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)
$6
$8
$10
$11
Every additional $6
1 Award
2 Awards
3 Awards
4 Awards
+1 Award
(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.
You check if you have the most 2s (or are tied for most 2s) on your turn to buy, when you choose to use the 2’s patron power.
In rare cases, the number of 2s players have may change between turns (for example, if they used the Snob to trash a 2 they played). When you check, you check only the 2s that players have in front of them among the cards they played—so if another player trashed a 2 before your turn, they have one fewer when you count 2s.
It’s possible for an opponent to have the most 2s on their turn, and you to have the most 2s on your turn.
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.
Trashing cards lets you remove them from your deck so you draw cards with patron powers more frequently.
You should use this power to get rid of cards that are hard to match or have no patron powers.
Good cards to trash include your (because you can’t buy any other white or gray cards), or your 11-14 cards (because you can’t buy any other 11-14 cards, and they have no patron powers).
If you choose to trash a card you played instead of trashing one from your discard pile, you keep its money (because you get money at the start of your turn to buy).
You can choose to use your powers in any order. If the card you wish to trash has a power, you may choose to use it before you use your 3’s power to trash it.
Yes—well, kinda.
You have to discard all cards remaining in your hand before your turn to buy. So when you use your 3’s power, you can trash a card that was in your hand (and is now in your discard pile).
No, all patron powers are optional.
Yes!
Yes! You can use your patron powers in any order!
You can even tuck an extra card, use a different card’s power, and then come back and trash a card.
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.
Yes! When you change a 4, its own patron power stays the same. For all other purposes, it has the color or number you change it to. So if you change it to a 2, other 2s’ patron powers count it towards having the most 2s.
Example: you play , changing your 4 into a “2.” You use your 2’s patron power—your opponent only has one 2, and you have two, so you get +$1.
For any other cards’ powers that check your cards’ colors or numbers, they count the card you changed your 4 into.
Nope, sorry. 4s can only change to 1-7, or purple, red, blue, or orange.
In Avant Carde, gray and white don’t count as colors.
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.
As you play your 5, if you choose to draw a card, take the top card of your deck and add it to your hand. Then continue playing cards (you may or may not be able to play the new card you drew)!
If there aren’t any cards left in your deck, shuffle your discard pile to form your new deck, and draw from that.
Tip: when possible, it’s better to draw cards closer to the start of your turn. That way you’re more likely to be able to fit the new card into the sequence of cards you’re planning on playing.
*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.
As you play the 6, you’ll choose a card you’ve already played this turn. Treat your 6 as if it had all of the chosen card’s powers!
If you copy a card with a power, you use it immediately as you play the 6.
If you copy a card with a power, you can use that power on your turn to buy.
No. A 6 copies patron powers, but doesn’t change its number. In addition, copying a 2’s patron power won’t do anything useful, because you can only use the 2’s patron power once per turn.
Yes, but not completely. The 6’s “Copy another card’s patron power” power cannot be copied. But if you choose to copy a previous 6, you will get another +$1.
Example: You play . Your first 6 copies nothing, and your second 6 copies the first 6’s powers. You get $5: $2 for playing 2 cards, +$1 for your first 6, +$1 for your second 6, and +$1 for your second 6 copying your first 6.
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).
To draw a card, take the top card of your deck and add it to your hand. Then continue playing cards (you may or may not be able to play the new card you drew)!
If there aren’t any cards left in your deck, shuffle your discard pile to form your new deck, and draw from that.
Tip: when possible, it’s better to draw cards closer to the start of your turn. That way you’re more likely to be able to fit the new card into the sequence of cards you’re planning on playing.
Yes! If you change a 4, it changes for all purposes other than its own patron power. Other cards (including 7s), count its number or color as whatever you changed it to.
Example: you play changing your 4 to a 6. You draw 2 cards from your 7—one card, and then another because your 4 now counts as a 5-7.
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.
