If I were to put together a university curriculum on modern board game design For Sale would be included in the first lesson of Introduction To Game Structure. Its implementation is an immaculately clean 1-2 punch of set ups and pay offs which is nearly as addictive as some of the more dangerous illicit substances floating around these days. I don’t think I have ever, in the dozens of times I have brought For Sale to the table, played only a single game of it before boxing it up again. It’s practically impossible. No one I have ever introduced to the game has disliked it, and I’m talking upwards of 20-30 people. For my money, this is about as universally enjoyable as a modern game can get. Its clarity of intent and surgically precise execution of its ideas is a standard by which most other light-weight games should be measured by. For Sale is an auction game. In many ways, it’s the auction game (at least as far as entry-level ones go; I’m not forgetting about you Knizia!). Players act as aspiring real estate moguls trying to buy properties for cheap and flip them for much profit. It is split into 2 highly distinct phases: Buying and Selling. At the beginning of the buying phase, players are injected with fat stacks of cash. Then, a set of “Property Cards” is dealt to the center of the table. Each property card has printed on it a numeric value between 1 and 30. Charmingly, all 30 cards contain unique…