Your eccentric collection of avant-garde art needs a public show!

Hone your collection by purchasing art that attracts patrons with special powers to help you assemble the best exhibition!

Every piece in your collection means more strategies to use each round.

Components

2 Hidden Gem Tokens

5 Change Tokens

First Player Token

1 Patron Card Box

18 Advanced Patrons

Gallery Card Box

  • 12 Twos
  • 12 Threes
  • 12 Fours
  • 8 Fives
  • 8 Sixes
  • 8 Sevens
  • 32 Awards

Starter Deck Card Box

  Orange/Blue deck (10 Cards)

  Red/Purple deck (10 Cards)

  Red/Blue deck (10 Cards)

  Orange/Purple deck (10 Cards)

  Red/Orange deck (10 Cards)

Game Setup

  1. Unroll the Starter Deck Box. Give each player 1 of the 5 starting decks. Put the others away.

  2. Unroll the Gallery Box and the Patron Box. Arrange them like this:

  3. Shuffle each Gallery Card Stack, then return it to its position number side up. The first stack is all 2s, the next stack is all 3s, etc.

  4. Move some awards from the Awards Stack to the Extras Stack beside it, based on the player count:

2-3 Players

4-5 Players

24 Awards, 8 Extras

28 Awards, 4 Extras

  1. Put out the Change Tokens and a Hidden Gem Token (or 2 Hidden Gem Tokens for 4-5 players).

  2. Give a random player the First Player Token.

  3. Each player shuffles their deck and draws 7 cards from it to form their hand. You’ll have 3 cards left in your deck for next round. You’re ready to begin!

Great exhibitions earn awards!
Each turn that you earn $6 or more, you’ll get an award.

The game ends when the awards run out, and whoever has the most awards wins!

Rounds have 2 parts:

First, everyone Plays Cards at the same time.

Then each player has a turn to Buy Cards.

1. Play Cards

  1. Simultaneously, each player lays out as many cards as they can from their hand in a line in front of them:

  2. Look at your hand of 7 cards.

  3. Choose a card to start, and play it on the table in front of you, number side up.

  4. Now, each card you play must match the color or the number of the previous card you played.

  5. Play as many cards as you can! Each card you play will be worth $1!

  6. Discard the rest of your hand number side up beside your deck to form your discard pile.

The other players will be playing their own line of cards at the same time.

Don’t look at what they are playing until you’re done!

Playing Cards Example

Olivia’s hand has these cards:

She plays these cards (below) in order on the table, for a total of $5:

Tip: Your white 1 () and your gray 2 () are different colors, and do not match each other. They are hard to match.

2. Buy Cards

Starting with the first player take turns shopping for new cards to improve your deck. On your turn:

  1. Count the cards you played this turn. You earn $1 per card. Keep count of your money in your head (don’t use the Change Tokens).

  2. Buy cards from the top of the Gallery Stacks. The 2s cost $2, 3s cost $3, etc. Put cards you buy in your discard pile—they’ll go in your deck soon.

Before, after, or between buying cards, in any order:

Tuck (once per turn): Put the top card of the Gallery Stack on the bottom of that stack, in the hopes of finding a color you want more.

Tip: Choose a couple of colors to go for. Try to buy cards of only those colors so you match more!

EARN AWARDS

If you made at least $6, you also earn awards (for free)! Take them from the Awards Stack and add them to your score pile. More money earns more awards:

$6

$8

$10

$11

Every additional $6

1 Award

2 Awards

3 Awards

4 Awards

+1 Award

Sometimes you get extra money from patron powers, Hidden Gems, and Change Tokens (see below). These all count toward your total for awards!

END OF TURN

Your leftover money goes away. If you didn’t spend it all, take 1 Change Token. You can only ever have one. On a future turn you can spend the Change Token to get +$1. You can’t take a Change Token if you spent one this turn.

BUYING CARDS EXAMPLE:

Olivia played 6 cards, and had the most 2s. She has $7: $1 per card, +$1 for the 2s patron power.