You check if you have the most 2s (or are tied for most 2s) on your turn to buy, when you choose to use the 2’s patron power.
In rare cases, the number of 2s players have may change between turns (for example, if they used the Curator). When you check, you check only the 2s that players have in front of them among the cards they played—so if another player trashed a 2 before your turn, they have one fewer when you count 2s.
It’s possible for an opponent to have the most 2s on their turn, and you to have the most 2s on your turn.
Yes—well, kinda.
You have to discard all cards remaining in your hand before your turn to buy. So when you use your 2’s power, you can trash a card that was in your hand (and is now in your discard pile).
Trashing cards lets you remove them from your deck so you draw cards with patron powers more frequently.
You should use this power to get rid of cards that are hard to match or have no patron powers.
Good cards to trash include your (because you can’t buy any other white or gray cards), or your 11-14 cards (because you can’t buy any other 11-14 cards, and they have no patron powers).
If you choose to trash a card you played instead of trashing one from your discard pile, you keep its money (because you get money at the start of your turn to buy).
You can choose to use your powers in any order. If the card you wish to trash has a power, you may choose to use it before you use your 2’s power to trash it.
No, all patron powers are optional.
You play . The only card left in your hand is . You discard it card, and draw . You play it!
No, all patron powers are optional. But if you don’t discard a card, you don’t get to draw a card.
To draw a card, take the top card of your deck and add it to your hand. Then continue playing cards (you may or may not be able to play the new card you drew)!
If there aren’t any cards left in your deck, shuffle your discard pile to form your new deck, and draw from that.
Tip: when possible, it’s better to draw cards closer to the start of your turn. That way you’re more likely to be able to fit the new card into the sequence of cards you’re planning on playing.
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.
Yes! It doesn’t matter what you change your 4 into—you always draw a card if you haven’t played a 4 yet this turn.
If you’ve already played a 4 this turn, you don’t draw another card, no matter what you turned that 4 into.
Yes! When you change a 4, its own patron power stays the same. For all other purposes, it has the color or number you change it to. So if you change it to a 2, other 2′ patron powers count it towards having the most 2s.
Example: you play , changing your 4 into a “2.” You use your 2’s patron power—your opponent only has one 2, and you have two, so you can trash a card.
For any other cards’ powers that check your cards’ colors or numbers, they count the card you changed your 4 into.
To draw a card, take the top card of your deck and add it to your hand. Then continue playing cards (you may or may not be able to play the new card you drew)!
If there aren’t any cards left in your deck, shuffle your discard pile to form your new deck, and draw from that.
Tip: when possible, it’s better to draw cards closer to the start of your turn. That way you’re more likely to be able to fit the new card into the sequence of cards you’re planning on playing.
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 .
Yes! If you play , you’ll draw three cards.
Yes. The 5’s power only works for cards you play after it this turn.
To draw a card, take the top card of your deck and add it to your hand. Then continue playing cards (you may or may not be able to play the new card you drew)!
If there aren’t any cards left in your deck, shuffle your discard pile to form your new deck, and draw from that.
Tip: when possible, it’s better to draw cards closer to the start of your turn. That way you’re more likely to be able to fit the new card into the sequence of cards you’re planning on playing.
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.
You can only trash cards in your row of played cards, not from your discard pile. If you trash a played card, you keep its money (because you get money at the start of your turn to buy).
You can choose to use your powers in any order. If the card you wish to trash has a power, you may choose to use it before you use your 6’s power to trash it.
Yes, but you can’t trash itself. If you played two 6s, you can trash one with the other.
(They can’t both trash each other)
No, all patron powers are optional. But if you don’t trash a card, you don’t get any bonus money.
You play and choose red. You play and draw a card. You play and then draw another card, etc.
Yes! For every second card you play of the chosen color, you get to draw one card. If you have enough cards of the chosen color in your deck, you might be able to draw and play your whole deck!
7s can stack and each 7 counts forward from itself, so it depends on how you play them!
