
Barfender: my idiotic friend drank all the beers
A co-op bar that collapses while you serve. 98 per cent positive, and one of the rare times chaos is the actual subject.

Three to six players, real-time auctions, and two hidden clauses on every item that only the seller can read.
Alexandrosse
InsertCoins.press Score
7/10
Verdict
Recommended
Double Dealers' best idea rests on one asymmetry, and it is of a purity you rarely see.
Every round, one player becomes the seller. Only they know the full truth about what they are offering.

Three to six players. Each starts with three items and must choose one to auction.
The seller sees the item's real market value, along with two hidden Clauses attached to it.
The buyers see none of that.
Then comes real-time negotiation: you pressure, you bluff, you outbid each other in fast auctions. When the timer ends, the item is sold and the truth is revealed.
Was it a bargain? Or a disaster waiting to explode?
Every item carries two randomised Clauses. They might be beneficial. They might be harmful. They might completely shift the balance of power.
That is what stops the game collapsing into a simple lie.
If the seller only knew their item was worth little, they would have one move: lie. After three rounds, everyone would understand you should always doubt, and the session would become a lottery of mistrust.
The Clauses break that, because an item can be mediocre with an excellent Clause, or valuable with one that blows up in your face. So the seller sometimes finds themselves telling the truth and not being believed, which is the best moment a game of this type can produce.
And since the Clauses are randomised, regulars cannot memorise a catalogue. No two auctions feel the same.

The choice that interests me most is this one: the auctions run in real time, with a timer.
In a turn-based bluffing game, you have time to think, calculate the odds, read faces. It is cerebral.
Not here. The clock runs, the others outbid, and you have to decide now. Which means the bluff does not work through analysis but through pressure: whoever talks fast and with conviction wins auctions they should not win.
Is that better? It depends entirely on your group. With people who enjoy applying pressure by shouting, it is a magnificent evening. With methodical people who want to weigh things, the time constraint will frustrate them.
Three reviews. The game launched this morning into early access at 7.01 euros, and has three reviews as I write, all positive. I am not going to call that a reception.
What is more telling is that seven hundred and forty people are playing at once. For a digital board game this size, on launch day, that is a very healthy start.
You need people. Three players minimum, and honestly the game must be far better at five or six. If you have no group to hand, buying is a bet on public matchmaking, and bluffing games with strangers are a very different experience: nobody knows anybody, so nobody reads anybody.
And longevity will depend on the Clauses. The whole game rests on their variety. If the list is short, you will exhaust it in a dozen evenings and every auction will become predictable. That is exactly what early access has to feed, and it is what I will be watching.

What I like, fundamentally, is that the game needs no spectacular mechanic. No characters, no powers, no skill tree.
Just a piece of information somebody has and you do not, and a timer stopping you thinking about it calmly.
That is economics in four lines, and it costs seven euros.

Sold a disaster at full price to your best friend? That is exactly the sort of confession we are waiting for on the InsertCoins Discord.
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