She buys the top 3 for $3, adding it to her discard pile. She tucks the top 2 , then buys the next 2 for $2. Then she takes 1 award because she had $6+ total.

With $2 left, she takes a Change Token to use later.

Patron Powers

Each Patron has a number, 2-7. When you play a card with their number, they visit your exhibition and grant you a special power this turn. Buy cards with patrons whose powers work together!

When you play a 2-7, check the corresponding patron shown on the Patron Box, and you may use its power. The icon next to each power’s description will tell you when it activates.

These powers activate during Play Cards, as soon as you play the card (like 4s and 7s).

You use these powers on your Buy Cards turn.

Check the Patron List booklet for details about each power (and the advanced patrons).

As Olivia plays her , she uses its patron power to change its number to a 1. Now it matches her previous card. On her turn to buy she has $6. She uses the power of her two 3s to trash the and the .

End the Round

Once everyone has taken their turn to buy:

  1. Pass the First Player Token to the left.

  2. Put all the cards you played into your discard pile, number side up.

  3. Draw 7 cards from your deck.

  4. When you need to draw a card but your deck is empty, flip your discard pile over and shuffle it to form your new deck. (Just like other deckbuilders!)

Shuffling Example

At the end of round 1, draw 3 cards from your deck. Then it will be empty. Flip and shuffle your discard pile to form your new deck, then draw 4 more cards from it.

  1. The player with the fewest total awards takes a Hidden Gem Token, worth +$1. For 4-5 players, the next lowest player takes the other Gem. If more players are tied than there are Gems, no one gets those Gems (like when everyone has 0 awards).

  2. Start the next round with Play Cards.

Beginners’ Shuffling Variant

At the end of round 1, draw 3 cards from your deck. Then it will be empty. Flip and shuffle your discard pile to form your new deck, then draw 4 more cards from it.

END THE GAME

When a player takes the last award from the Awards Stack, the game will be over at the end of the round. Keep going until everyone has taken their turn.

Once the Awards Stack has run out, players can take awards from the Extras Stack for the rest of the round. If those run out, use anything to represent more extras.

The player with the most awards wins! If tied, the tied player who made the most money this round wins.

Cleanup

  1. Return all 10 cards with your starting deck symbol ( ) to their place in the Starter Deck Box.

  2. Return all remaining cards to their Gallery stacks in the Gallery Box. Then roll up the boxes!

Patron Details

Each patron power is explained in detail below. We recommend that you play with the New Yorker patron powers for your first few games as it’s the easiest to learn.

In future games, you can replace the New Yorker powers with the powers of the Tokyoite or Parisian patron sets. If you have the Avant Carde’s Micro Expansion you will also have a fourth patron set: The Londoners.

 NEW YORKERS

2 – The Perfectionist

On  your turn to buy if you have the most 2s (or tied), you get an additional +$1 this turn to buy cards with, once per turn.

(Unlike the other powers, you may only use this once per turn, not once per 2.)

You play . At the start of your turn to buy, you have $7 because you played seven cards. You played more 2s than any other player, so you use the power of one of your 2s and get +$1, for a total of $8 to buy with.

3 – The Snob

On your turn to buy, choose any card from your discard pile or cards you played and trash it (return it to the box). Great for removing unwanted cards.

You may also tuck an extra card in the Gallery.

You play . At the start of your turn to buy, you get $4 because you played 4 cards. You use your 3’s power to trash your 12, returning it to the box.

You use your 3’s second power to tuck a card in the Gallery.

4 – The Gallerist

The 4s are wild! As you play a 4, you may change its number to 1-7 OR its color to orange, red, blue, or purple. The changed 4 must match your previous (and next) card. Changing its number doesn’t change its powers.

You want to play . As you play your 4, you say you’re changing it to a “1.” The 4 is now a red “1,” matching the red card before it. Now you can play your purple 1!

You cannot change your 4 to a purple card, because it wouldn’t match the red 2 before it.