Example 1—You play two red 7s naming red for both of them. Now every red card you play, you draw one card:
(draw for first 7’s power) (draw for second 7’s power) (draw for first 7’s power), etc.
Example 2—You play one red 7 and one blue 7, both naming red. Now every second red card you play, you draw two cards:
(draw two cards) (draw two cards), etc.
To draw a card, take the top card of your deck and add it to your hand. Then continue playing cards (you may or may not be able to play the new card you drew)!
If there aren’t any cards left in your deck, shuffle your discard pile to form your new deck, and draw from that.
Tip: when possible, it’s better to draw cards closer to the start of your turn. That way you’re more likely to be able to fit the new card into the sequence of cards you’re planning on playing.
Why would you?
No. You can only choose purple, red, blue, or orange.
In Avant Carde, gray and white don’t count as colors.
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.)
It depends on when you unveil the concealed card.
If you unveil it using a power, you will get its +$1 at the start of your turn to buy, just like normal. If you unveil it using a power, you will not (but most powers that unveil cards give you +$1 as if you had).
No matter when you unveil a concealed card, you don’t get to use any of its powers (unless the unveiling card says otherwise). So long as it’s number side up at any point during your turn to buy, you can use its powers like normal.
Yes! This is just fine—matching only matters as you play the cards, not afterwards. Unveiling a card may make it so when you look back on the cards you played, they don’t all match in sequence like normal.
You play a . You use its power and choose a from your hand, playing it concealed (number side down). Then you play more blue cards from your hand. Your played cards look like this:
On your turn to buy, you have $3 to buy with, because you have 3 cards—you don’t count the concealed one. You have the most 2s, so you use your 2’s power and unveil your concealed card (turning it number side up). The 2’s power gives you +$1, for a total of $4. Your played cards look like this:
No, all patron powers are optional. If you can play all the cards in your hand, you may not want to play one concealed.
No. In order to get the bonus, you must have a concealed card to unveil.
You check if you have the most 2s (or are tied for most 2s) on your turn to buy, when you choose to use the 2’s patron power.
In rare cases, the number of 2s players have may change between turns (for example, if they used the Curator). When you check, you check only the 2s that players have in front of them among the cards they played—so if another player trashed a 2 before your turn, they have one fewer when you count 2s.
It’s possible for an opponent to have the most 2s on their turn, and you to have the most 2s on your turn.
For more details, see Concealed Cards and Unveiling at the top of the Parisians section.
*This power cannot be copied. Each 3 you play must copy a different cards’ powers.
You play . On your turn to buy, you use your 3’s first power to trash one of your concealed cards leaving you with
Your opponent played a 6, so you use your 3’s second power to copy the 6’s powers. These powers give you +$1, and let you unveil your remaining concealed card for another +$1.
If none of your opponents played cards with powers, your 3 can’t copy anything useful. In that case, you can ignore its second power.
You get to trash another of your concealed cards (assuming you have one). The 3s’ second power cannot be copied, so you don’t get to do anything else.
Not much. You get to use the 2’s power to unveil one of your concealed cards… but you can only do that if you have the most 2s, and only if you haven’t used that power on one of your 2s already. In short, it’s rarely helpful to copy a 2’s powers.
Copying a 2’s powers doesn’t make your 3 count as an extra 2.
You cannot choose the same card to copy for each of your 3s.
Example: You played . You only have one opponent, and they played . You copy their first 6 with your first 3, getting +$1. You copy their second 6 with your second 3, for another +$1. There’s nothing left for you to copy with your third 3 because you may only copy a cards’ powers once, so you don’t use your final 3s copying power.
For more details, see Concealed Cards and Unveiling at the top of the Parisians section.
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.
You don’t have to play a card concealed; all patron powers are optional.
If you choose not to play a card concealed, you can still choose a color, and the next card you play concealed (from a different card’s power) will count as that color.
