As a general rule we have three different ways of allocating countries in games, whether on main site or amongst Forum Games. I want to publicise a fourth which, I believe, is in many ways much more satisfactory. I have used it now three times on the site, with many positive comments and no negative ones at all.
Amongst the usual methods, "First come first served" always seems to me to be the worst of the lot. It's a complete matter of chance who gets the first option, depending even on whether the starting gun is fired whilst I'm awake or asleep! It's simply unfair.
Simple preferences is better, but I've no idea how the main site, or any GMs, work out how to process the preferences and most of the comments I've ever seen about it are from people saying they never get one of their top preferences, ever.
Random is at least fair, but can be unsatisfactory (in over 60 main site games I can only remember drawing Germany once - and Germany's a country I like to play!)
So the Blind Auction is a fourth, and to my mind much better, system. It isn't my invention - it was devised by Dirk Knemeyer and published at http://dipwiki.com/index.php?title=Blin ... n_Bidding; I've played one game GMd by Dirk using the system, and he's used it regularly in other games (and it's now been used quite a few times now here by several GMs). The detailed rules come at the end of this post, but first the basic principles.
Firstly, it's an auction but it's blind - just like Dip, all bids go in at once and are adjudicated together.
Secondly, it's blind - ie there is no discussion (let alone negotiation) about who bids what. Being caught discussing it brings immediate expulsion. And this means that if you're announcing a new game and you're thinking of a Blind Auction, you need to put that in the very first post. Once players start saying "Any chance of being Cuba" or whoever, either you have to exclude them or it isn't a Blind Auction.
Thirdly it allows each player to choose whether to put all their eggs in one basket - bidding almost everything on say Turkey - or spreading them around over several countries to (hopefully) ensure that they finish up with a country they are at least happy with. Or they can split their bids equally, meaning that so far as they are concerned the result is pretty well random.
It isn't difficult to implement, and I hope some more GMs will introduce it into their games.
What follows is the second version of the rules, after our London Nights auction revealed some gaps!
The rules:-
Dirk Knemeyer wrote:Blind Auction Bidding
By Dirk Knemeyer with Pete Dale and Tim Crosby
v. 1.3, November 1, 2011
This bidding variant reflects my personal enjoyment of and desire for determinism in attempting to secure a particular starting power. While Blind Auction Bidding technically gives every player an equal chance at each and every power, the system is designed to accommodate very different strategies: go all-or-nothing for the power you most want to play? Go for a few powers in a balanced way, to make it likely you can play one of a select few? Or avoid that one power you simply do NOT want to play by bidding for all of the others in a conservative way that should help you avoid the one you despise? The choice is up to you.
PROCEDURE
1. Each player has 100 points to spend on bids for all of the powers in your game
2. You must spend at least one point on every power in your game and no more than 80 on any one specific power
3. You must only bid in whole numbers, no fractions or decimals are allowed
4. You must spend all 100 of your points and will be asked by the GM to re-submit if your total is less or more than 100
5. Your bids will be evaluated from the highest points allocated to the lowest, regardless of the order you put them in. However, in cases where you bid the same amount on more than one power, whichever is listed first is considered your "highest" bid, all the way down to the bottom-most being considered your "lowest" bid, and this ranking will affect the order in which your bids are evaluated (see para. 8)
6. Players not interested in bidding may express "no preference". In this case they will receive 100/x rounded down to the nearest whole number, where x = number of powers in the game, on each power, with their order from "highest" to "lowest" randomly generated (See para. 8)
7. Players may change their bids up until the moment the GM has received the bid from the last player, after which bids may not be changed
8. The GM will then review the bids of all players and identify the most points spent on any power or powers. Where a player has more than one bid of that value for powers not already allocated to any player, only his highest ranking bid of that value will be considered
9. If only one player has the high bid on any of the highest bid powers, that player is assigned that power for the game and both the player and power are removed from the bidding. This process is then repeated for the next highest number of points bid on any power
10. In the event of a tie bid, where two or more players have bid the same high amount on the same power, the GM will randomly determine which player receives the disputed power
11. The process continues until every player in the game has won a power
12. Players are forbidden to discuss their bidding, strategy, or even if they are simply choosing "no preference", with any of the other players in the game. By design this process is intended to be completely blind and force the player to deeply consider risk and reward
EXAMPLE
In a game of Standard Diplomacy, Joe very badly wants to play Russia. To have the maximum chance at securing Russia, Joe assigns his 100 points as follows:
Russia - 80 Austria - 4 England - 4 France - 3 Germany - 3 Italy - 3 Turkey - 3
As long as no other player submits this precise bid, Joe will get Russia. If one or more other players submit this precise bid, Joe will have a chance to get Russia, but he also has a chance to get stuck with a leftover power at the very end.
EXAMPLE
Jane has played Austria, Germany and Italy each three times in Standard Diplomacy but has only played each of the other four powers either never or once. If Jane knows one thing, it's that she doesn't want to get stuck with one of her three old standbys. So, Jane decides to bid her 100 points like this:
England - 25 France - 24 Russia - 24 Turkey - 24 Austria - 1 Germany - 1 Italy - 1
Jane is a little worried because she figures that a lot of other players will only bid one on the rarely popular Austria or Italy, but she is optimistic that with 24 or 25 points on four different powers one of them will slip through the cracks to her.
EXAMPLE
Jerry doesn't want to play Italy in his upcoming game of Standard Diplomacy. Bottom line. No way, no how. He can bid one on Italy but a lot of other people will probably do that, too. He thinks he needs to get creative. England and Russia are the two most popular powers so he is going to just give them one point, too. That gives him 97 points to spend on four powers. Thinking about which of them he likes best he decides to bid his 100 points like this:
Turkey - 51 France - 16 Austria - 15 Germany - 15 England - 1 Italy - 1 Russia - 1
EXAMPLE
Harvey doesn't care who he plays in the new game of Standard Diplomacy. What's up with this crazy bidding anyway? "No preference," he writes to the GM. So the GM assigns his points based on the prescribed formula:
100 points, divided by 7 powers in Standard Diplomacy and rounded down to the nearest whole number, is 14. The GM randomly determines the order of those powers, making Harvey's bids:
Austria - 14 Germany - 14 England - 14 Italy - 14 Russia - 14 France - 14 Turkey - 14
He is thus most likely to get Austria, least likely to get Turkey.
If you have questions or comments on Blind Auction Bidding please email me, dirk (at) knemeyer.com
The exact numbers could be varied without breaching the basic idea. For instance, in War in the Americas 2 (which has 10 countries) I increased the personal totals to 200 giving more flexibility and also allowing the 'No preference' figure to be 20.