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Description

Players bid that they can achieve some outcome in the ensuing gameplay phase. Scoring is based on whether and how well players achieve their bids.

Discussion

This style of auction is common among classic trick-taking and ladder-climbing games. Many of these are team games, with each team trying to capture a majority of the tricks. In a standard 52-card deck, there are 13 tricks, so bidding is declared as the number of tricks over 6. A bid of one, for example, is a bid of seven total tricks. The auction itself is almost invariably a bid-untilpass auction (AUC-03). The team that wins the auction must now try to win the number of tricks specified by the winning bid, which is sometimes called the contract. Usually, teams can score more points by making a contract than by preventing the other team from making a contract.

In free-for-all games, players may make only a single bid. Often, as in Wizard, the last player is not permitted to make a bid of the number of tricks that would make the sum of all bids equal to the number of tricks in the game. This is to ensure that at least one player is unable to make their bid at the end of the round. All players have a contract in this setting, in contrast to the team games discussed above. Games may vary in how they treat over-tricking or collecting more tricks than declared. In some games, over-tricking is rewarded with bonus points. In others, it is penalized, either immediately or after some threshold number of over-tricks are taken. One devilish game, Skull King, requires players to bid simultaneously on how many tricks they’ll take and only awards points for winning exactly that number of tricks. One reason to use bidding like this is to give players agency to respond to the random cards dealt with their hands. Some deals will strongly favor one player or one team. Bidding tricks offer a means for handicapping these uneven deals. Trump suits offer another leveling opportunity. Players bidding for tricks also declare the trump suit if their bid wins and winning the bidding round usually grants the winner the lead in the first trick. Auctions are information-rich environments, and trick auctions are no different. Players each begin with a hand of cards representing one-quarter of the cards in play. With each bid, players reveal more about their hands. Games with trump bidding as well as trick bidding have especially rich auctions. In Western countries, the game of bridge is the grand doyenne of tricktaking bidding games. Because these are team games with communication restrictions, bidding is especially important. Players abide by conventions, or standard rules, about what a bid means about their hand in terms of the highest cards they hold and the overall distribution of cards among suits. Unusually for modern games, conventions in bridge must be agreed upon explicitly by partners prior to play and must be disclosed in full, with all their implications, to the opposing team, too! Modern games differ from traditional trick-taking games in that they typically simplify the auction and reduce the overall number of tricks in the game. Predictive bidding is a complex, high-skill mechanism that is very demanding of players in terms of memory, deduction and induction, and experience with the dynamics of cardplay. This depth and complexity are suitable for a lifestyle game like bridge, which players can play for decades. Modern games seek to distill the essence of the mechanism, while lowering its skill threshold for greater accessibility.

This mechanism is not limited to trick taking. In 25 Words or Less, players are broken up into two teams. One player on each team is the clue giver, who receives a list of five words that they need their to team guess. The clue givers then bid for the number of words that they are allowed to use to get their team to guess all five target words. Bids start at 25 words and go down. The clue giver with the lowest bid must get his team to guess all the target words using only as many clues as they bid. This is reminiscent of the game show Name That Tune, where players bid for naming a tune in the fewest notes.

Sample Games

25 Words or Less (Sterten, 1996) Bridge (Unknown, ca. 1800s) Skull King (Beck, 2013) Sluff Off (Dorra, 2003) Wizard (Fisher, 1984)

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描述

玩家竞标他们可以在随后的游戏阶段实现某种结果。计分基于玩家是否以及多好地实现了他们的出价。

讨论

这种风格的拍卖在经典的吃墩和爬梯游戏中很常见。其中许多是团队游戏,每个团队都试图捕获大多数墩。在标准的52张牌组中,有13墩,因此叫牌被宣布为超过6墩的数量。例如,叫牌1是总共7墩的出价。拍卖本身几乎总是直到放弃的拍卖(AUC-03)。赢得拍卖的团队现在必须尝试赢得获胜出价指定的墩数,这有时被称为定约。通常,团队通过完成定约比阻止对方团队完成定约能获得更多分数。

在混战游戏中,玩家可能只能进行一次叫牌。通常,就像在《Wizard》中一样,最后一位玩家不允许叫出使所有叫牌总和等于游戏中墩数的数量。这是为了确保至少有一名玩家在回合结束时无法完成其定约。在此设置中,所有玩家都有定约,这与上面讨论的团队游戏形成对比。游戏在对待超墩或收集比宣布更多的墩方面可能有所不同。在某些游戏中,超墩会获得加分奖励。在其他游戏中,无论是立即还是在达到一定数量的超墩阈值后,都会受到惩罚。一款恶魔般的游戏《骷髅王》(Skull King)要求玩家同时竞标他们将赢得多少墩,并且只奖励赢得确切数量墩的分数。像这样使用竞标的一个原因是给玩家代理权来应对发到手中的随机牌。有些发牌会强烈偏向一名玩家或一个团队。竞标吃墩提供了让步这些不均匀发牌的手段。王牌花色提供了另一个拉平机会。竞标吃墩的玩家如果赢得竞标,也会宣布王牌花色,并且赢得竞标回合通常会授予获胜者在第一墩中的领先权。拍卖是信息丰富的环境,吃墩拍卖也不例外。玩家每人以代表游戏中四分之一牌的手牌开始。随着每次叫牌,玩家都会透露更多关于他们手牌的信息。具有王牌竞标和吃墩竞标的游戏拥有特别丰富的拍卖。在西方国家,桥牌是吃墩竞标游戏的泰斗。因为这些是有沟通限制的团队游戏,所以竞标尤为重要。玩家遵循惯例或标准规则,关于叫牌对他们的手牌意味着什么,包括他们持有的最高牌和花色之间的牌的整体分布。对于现代游戏来说不同寻常的是,桥牌中的惯例必须在比赛前由合作伙伴明确商定,并且必须向对方团队全面披露及其所有含义!现代游戏与传统吃墩游戏的不同之处在于,它们通常简化拍卖并减少游戏中的总墩数。预测竞标是一种复杂的高技能机制,对玩家的记忆、演绎和归纳以及牌局动态的经验要求很高。这种深度和复杂性适合像桥牌这样的生活方式游戏,玩家可以玩几十年。现代游戏试图提炼该机制的本质,同时降低其技能门槛以获得更高的可访问性。

这种机制不限于吃墩。在《25 Words or Less》中,玩家被分成两队。每队的一名玩家是线索提供者,他收到一份包含五个词的列表,他们需要他们的团队猜出这些词。然后,线索提供者竞标他们允许用来让他们的团队猜出所有五个目标词的单词数量。出价从25个单词开始并向下。出价最低的线索提供者必须让他的团队只使用他们竞标的线索数量来猜出所有目标词。这让人想起游戏节目《Name That Tune》,玩家竞标用最少的音符命名一首曲子。

游戏范例

25 Words or Less (Sterten, 1996) - 《25 Words or Less》 Bridge (Unknown, ca. 1800s) - 《桥牌》 Skull King (Beck, 2013) - 《骷髅王》 Sluff Off (Dorra, 2003) - 《Sluff Off》 Wizard (Fisher, 1984) - 《Wizard》