Example: You play and choose orange. You play and use its power to play a concealed card . That card counts as orange, so you can play your . Like this:
No—if a concealed card has a color, and you go to play a card after it, the card you play must match the color.
If you’d like to match to the 4 instead, you may choose not to use its first power. So long as you don’t give the concealed card a color, you match to the card before it.
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.
If you choose to copy an opponent’s buy later this round, each time an opponent buys for the rest of the round, you get to see the next card in the Gallery and must immediately choose whether or not to buy it for free, or to pass.
Careful: if you pass and nobody buys any more cards, your copied buy will be wasted. You don’t get to go back and choose one of the previous things to buy.
Yes, you get to see the color before you decide to buy it. Whether or not you can tuck a card though depends on when you are copying an opponents buy.
If you are copying a buy from earlier this round during your own buy phase, you can tuck a card before using this power as you normally would! This may help you get a more ideal color for your deck.
However, if you choose to copy an opponent’s buy later this round, you may not tuck before buying because you may only tuck during your turn to buy. In this case, you can only take whatever color is currently at the top of the stack.
If you play multiple 5s, they can’t copy the same buy.
Example: your two opponents each buy a 7. You play three 5s. With the first 5, you copy your first opponent’s buy and get a 7 for free. With your second 5, your copy your second opponent’s buy and get another 7 for free. You have nothing left to copy with your third 5, so you don’t get any other cards for free.
If multiple players play 5s, and each choose to copy a future opponent’s buy, they copy a buy in turn order.
Example: The first player plays a 5. The second player plays a 5. The third player buys a 7. The first player chooses not to copy the buy, because the next 7 isn’t a color that they want. The second player chooses to copy the buy, and gets the next 7 for free. The first player may not longer copy this buy because it has already been copied once.
You play .
You use your 6’s first power for +$1, and then you use your 6’s second power to unveil the concealed card for +$1. Now your played cards are .
The concealed card was also a 6, so you use its first power for another +$1.
You have a total of $5 to buy with: $2 for your two unconcealed cards at the start of the turn, +$2 from your ‘s powers, +$1 from your unveiled .
No. In order to use the second power, you must have a concealed card to unveil.
For more details, see Concealed Cards and Unveiling at the top of the Parisians section.
You play . You play a card from your hand concealed, and then draw two cards: one because you’ve played an orange card, and one because you’ve played a blue card.
You don’t have to play a card concealed; all powers are optional.
But if you don’t have a card to play concealed, you don’t get to draw cards.
Any cards with changed colors count as those colors for The Completionist.
Example: You play . When you play your 4, you choose that your next concealed card will be purple, but choose not to play an additional concealed card. You play a concealed card for your 7. Now you draw three cards: one for orange, one for blue, and one for purple (the concealed card is purple because of your 4’s power).
For more details, see Concealed Cards and Unveiling at the top of the Parisians section.
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.
You check if you have the most 2s (or are tied for most 2s) on your turn to buy, when you choose to use the 2’s patron power.
In rare cases, the number of 2s players have may change between turns (for example, if they used the Curator). When you check, you check only the 2s that players have in front of them among the cards they played—so if another player trashed a 2 before your turn, they have one fewer when you count 2s.
It’s possible for an opponent to have the most 2s on their turn, and you to have the most 2s on your turn.
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:
Usually so you can unveil it later with another card’s power, like another 3’s power!
Yes! Since this is a power, the card you unveil will be number side up at the start of your turn to buy. That means that you count it as $1, and can use any of its powers like normal.
If the card you unveil has any powers, the 3’s power lets you use those powers immediately, as if you had just played the unveiled card.
(Normally, unveiling cards does not let you use their powers.)
Yes! When you draw the card you can look at it before you play it concealed. You can also always peek at your concealed cards.
You play a 4 and choose “13.” Now you can match your 13 to the 4:
Usually, you want to use this power to allow you to match with a card in your hand whose color or number you otherwise wouldn’t be able to match with, like a wild!
