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Gamehelpauctionland
Build and auction tiles to create the most impressive paradise island!
Setup [BGA handles this for you, feel free to skip this part]:
Each player grabs a screen and some money. The player who last visited a new island starts the game and takes the gavel! Starting money is distributed as follows:
- 1st player: $10
- 2nd player: $12
- 3rd player: $14
- 4th player: $16
- 5th player: $18
- 6th player: $20
Place money behind your screen. You can enable visible money in the game settings.
Create a stack of tiles and deal 8 tiles (or the market size set in game settings) into the middle to form the market. Sort them by the number of icons (Peace, Love & Music), with more icons closer to the stack.
Turn summary:
1. Build Tile: Select a tile from the market to add to your island.
2. Auction Tile: After building, select another tile and auction it off.
3. End turn: Pass the gavel to the player on your left. It’s now their turn. Refresh the market back to 8 tiles (or the market size set in game settings) but don't sort them.
The Market:
Whenever you take a tile from the market (for building, auctioning, or Bonus), place $1 on each skipped tile starting from the free tile. Earn the money on the selected tile and place it behind your screen.
Building Tiles:
New tiles placed after your first must share an edge with an existing tile on your island. You can expand your island in any direction as long as it doesn’t go beyond 4x4.
Placing the 4th tile in a row or column earns you a Bonus tile (see Bonus Tiles).
Auctioning Tiles:
After building your tile, select a new tile following the market rules and put it on auction! It’s an open auction carried out simultaneously. Players can increase bids -even their own- any time as long as you have enough money to pay for it. The auction phase is over once all but one player has passed.
In a 2-player game, the bidding player makes only 1 bid which concludes the auction phase.
In the rare case that no one bids, the auctioneer takes the tile for free.
Buy back:
Once the auction phase is over, the auctioneer can either:
• Sell the auctioned tile to the highest bidder.
• Buy back the tile by paying the winning bid plus $1 to the highest bidder. i.e. Alex won the auction phase with a bid of $3, the auctioneer can pay $4 to Alex and build the tile.
The auctioneer can still buy back even if their island is full. In that case, the auctioned tile is returned to the game box.
Make sure you are not bidding so little that the auctioneer buys it back from you. Or maybe you want them to! After all, you're being paid without losing anything!
Bonus Tiles:
After adding a tile to your island in any phase or for any reason, check whether it was the 4th tile of a row or column. If so, you immediately earn a Bonus tile!
Draw a new tile following the market rules and build it by following the building tiles rules. Each player can earn only 1 Bonus tile per turn. In other words, a Bonus tile cannot trigger another Bonus, but more than 1 player can draw a Bonus tile on a single turn.
Game End:
Once a player has filled their 4x4 island, the game will be over at the end of that turn. This means you still proceed to the auction phase if you haven’t already done so.
SCORING
• Beaches: Imagine the table is the ocean! Count tiles with a beach zone touching the edge of your island. Score points based on the scoring table found in the game’s tooltips.
If a beach is not on the edge but still adjacent to a gap (because your 4x4 island wasn’t filled up) it still scores. The table is the ocean and it’s a wonderful beach by the water!
• Theme Parks: Count tiles in your largest contiguous theme park area (diagonal connections don’t count). Score points based on the scoring table found in the game’s tooltips.
• Gardens & Houses: Multiply the number of garden areas by the number of house areas. Adjacent zones of the same type count as one area; so keep gardens separate from other gardens and likewise for the houses. It’s fine if a garden is touching a house.
• Icons: The positions of the icons don’t matter. Each icon type scores separately. The player with the highest number of an icon type scores 20 points, 2nd player scores 10 and 3rd player scores 5. Ties are friendly; all tying players score the same amount of points but you skip the next number for each tying player.
You must have at least 1 icon of the type to score points from it.
Example: Alex has 2 ☮️, 2 ❤️, 3 🎵. Bonnie has 3 ☮️, 2 ❤️, 3 🎵. Charlie has 3 ☮️and 3 🎵. Doruk has only 1 🎵.
☮️ (A: 2, B: 3, C: 3, D: 0): Alex scores 5 points. Bonnie and Charlie score 20 each.
❤️ (A: 2, B: 2, C: 0, D: 0): Alex and Bonnie score 20 points. Other players score 0 as they don’t have any love icons. If they had only 1 Love icon, it’d be 5 points for them!
🎵 (A: 3, B: 3, C: 3, D: 1): Alex, Bonnie and Charlie score 20 points. Doruk doesn’t score.
Most points win. Money breaks ties.