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Biblios

#34219BGG ↗

2007 · 2-4 players · 30min · weight 1.69 · 18,412 ratings

v2 v3 fit 0.666

BGG raw

ID
34219
Name
Biblios
Year
2007
Rank
320
Min players
2
Max players
4
Playing time
30
Min playtime
30
Max playtime
30
Avg weight
1.6913
Num weights
826
Bayes avg
6.98826
Average
7.19457
Users rated
18412
Num owned
22492
Wanting
694
Wishing
3914
Num comments
4319
Fetched at
Sat Apr 25 2026 16:15:45 GMT+0000 (Coordinated Universal Time)
Mechanisms (6)
Auction / BiddingAuction: Turn Order Until PassClosed DraftingCommodity SpeculationHand ManagementSet Collection
Categories (3)
Card GameMedievalReligious
Description (1707 chars)

THE GAME CONCEPT You are an abbot of a medieval monastery competing with other abbots to amass the greatest library of sacred books. To do so, you need to have both the workers and resources to run a well-functioning scriptorium. To acquire workers and resources, you use a limited supply of donated gold. In addition, you must be on good terms with the powerful bishop, who can help you in your quest. OUTLINE OF GAME PLAY The object of the game is to score the most Victory Points. You win Victory Points by winning any of the 5 categories: Illuminators, Scribes, Manuscripts, Scrolls, and Supplies. You win a category by having the highest total number of workers (Scribes, Illuminators) or resources (Manuscripts, Scrolls, Supplies) in that category. This is determined by the numbers in the upper left corner on the cards. At the start of the game, each category is worth 3 Victory Points. As the game progresses, the values on the Value Board will change and some categories will become worth more or fewer Victory Points than others. The game is divided into 2 stages: a Donation stage and an Auction stage. During the Donation stage, players acquire free cards according to an established plan. In the Auction stage, players purchase cards in auction rounds. After the two stages, winners of each category are determined and Victory Points awarded. The player with the most Victory Points wins. GAME CHARACTERISTICS The game involves a good deal of strategic planning, some bluffing, and a little bit of luck. The rules are easy to understand, but you have to play it a few times to develop a playing strategy. It plays differently from 2-4 players, but each game is equally fun and challenging.

LLM v2 (wide)

Core verb
deal cards, auction rest
Decision shape
mixed:combinatorial+social
Reward schedule
delayed
Aesthetics
["Challenge"]
Core loop pitch
Deal cards into keep/auction/public piles tweaking category values; then auction off the auction pile each round.
Translation difficulty
Easy
Difficulty reason
Card sorting and auctions are touch-friendly; only the dice spinoff Biblios Dice has been digitized officially.
Direct digital port
Port kind
Closest loop translation
none yet
Primitive tags
["self_deal_three_pile_split", "category_value_swing", "majority_category_scoring", "auction_round_phase", "small_card_deck_drafting"]
Confidence
0.7
Extracted at
Mon Apr 27 2026 11:40:03 GMT+0000 (Coordinated Universal Time)
Raw v2 JSON (848 chars)
{
  "game_id": 34219,
  "name": "Biblios",
  "core_verb": "deal cards, auction rest",
  "decision_shape": "mixed:combinatorial+social",
  "reward_schedule": "delayed",
  "aesthetics": [
    "Challenge"
  ],
  "core_loop_pitch": "Deal cards into keep/auction/public piles tweaking category values; then auction off the auction pile each round.",
  "mobile_translation_difficulty": "Easy",
  "translation_difficulty_reason": "Card sorting and auctions are touch-friendly; only the dice spinoff Biblios Dice has been digitized officially.",
  "direct_digital_port": null,
  "direct_digital_port_kind": null,
  "closest_loop_translation": "none yet",
  "primitive_tags": [
    "self_deal_three_pile_split",
    "category_value_swing",
    "majority_category_scoring",
    "auction_round_phase",
    "small_card_deck_drafting"
  ],
  "confidence": 0.7
}

LLM v3 (deep)