In addition, for any other cards’ powers that check your cards’ numbers, they count the 4 as the odd number as well. (For example, 7 The Eccentric patron power will count your 4 as the odd number as well as a 4)
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.
If you conceal a card, it basically doesn’t count among your played cards. This means a 5 with a concealed card after it is still last!
Example: You played
On your turn to buy, you use your blue 5’s power to get +$1 (because it’s last), and trash a card in your discard. Then you use your pink 5’s power to conceal your blue 5 giving you
Because your pink 5 is now the last card in your line, you use its power to get +$1. You have a total of $5 to buy with.
(If you conceal a card during your turn to buy, you keep its money, because you get money at the start of your turn to buy)
Yes—well, kinda.
You have to discard all cards remaining in your hand before your turn to buy. So when you use your 5’s power, you can trash a card that was in your hand (and is now in your discard pile).
If you choose to trash a card you played instead of trashing one from your discard pile, you keep its money (because you get money at the start of your turn to buy).
You can choose to use your powers in any order. If the card you wish to trash has a power, you may choose to use it before you use your 5’s power to trash it.
No, each patron power is optional. You can still get +$1 if your 5 is last, even if you choose not to trash or conceal a card.
*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.
If you’ve played one 6, powers happen twice. If you have played two 6s, powers happen three times.
Note: This power itself cannot be copied. So playing a 6 and then another 6 doesn’t copy the second 6’s power.
No! You can make different decisions for each copy.
Example 1: You play . For your 3’s power, you choose to draw a card and play it concealed. Then for the copy, you choose the 3’s other power and unveil the concealed card. If the unveiled card has a power, you get to use it, and copy it!
Example 2: You play . Using your 4’s power, you choose an odd number to make the 4 count as in addition to being a 4. You make it a “1.” Using the 6’s copy power, you also choose to make it a “13.” Now the 4 counts as a 4, a 1, and a 13!
Nothing. Because 2s’ patron powers can only be used once per turn, copying them has no effect.
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).
If you conceal a 4 that is also an odd number, you count any 4, and any card that has its odd number.
Example: you played . You chose to make your into a 3.
On your turn to buy, you have +$1 for each of the played cards shown above for an initial total of $9. Then you use your 7’s power and conceal your giving you . The 7’s power gives you an additional +$3 (+$1 for each of the 3s, and +$1 for the remaining 4), for a final total of $9.
When you conceal a card you’ve played, you keep its money (because you get money at the start of your turn to buy).
You can choose to use your powers in any order. If the card you wish to conceal has a power, you may choose to use it before you use your 7’s power to conceal it.
No, each patron power is optional. But if you don’t conceal a card (or don’t have a card to conceal), you don’t get any bonus money.
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.
Yes! If you upgrade a 1, return it to the box, and take the top 2 of the 2s Gallery Stack. You can upgrade 11-14s as if they were 1s. If you upgrade a 2 from your starter deck, return it to the 2s Gallery Stack (even if it’s gray! Someobdy could buy it later). Just remember to get your starter deck cards back at the end of the game!
No. If a Gallery Stack runs out, you can’t upgrade a card into that number. For example, if the 2s ran out, you couldn’t upgrade a 1 into a 2. But you could spend 2 upgrades to upgrade the 1 into a 3!
In addition, you cannot upgrade a 7 (except when using the power of The Negotiator – 6)
Yes! For example, you can buy a 5, place it in your discard pile as normal, and then spend a to upgrade it into a 6.
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 get a . Later in your turn, you spend your to upgrade a 1 that you discarded into a 2.
See details about upgrading, above.
You check if you have the most 2s (or are tied for most 2s) on your turn to buy, when you choose to use the 2’s patron power.
In rare cases, the number of 2s players have may change between turns (for example, if they upgraded a 2 that they played). When you check, you check only the 2s that players have in front of them among the cards they played—so if another player upgraded a 2 before your turn, they have one fewer when you count 2s.