5 – The Dealer

After you play a 5, choose to either draw a card from your deck now,

OR

get +$1 on your turn to buy.

Tip: If you choose to get +$1, play your 5 a little above your other cards to help you remember, like this: 

Example 1: You play . As you play your 5, you choose to draw a card. You draw a card from your deck. It’s a , and you play it.

Example 2: you play . As you play your 5, you choose not to draw a card, and nudge the card up to remember you’ll get +$1. On your turn to buy, you get $2 because you played 2 cards. Then you use your 5’s patron power to get +$1.

6 – The Trendoid

As you play a 6, choose a card you’ve already played this turn. The 6 copies that card’s powers.* Great for copying 5s and 7s!

You also get +$1 on your turn to buy.

*This power can’t be copied.

Example 1: You play . As you play your 6, you choose to copy your 3’s powers. On your turn to buy, you get +$1 from your 6. You can trash a card with your 3’s power, and trash another card because your 6 copied your 3’s power.

Example 2: you play . As you play your 6, you choose to copy your 4’s power, which immediately lets you change the 6’s color or number. You change the 6 to red so that it matches your 4. You also get +$1 from your 6 on your turn to buy.

7 – The Critic

After you play a 7, draw a card from your deck. If you played a 5, 6, or 7 before this 7, draw another card.

Tip: You can play cards you draw if they match where you left off!

Example 1: You play . As soon as you’ve played your 7, you draw 1 card from your deck. It’s a , which matches your 7, so you play it.

Example 2: you play . You draw a card for your first 7, then draw two cards for your second 7 (because you’ve played another 5-7 before it).

Note: Each patron power is optional. For each power starting with a or , you can skip it if you don’t want to use it..

* This power can’t be copied.

 TOKYOITES

2 – The Curator

 On your turn to buy, if you have the most 2s (or tied), choose a card in your played cards or discard pile to trash (put in the box), once per turn.

You play . At the start of your turn to buy, you have $7 because you played 7 cards. You played more 2s than any other player, so you use the power of one of your 2s to trash a 12 from your discard pile, returning it to the box.

3 – The Archivist

After you play a 3 you may discard a card from your hand to draw a card from your deck.

You play . The only card left in your hand is . You discard it card, and draw . You play it!

4 – The Journalist

The 4s are wild! Similar to The Gallerist , as you play a 4, you may change its number to 1-7. The changed 4 must match your previous (and next) card. Changing its number doesn’t change its powers.

If it’s the first 4 you’ve played, draw a card.

You want to play . As you play your 4, you say you’re changing it to a “1.” The 4 is now an orange “1,” matching the orange card before it. Then you draw a card from your deck.

You cannot change your 4 to a purple card, because it wouldn’t match the orange 2 before it.

After playing your you play , changing it to a “1.” You don’t draw another card, because you’ve already played a 4 this turn.

5 – The Shmoozer

For the rest of this turn, powers that draw cards draw you an extra card.

You play a then a which lets you discard a card from your hand to draw a card. You discard a card and draw two cards because of the 5s power. One of the cards you draw is a which you can play after the . A 4 normally lets you draw one card but instead you draw two cards because of the .

6 – The Investor

On your turn to buy, you may trash one of your played cards for bonus money. If you trash a 5-7, get +$2. If you trash anything else, get +$1.

You can’t trash this 6 with its own power.

You play .

On your turn to buy, you use your first 6’s power to trash your 2 for +$1. You use your second 6’s power to trash your first 6 for +$2. You have $3 because you played three cards, for a total of $6 to spend.

7 – The Hoarder

After you play a 7, choose a color. For the rest of this turn, whenever you play two cards of the chosen color (counting the 7, if it’s the chosen color) draw a card from your deck.

You play and choose red. You play and draw a card. You play and then draw another card, etc.

 PARISIANS

Concealed Cards and Unveiling

Some powers let you play cards “Concealed.” To play a concealed card, you must first be instructed to do so by a power. Take the card and place it number side down at the end of the line of cards you are playing. Its number and color don’t matter right now; it doesn’t need to match the card before it.