Core verb (long)
The game runs in two distinct stages built from the same 80-card deck. In the donation stage you flip cards one at a time from the deck and sort them into three piles: one to your hand, one face-down into the auction pile, and one face-up onto the public table for the other players to claim. In the auction stage you flip the auction pile one card at a time and run a single-pass auction with gold-coin cards as currency. The defining gesture is the donation triage - you hold three or four cards fanned in your fingers, glancing at the value-board die positions, and decide which goes where based on what you and your opponents need.
Core loop (long)
Stage 1 (donation): repeat until the donation deck is exhausted - active player draws cards equal to (one for hand + one for auction pile + one per opponent for the public row), reveals the public-row cards, then chooses which secret card goes to hand and which goes to auction; the public cards are claimed by the other players in turn order. Whenever a die-shift card appears, the active player rotates one of the five category dice on the value board, changing how many VP that category will be worth at end. Stage 2 (auction): shuffle the auction pile, flip top card, run a one-bid-per-player auction using gold cards from hand. End: for each of the five categories (Scribes, Illuminators, Manuscripts, Scrolls, Supplies) the player with highest sum wins the VP currently shown on that category's die. Highest total wins.
Decision space
Donation stage tradeoffs: take the strongest card for yourself but hand opponents two strong cards in the public row, or feed yourself a mediocre card while denying opponents anything they need. The auction-pile face-down decision is a bluff vector - a strong card you hide there might come back to you cheaply, or might be auctioned away. The value-board die manipulation is the meta-layer: pumping a category you dominate, or sandbagging one your opponent dominates, can swing 5+ VP. Option space per donation turn is small (3-6 meaningful triages) but the information asymmetry of the face-down auction pile makes every choice feel weighty.
Skill expression
Dominant skills: opponent reading (tracking who needs what color and what their gold reserve looks like) and risk modeling on the value-board dice (is it worth burning a turn to bump the Manuscripts die down because the leader is going for manuscripts?). Secondary: bluff and bid discipline in the auction stage - knowing when a face-up gold card is real ammo and when it is a tell. Memory load is moderate (rough card counting helps). Mental arithmetic is light. Strong players win on opponent modeling more than on hand strength.
Tactile dependency
low
Tactile reason
All components are cards plus five dice on a value board - pure information that maps cleanly to a phone. The hidden information (face-down auction pile, opponents' hands) is exactly the kind of state digital UIs handle natively, and the value-board dice are just a public counter.
Promise
Be a medieval abbot stocking your monastery library through donations and auctions, while the bishop quietly changes which books are most valuable.
Setting
Medieval, religious, monastic
Narrative
none - pasted-on theme. The game is a tight set-collection-and-auction abstraction with monastery flavor names; mechanics would survive intact as a stock-trading or art-collecting reskin.
Audience
gateway, family
Art direction
Soft illuminated-manuscript pastiche: parchment-cream backgrounds, faux-medieval iconography on cards (quills, scrolls, dyes, gold coins), a few woodcut-style scribe illustrations. Charming and functional rather than striking - the art reads as competent flavor rather than a marquee draw, with no notable named illustrator.
Meta-layer ideas
["Async 4-player rooms with daily seasonal value-board events: certain weeks 'Manuscripts pay double end-game', encouraging meta shifts", "Tournament ladder with closed-draft replays: every match seed is reproducible so post-game you can see what cards your opponents hid in the auction pile", "Roguelite library campaign: persistent abbot levels up across short runs, unlocking cosmetic bishop characters and new value-board die faces with quirky end-scoring rules", "Daily donation puzzle: fixed deck sequence and AI opponents, score by VP margin, leaderboard"]
Closest mobile genre
async PvP card battler
Live-service potential
medium
Confidence
0.85
Extracted at
Mon Apr 27 2026 10:41:58 GMT+0000 (Coordinated Universal Time)
Raw v3 JSON (4774 chars)
{
  "game_id": 34219,
  "name": "Biblios",
  "mechanics": {
