in the auction row so there are 3 cards. There may be over 3 cards if there are multiple unclaimed Jokers.

- Players then start a new round.

Game End
The Game ends immediately when all VP cards have been claimed, when the goods deck exhausts or when a player can prove that their current score cannot be beaten.

- Players tally their VP cards and add a bonus point for each where they have more than one card (two Jacks is worth 1+1 (+1) bonus for 3 total points).

- Ties are first broken by the most valuable incomplete set in the tied Players' tableaus' and then by comparing the highest cards in hand. If there is still a tie, players share the victory.

Credits: Thanks to Brian T. Carpenter for valuable rules edits & input.

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