Concealed cards count for nothing right now. Unlike number side up cards, they don’t give you money, and you don’t use their powers. If you have more cards to play after the concealed card, match to the card before the concealed card, as if the concealed card isn’t there.

Why play cards concealed? Because other cards’ powers may let you unveil concealed cards for bonuses! To unveil a card, choose a number side down card, and flip it number side up.

You play a , and use its power to play a card concealed: you choose a card from your hand and play it number side down . Because it’s concealed, you continue matching to the 2 before it as you play more cards like this:

(The symbol indicates a concealed—number side down—card.)

2 – The Thief

After you play a 2, you may play a card from your hand concealed.

If you have the most 2s (or tied) you can unveil a card to get +$1, once per turn.

3 – The Impersonator

On your turn to buy you may trash one of your concealed cards.

On your turn to buy, choose an opponent’s card. This 3 copies and uses all of the powers on the chosen card.*

*This power cannot be copied. Each 3 you play must copy a different cards’ powers.

4 – The Conservator

As you play a 4, choose orange, red, blue, or purple. After you play your next concealed card, it becomes that color.

Play a card from your hand concealed.

Normally, concealed cards have no color or number, and you match to the card before them as you play new cards. The Conservator lets you assign a color to a concealed card, and then match to it as if it was that color, instead.

Example: You have in your hand. You play your 4 choosing orange. You use your 4’s power to play your 1 concealed. It’s now an orange card, so you can play your 2 matching it, like this:

.

You get $2 to buy with.

5 – The Forger

On your turn to buy, either copy a previous opponent’s buy, OR copy any one buy from an opponent later this round. Each 5 you play must copy different buys.

Example 1: Your opponent is the first player. On their turn to buy, they buy a 6. On your turn to buy, you use your 5’s power, and choose to copy a previous opponent’s buy. You buy the next 6 from the Gallery for free.

Example 2: You are the first player and you play a 5. On your turn to buy, you use your 5’s power and choose to copy a future buy. On the next player’s turn to buy, they buy a 2, which you choose not to copy, then a 7, which you copy. You buy the next 7 from the Gallery for free.

6 – The Launderer

On your turn to buy, get +$1.

On your turn to buy, you can unveil one of your concealed cards to get another +$1

7 – The Completionist

After you play a 7, you may play a card from your hand concealed. If you do, draw a card from your deck for each of the 4 colors you’ve played so far (purple, red, blue, orange), including this 7’s color.

* This power can’t be copied.

 LONDONERS – Micro Expansion

2 – The Collector

On your turn to buy, if you have the most 2s (or tied), buy the next 2, 3, or 4 from its Gallery for free, once per turn.

You play . On your turn to buy, you have more 2s than anyone else, so you use the power of one of your 2s and buy the next 4 in the Gallery for free. You add it to your discard pile, like normal.

3 – The Hipster

After you play a 3, choose either to draw a card from your deck and play it concealed, OR unveil one of your concealed cards and use its powers.

Example 1: You play a 3, and choose to draw a card and play it concealed. You draw another 3, and play it number side down.

Example 2: You’ve played a 3, and a concealed 3. You play another 3 and choose to unveil the concealed 3 before it:

When you unveil it, you choose to use its power and draw another card and play it concealed:

4 – The Philosopher

As you play a 4, choose an odd number. The 4 counts as the chosen odd number as well as a 4. It can match with cards of the chosen odd number, 4s, or cards of its color. This doesn’t change the 4’s patron powers.

You play a 4 and choose “13.” Now you can match your 13 to the 4:

5 – The Futurist

On your turn to buy, get +$1 if this is the final card in your line.

Choose to either: Trash a card from your discard or played cards, OR conceal a card you’ve played (flip it number side down; you still keep its money).

You played

On your turn to buy, you use your blue 5’s power to get +$1, because it’s your final card. You can’t use your pink 5 to get bonus money, because it’s not last. You have a total of $4 to buy with.

