The shouting auction game
One phone, the whole table, and three thousand written reasons to argue about
who deserved what.
Four packs free. And... the kids will learn things by accident.
One phone in the middle of the table. Two to six people. A great deal of shouting.
Everyone starts with 100 Credits. Items come up one at a time and you bid for them out loud, across the table, at each other. The phone never takes a bid. It
draws the item, tracks the money, and records who won what and for how much. Everything else happens in the room.
Then the scores are turned over one at a time, and you find out what you actually bought. (Quattrini. Kwa-TREE-nee. It is Italian for money.)
PICK WHAT YOU ARE PLAYING FOR
Every pack scores its forty items five different ways, and the table chooses which one before the first lot goes up. The same forty cars are a completely different game on Fastest than they are on Cheapest to Run. Say the column out loud, then start bidding.
GOOD FOR THE ONES WHO ARE STILL SHORT
Nobody has to read fast, do sums under pressure or know anything to start with. A seven year old can win the room on Animals. But by the third round they are estimating, comparing, holding a number in their head and working out what a thing is worth before anybody says it out loud. That is most of what a maths lesson is trying to do, minus the worksheet.
The reveals do the rest. Every item explains itself when the score lands. Why the Game Boy scores what it does on Most Playable. Where Peru actually sits on population. What a blue whale weighs next to everything else in the pack. Three thousand written reasons, so when somebody says that is wrong, the phone answers
back and the argument has somewhere to go.
And underneath every reveal there is now a paragraph on the thing itself. What the animal eats and where it lives. What the country is like to stand in. What you actually do in the game. Six hundred of them, one for every item in every pack, written to be read out loud across a table.
Kids end up learning the material because they wanted to win with it, not because it was on a syllabus.
FIFTEEN PACKS, FOUR OF THEM FREE
90s Toys, Cars, Football Clubs and Animals come with the app. That is a hundred and sixty items and twenty different games before you have spent anything.
Countries, 00s Hip Hop, Kings and Queens, Italian Brainrot, Scientists, Olympic Sports, Aircraft, Action Movies, NFL Teams, Video Games and Solar System are available separately, or as the full set.
HOW IT PLAYS
Set up in under a minute. Names only, no accounts, no avatars.
Two taps to sell a lot.
Hold a second name for a contested bid, and a coin flip settles it.
Spend out and you become the caller, which is a promotion.
Twelve, twenty or thirty two lots, so a game fits the time you have.
BUILT FOR A TABLE
Everything is sized for a phone lying flat in the middle of one. Big type, no small print, nothing that needs passing round. Full support for Dynamic Type, VoiceOver, Reduced Motion and Increased Contrast.
No accounts. No adverts. No internet. Nothing at all is collected about you or anybody else at the table.
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