Unreserved is a handy-sized card game that attempts to deliver the flavour of antique auctioneering with a small side serving of collect-em-up. Currently in development from new-guys Physis Games, we were lucky enough to get our hands on a preview version, so bear in mind that the final offering may differ.
There Margery!… behind the elephantâs foot umbrella stand.  An eighteenth century Staffordshire sausage warmer!⌠Be quick!, thereâs that awful man with the glasses againâŚ
Partly inspired by TVâs âBargain Huntâ, in Unreserved, players compete to make the most money over a fixed number of rounds, bidding on a range of collectibles (such as âDollsâ, âArtworkâ or âChinaâ etc). These are placed face-up showing final value, or more usually face-down, showing the card’s âpeekâ cost.
⢠Number of Players: 2-4
⢠Playing Time: 20 mins or so
Before bidding begins, players can pay the peek cost to, well… peek. Players then bid for each item in turn, with the highest bidder taking the item before starting on the next. Items come in sets with gold, silver and bronze versions of each with corresponding (decreasing) value.
This is the core of the game: players’ risk/reward bidding strategies with limited funds – and the uncertainties around that â i.e. cost to win an item vs it’s future value.
This aspect is further tweaked with an opportunity to bid on âactionâ cards at the end of each round. These can be played at any time and influence or modify the bidding/collecting process in some small way â such as re-arranging items in the deck or peeking at hidden cards.
Cash is represented by a set of money cards. Each round players receive another (unexplained) money bounty (some rich old aunt perhaps?) with which to go crazy and bid all over again.
The eventual winner is the player with the highest portfolio value – their won items; bonuses for collections of similar items; and any unspent cash left over.
Going, going, gone..?
So how does it play?
There are certainly things to like about this game. In a Kickstarter world of games full of huge boxes, overblown minis and big name tie-ins, thereâs something refreshing about a speedy dose of gaming fun that focuses on one main element and delivers it with a clarity of thought and simplicity of approach.
What should I pay to peek at? What would that leave me to bid on? Should I save any money for the next round? Should I push the price up for something I donât want? What if I end up winning it and have to pay? And should I bid on an action that may or may not help me in the future?
Decisions, decisions, decisions!⌠and it’s those dilemmas that can be quite delicious.
I certainly enjoyed that part in my first few playthroughs. Fitting in a pack of cards-sized box, Unreserved has a playing ‘feel’ that echoes many traditional card games: simple rules and objectives provide 20 minutes or so of a familiar, single minded, enjoyable distraction.
I liked that thereâs nothing grand here, no big design. It reminded me of countless wet weekends in a North Wales caravan – times that games like these were not only âniceâ, but essential to pass the time. It certainly fills that gap as a game âdesigned to engage and entertain both young children and adultsâ.
And yet for all the rose-tinted nostalgia, even simple games have moved on a little since those days. Which means there are a couple of things that make me feel like Unreserved’s particular bun needs just a bit longer in the oven…
For example, the artwork is well-done: great at setting mood, reflecting theme and a period feel – but an opportunity to further tailor the bronze, silver and gold artwork of each card type seems to have been missed.
If this is a bidding game with a collecting element (and especially for younger children), why not further reinforce those visuals? (E.g. progressively fancier clothes for each fancier doll, grander design for each piece of furniture, etc). Similarly, the action cards all use the same unvarying artwork too.
And yes the action cards do provide an engaging and additional bit of interest for each player to influence tactics and outcomes around the core bidding mechanic. Yet because the pay-off comes solely at game-end, itâs hard to get any feedback on your bidding success or otherwise as you play. What keeps me invested and engaged through the rounds?
And whilst I applaud the small box, that turns to frustration with both the instructionsâ legibility (even with glasses on) and the clarity of explanation.
Players seem to be allowed to bid beyond their means (itâs not explicit) even when they canât afford an item. Any yet whether to show or hide a playerâs cash (cards) doesnât get a reference at all â an aspect that obviously influences all playersâ bidding strategies or sneaky overbidding attempts to hike the final price.
It gets worse:Â it seems woefully easy to exploit the bidding risk/reward element. Players that overbid and cannot afford an item after winning the bid are penalised a set ÂŁ5 (if they have it), with the item then removed from play.
That creates a perfectly legit-seeming strategy of bidding up the price of every item above its value, denying it to all others when it is removed (when you canât pay), with the only consequence to you a loss of ÂŁ5 â or less if youâve already spent up! with no lasting consequence. (Players always seem to receive their cash windfall for the next round).
And once one tries that tactic, everyone quickly follows. Cue: crippled game, silent rage and board flip.
Yes, an easy fix could be to force players to sell their previously won items to raise funds. Or another would be to pay it from the next roundâs windfall bonus. However as it stands, itâs an exploit that once appears, seems guaranteed to end every game faster than you can say âMayfair… yes thatâs mine. With one house and four hotelsâ
In summary, I do hope thereâs some more finessing to come for Unreserved to become as tasty a morsel as it could be. And if only to make sure that some ruthless ten year-old, sat in a caravan, with the rain sleeting outside, still has someone left to play games with.