It’s possible for an opponent to have the most 2s on their turn, and you to have the most 2s on your turn.
Normally in Avant Carde, every time you play a card, you get to use its patron power. For example, if you played four 3s, you’d get to use the 3 power four times.
Powers labeled “once per turn” are an exception. These powers can only be used up to once each turn, no matter how many copies of the card you play, or how many times you copy the power.
No matter how many 2s you play, you only get one upgrade resource , because you can only use one of their powers (and only if you have the most 2s).
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.
You get $1 more than you had at the start of your turn. (If you recount your cards, the number of cards should equal the amount of money)
When you successfully match using the gambling power, it’s too late to get extra money for just playing more cards, so the gambling power gives you +$1 to compensate.
If the card you draw has any powers, it’s too late to use those. But if the card you draw has any powers, you can use those after you play it.
Example: you played a single . When you gamble, you draw another (which matches, so you play it). You can’t use the new 3’s power to change it into a “2.” But you can use it’s power to gamble again!
Yes! In rare cases, you may choose to upgrade your last played card. In this case, when you gamble, you’re attempting to match the remaining final card in your row of played cards.
Similarly, if you are gambling multiple times, each time you’re attempting to match the current final card in your row of played cards. Depending on how successful your gambling is, the final card may change between each gamble.
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.
Normally in Avant Carde, every time you play a card, you get to use its patron power. For example, if you played four 3s, you’d get to use the 3 power four times.
Powers labeled “once per turn” are an exception. These powers can only be used up to once each turn, no matter how many copies of the card you play, or how many times you copy the power.
When you play The Protester, any cards you play for the rest of the turn with “once per turn” powers (2s, 5s, 6s, 7s) have the limit raised to twice per turn. If you play at least two of a card with a “once per turn” power, you can use that power twice.
For example, 7s have the power “Get one bonus award, once per turn:”
Not usually. As long as you’ve played a 4, all of your “once per turn” powers can be used up to twice per turn on your turn to buy.
Exception: The Promoter (5)’s “once per turn” power lets you draw 2 cards (and lose $1) when you play the card. As long as you haven’t played a 4, that power can only be used once per turn.
For example, you play:
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!
The 5’s first power is “once per turn.” This means if you play two 5s, only one of them can give you the drawing cards power (unless you’ve played a 4).
If you play two 5s and choose the second power for each, whenever you buy a card this turn you’ll get to use its powers twice!
Note: You can’t get around powers that are labeled “once per turn” by copying them. It still counts as the same power.
No. The 5’s power only happens when you buy a card, not when you upgrade a card.
Any one time you could use a power (during your turn to buy), you can choose to check how much money you currently have unspent, and collect award(s) based on that number.
Because the 5’s second power can change how much money you have after buying, you have to decide whether to check for awards before or after buying. In almost all cases, it’s better to check before you’ve spent money buying.
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.
Normally, you can’t upgrade 7s.
If you play a 6, once for the rest of this turn you can treat the Awards Stack as one number higher than a 7. So if you upgrade a 7, it goes to the bottom of its stack, and you take an award and add it to your score pile.
You can alternatively spend to upgrade a 6 to an award. Or to upgrade a 5 to an award, etc. You can only get 1 award this way per turn.
Normally in Avant Carde, every time you play a card, you get to use its patron power. For example, if you played four 3s, you’d get to use the 3 power four times.
Powers labeled “once per turn” are an exception. No matter how many 6s you play, you can only upgrade into 1 award per turn. (This limit can be raised to twice per turn if you play a 4)
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.
Normally in Avant Carde, every time you play a card, you get to use its patron power. For example, if you played four 3s, you’d get to use the 3 power four times.
Powers labeled “once per turn” are an exception. No matter how many 7s you play, you can only get one bonus award. (This limit can be raised to twice per turn if you play a 4)
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.
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).
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).
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).
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.
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.
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