Then you use both of your 5s’ second powers to trash 2 cards from your discard pile.

6 – The Designer

Each card has double its powers!

For the rest of the turn after playing a 6, whenever you use a card’s  or patron power, copy it. This power can’t be copied.

*This power can’t be copied.

You play . You use your 3’s power to draw a card and play it concealed. Then you copy the 3’s power and preform it again because of your 6’s power, drawing another card and playing it concealed.

7 – The Eccentric

On your turn to buy, conceal a card you’ve played (flip it number side down). For each remaining card in your line that shares a number with the concealed card, get +$1.

You played . On your turn to buy, you use your 7’s power to conceal the , then get +$2 ($1 for each remaining 3).

You have a total of $6 to buy with: $4 for playing four cards, +$2 from your 7’s power.

Note: Unlike most other powers that conceal, The Eccentric has you choose a card you’ve already played to conceal (instead of playing a card from your hand concealed).

* This power can’t be copied.

  SINGAPOREANS – Micro Expansion

You played the most 2s, so you use their power to get an upgrade resource .

You spend the upgrade resource to upgrade the you played. You put it on the bottom of the 2s Gallery Stack in the center of the table, then take the top 3 from the 3s Gallery Stack, and add it to your discard pile.

2 – The Trader

If you played the most 2s (or tied) get 1 upgrade . Once per turn

3 – The Gambler

Change this card’s number to 1-5.The changed 3 must match your previous (and next) card. Changing its number doesn’t change its powers.

Gamble – Draw a card. If it matches the last of your played cards, play it and get +$1. Otherwise discard it.

You want to play . You play your 1. As you play your 3, you say you’re changing it to a “1” using the 3’s power. The 3 is now an orange “1,” matching the 1 before it. Now you can play your 2.

On your turn to buy, you use the 3’s gamble power. You draw a , which matches the final 2 in your played cards, so you play it. You have $4 to buy with: $3 for the three played cards you started your turn with, and $1 additional from the gamble power.

4 – The Protester

Raise the limit of powers labeled ‘once per turn’ (2s, 5s, 6s and 7s) to up to twice this turn.

If you have played three or more 4s, get +$1.

Tip: If you play three 4s, play your 4s a little above your other cards to help you remember you’re getting +$1 from each, like this: 

Example 1: you play  . You get $8 total: $4 for playing four cards, and each 4 gives +$1 because you have at least three 4s.

Example 2: you play . The 7s have the power: “get a bonus award, once per turn.” Normally, you’d be able to get one bonus award. But because you played a 4, you’re allowed to use that power twice this turn, and get 2 bonus awards instead.

5 – The Promoter

After you play a 5, choose either to draw 2 cards from your deck now and lose $1 at the start of your turn to buy (once per turn),

OR

whenever you buy a card this turn, this card copies and lets you use its powers immediately*.

Tip: If you choose to get draw cards and lose $1, play your 5 a little below your other cards to help you remember, like this: 

*This power can’t be copied.

Example 1: you play a 5 and choose to draw 2 cards. You play five more cards. On your turn to buy, you get $5 ($1 for each of your cards, then -$1 from the 5’s power). You don’t get any awards.

Example 2: you play two 5s and choose to have them both use their power. On your turn to buy, you buy a 3. You get to use its gambling power twice, right now! You buy another 3, and use the gambling power twice, again!

6 – The Negotiator

You can spend to upgrade a 7 this turn and get an award. Once per turn.

Get 2 upgrades .

Example 1: You play a 6. You spend your to upgrade a 1 and an 11 from your discard pile to two 2s.

Example 2: You play a 6. You spend to upgrade the 6 you just played into an award. The 6 goes to the bottom of its Gallery Stack and you take an award from the Awards Stack and add it to your score pile.

7 – The Fast-Talker

On your turn to buy, take a bonus award from the Awards Stack and add it to your score pile. Once per turn.