    "core_verb_long": "The game runs in two distinct stages built from the same 80-card deck. In the donation stage you flip cards one at a time from the deck and sort them into three piles: one to your hand, one face-down into the auction pile, and one face-up onto the public table for the other players to claim. In the auction stage you flip the auction pile one card at a time and run a single-pass auction with gold-coin cards as currency. The defining gesture is the donation triage - you hold three or four cards fanned in your fingers, glancing at the value-board die positions, and decide which goes where based on what you and your opponents need.",
    "core_loop_long": "Stage 1 (donation): repeat until the donation deck is exhausted - active player draws cards equal to (one for hand + one for auction pile + one per opponent for the public row), reveals the public-row cards, then chooses which secret card goes to hand and which goes to auction; the public cards are claimed by the other players in turn order. Whenever a die-shift card appears, the active player rotates one of the five category dice on the value board, changing how many VP that category will be worth at end. Stage 2 (auction): shuffle the auction pile, flip top card, run a one-bid-per-player auction using gold cards from hand. End: for each of the five categories (Scribes, Illuminators, Manuscripts, Scrolls, Supplies) the player with highest sum wins the VP currently shown on that category's die. Highest total wins.",
    "decision_space": "Donation stage tradeoffs: take the strongest card for yourself but hand opponents two strong cards in the public row, or feed yourself a mediocre card while denying opponents anything they need. The auction-pile face-down decision is a bluff vector - a strong card you hide there might come back to you cheaply, or might be auctioned away. The value-board die manipulation is the meta-layer: pumping a category you dominate, or sandbagging one your opponent dominates, can swing 5+ VP. Option space per donation turn is small (3-6 meaningful triages) but the information asymmetry of the face-down auction pile makes every choice feel weighty.",
    "skill_expression": "Dominant skills: opponent reading (tracking who needs what color and what their gold reserve looks like) and risk modeling on the value-board dice (is it worth burning a turn to bump the Manuscripts die down because the leader is going for manuscripts?). Secondary: bluff and bid discipline in the auction stage - knowing when a face-up gold card is real ammo and when it is a tell. Memory load is moderate (rough card counting helps). Mental arithmetic is light. Strong players win on opponent modeling more than on hand strength.",
    "tactile_dependency": "low",
    "tactile_dependency_reason": "All components are cards plus five dice on a value board - pure information that maps cleanly to a phone. The hidden information (face-down auction pile, opponents' hands) is exactly the kind of state digital UIs handle natively, and the value-board dice are just a public counter."
  },
  "theme": {
    "promise": "Be a medieval abbot stocking your monastery library through donations and auctions, while the bishop quietly changes which books are most valuable.",
    "setting": "Medieval, religious, monastic",
    "narrative": "none - pasted-on theme. The game is a tight set-collection-and-auction abstraction with monastery flavor names; mechanics would survive intact as a stock-trading or art-collecting reskin.",
    "audience": "gateway, family",
    "art_direction": "Soft illuminated-manuscript pastiche: parchment-cream backgrounds, faux-medieval iconography on cards (quills, scrolls, dyes, gold coins), a few woodcut-style scribe illustrations. Charming and functional rather than striking - the art reads as competent flavor rather than a marquee draw, with no notable named illustrator."
  },
  "translation": {
    "digital_meta_layer_ideas": [
      "Async 4-player rooms with daily seasonal value-board events: certain weeks 'Manuscripts pay double end-game', encouraging meta shifts",
      "Tournament ladder with closed-draft replays: every match seed is reproducible so post-game you can see what cards your opponents hid in the auction pile",
      "Roguelite library campaign: persistent abbot levels up across short runs, unlocking cosmetic bishop characters and new value-board die faces with quirky end-scoring rules",
      "Daily donation puzzle: fixed deck sequence and AI opponents, score by VP margin, leaderboard"
    ],
    "closest_mobile_genre": "async PvP card battler",
    "live_service_potential": "medium"
  },
  "confidence": 0.85,
  "extraction_version": "v3"
}