For Sale is one of those games that proves you don't need complex rules to create compelling decisions. This brilliant little auction game from designer Stefan Dorra splits the real estate game into two clever phases: first you bid on properties, then you flip them for profit. It's deceptively simple stuff that plays in about 30 minutes with 3-6 players, though it really shines with a full table of 5 or 6.
With a solid 7.26 rating and nearly three decades of staying power since its 1997 debut, For Sale has earned its spot as a gateway game favorite. The rules are dead simple—you could teach your grandma in five minutes—but the tactical depth keeps experienced gamers coming back. Think of it as your perfect appetizer game, the one that gets everyone warmed up and laughing before the main course.
The game unfolds in two distinct acts. In the first phase, you're bidding on property cards that range from a cardboard box (valued at 1) up to a space station (valued at 30). Each round, you flip as many property cards as there are players, then everyone secretly bids using their starting pile of coins.
Here's where it gets interesting: the highest bidder gets first pick of the properties, the second-highest gets second pick, and so on. But here's the kicker—if you bid zero, you automatically get the lowest-valued property and receive half your previous bid back, rounded down. It's a brilliant risk-reward mechanism that keeps everyone engaged even when they're trying to save money.
Once all properties are claimed, phase two begins. Now you're selling those properties, but the mechanism flips completely. Money cards (ranging from $0 to $15,000) get revealed, and players simultaneously play one property card face-down. The highest property gets first pick of the money, second-highest gets second pick, and so on. The player with the most money after both phases wins.
The beauty lies in the timing. Knowing when to spend big on a great property versus when to cheap out and save your cash creates constant tension. Every decision ripples through both phases.
The two-phase structure is absolutely genius. Just when you think you understand the game after the bidding phase, everything flips. Suddenly you're not spending money but trying to maximize it, and those expensive properties you bought need to earn their keep. It keeps everyone guessing and prevents the game from feeling repetitive.
For Sale creates amazing social dynamics around the table. When someone bids zero and grabs that cardboard box property with a smug grin, everyone knows they're planning something. The simultaneous property reveals in phase two generate genuine excitement—there's nothing quite like perfectly timing your space station to grab the $15,000 check.
The scalability deserves praise too. While many games claim to work with varied player counts, For Sale actually delivers. Three players creates a tight, calculated experience, while six players brings delicious chaos. The math works at every count because more players means more properties and money cards in play.
As a gateway game, it's practically perfect. The rules explanation takes minutes, but new players immediately grasp the strategic depth. I've seen people go from confused newcomers to cunning property moguls within a single game. It bridges the gap between party games and strategy games beautifully.
The biggest knock against For Sale is the limited replay variety. While the decisions remain engaging, you're essentially playing the same game every time. There are no variants, no expansions, no way to shake up the formula. Some groups burn through their enthusiasm after 10-15 plays, especially if they're used to games with more content or variability.
The auction mechanisms can feel punishing for new players facing experienced ones. Veteran players know exactly when to bid zero and when to push, while newcomers often overbid early and find themselves cash-poor for crucial later auctions. It's not insurmountable, but it can make teaching games less fun if the skill gap is wide.
Finally, there's a minor but annoying production history issue. Multiple editions over the years have featured slightly different rules, particularly around the rounding rules for getting money back. While designer Stefan Dorra has clarified his preferred version, you might find yourself double-checking which edition you're playing if you encounter the game at different venues.
For Sale belongs in every game collection, period. If you host game nights, need a reliable filler, or want something that works equally well with your gaming group and your non-gamer family, this delivers. The combination of accessibility and depth is rare, and the quick playing time means it hits the table often.
It's particularly perfect for people who enjoy auction games but find titles like Modern Art or Ra too intimidating or time-consuming. For Sale gives you that same satisfaction of reading the table and making clever bids, but packages it in a breezy 30-minute experience.
Yes, you'll eventually exhaust its novelty, but you'll get dozens of great plays first. And honestly, sometimes you just want a game that works reliably without fuss. For Sale is that game—your dependable friend that never lets you down, always brings the fun, and reminds you why simple designs often work best.
For Sale is a quick, fun game nominally about buying and selling real estate. During the game's two distinct phases, players first bid for several buildings then, after all buildings have been bought, sell the buildings for the greatest profit possible.
The original Ravensburger/FX Schmid edition (1997/98) has slightly different rules than later English editions, and only 20 buildings instead of 30.
The Überplay 2005 Edition has new art, rules and card distribution changes, and it accommodates 3-6 players.
The Gryphon 2009 Edition uses the Überplay art for the faces of the property cards, while replacing most other art. The rules are the same as the Überplay edition, with the exception of the rounding rule (which was stated in different ways in different printings of the Überplay edition).
Rounding rule
The rounding rule preferred by the designer Stefan Dorra is that players get back half of their bid rounded DOWN (not UP), as confirmed in correspondence with him here and here. A history of how the rounding rule has changed in different editions is documented here.