On your turn to buy, tuck up to 2 additional cards.

You play two 7s. You get one bonus award, taking it from the Award Stack and adding it to your score pile. Then you tuck five times before you buy.

* This power can’t be copied.

Solo Rules

The solo mode plays just like the multiplayer version with the following exceptions:

 

SETUP

  1. Place the First Player Token on the left-most section of the unrolled Gallery Box (the Change Token section).

  2. Put out awards based on your desired difficulty, and return the rest to the box:

Easy

Normal

Hard

Expert

8 Awards

12 Awards

16 Awards

20 Awards

GAMEPLAY

  1. At the end of each round, move the First Player Token right, to the next section in the Gallery (2s section, to 3s, 3s to 4s, etc.).

  2. When you move the First Player Token, tuck the top card of the Stack and place the Token on top of it.

  3. When you buy cards, you can’t buy from the Stack with the First Player Token. This doesn’t stop you from getting Change Tokens or awards.

  4. You can tuck two cards per turn instead of just one.

ENDING THE GAME

If you ever take the last award in the Awards Stack, you immediately win!

At the end of the 9th round (the round where the First Player Token is on the “Extras” section), the game is over. If you didn’t get all the awards, you lose and the gallery wins.

PATRON POWERS

To have the “most 2s” for the 2 patron powers, you must have more 2s than the most prevalent color among the top cards of the Gallery Stacks (or tie). For The Impersonator (3 ) and The Forger (5 ), check the number card that the First Player Token is on. 3 lets you copy its powers. 5 lets you buy it.

MOST 2s EXAMPLE:

The top cards of the Gallery Stacks look like this:

The most prevalent color is red, with 3 red cards. So you need to play three or more 2s to use their power.

Return the Hidden Gem Token to the box. It won’t be used in the solo mode.

FAQ

Can I look at all the cards in the Gallery stacks?

You may only look at each stack’s top card. Keep the stacks straight so you can’t see the next card, or flip the stacks face down and flip the top cards up.

How do I make it so I can play lots of cards?

Try choosing 2 colors and don’t buy any cards that aren’t those colors. Also try buying 3s (which let you trash cards), and trash your and and high number cards (11-14).

If I trash a card I played, do I still get its money and its power?

Yes! Each card you play gives you $1 as you start your turn to buy. Then you can use your cards’ powers in any order (and also buy, tuck, and claim awards in any order).

Can I save money between turns?

No. Any money you don’t spend goes away at the end of your turn. If you don’t spend all your money you get 1 Change Token (if you don’t already have one and you didn’t spend one this turn).

What happens when my deck runs out?

If there are no cards in your deck don’t do anything. But as soon as you need to draw a card, flip your discard pile over and shuffle it. It’s your new deck.

Do I have to tuck a card each turn? When can I tuck a card?

Tucking a card is optional. You may tuck a card up to once during your turn to buy, before, after, or between buying cards and using your patron powers.
Some patron powers allow you to tuck extra cards. You can do each of your tucks separately.

Do I have to spend my Change token to have it count towards awards?

You have to spend the token, but not the money. To use a Change token, you spend it to the middle of the table, and add +$1 to your total. If this pushes you to $6 (or another award threshold), take your awards. You still get the award if you don’t spend the $1 you got from the Change token (for example, if you chose to buy a 5).

Game Design: Mary Flanagan & Max Seidman • lllustration: Ishita Banerjee • Graphic Design: Michael Parla & Kayleigh Jones • Web Instructions: Kayleigh Jones • Community Management: Olivia Lothary • Logistics: Max Seidman, Danielle Taylor, & Sukdith Punjasthitkul • Art Intern: Cass Gordon •  3D Sculptor: Patrick Fahy • How to Play Video: Kovray • Playtesting: Joshua Po, Ainsley Carter, Alex Munson, Ash Chinta, Yikei Liu, Fritz Wallace, Matt Golec, & Ryan Lockwood

Special Thanks: Game Makers Guild, UV Game Designers, Resonym Discord