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a b

bobbyrayi 7

selvalabelv7.6

elvinac77710

ShawSmith9

Necroblast8

Pascalculat6

Bellaatje 7

behr77 7.6
familywont7

SWxNW 4

fisha 8

lordvoldem8

morteigan 6

MichaelAlv9

mnemonic6
Omertron 5

aliakel 7

Double Da 9

raptorrent 8

Macs 6.5

venasion 6

ajax013 8
Teeguru878

mercurialc8.9

Bogusgig 10

JSMullins8 9

warder57 6

wizpop 8.8

GorillaGro 7.5
IOIXIOI 3

Order 8

erzengel N/A

p00q 10

gamezendo5

ManCorte 8.5
pilot 9

eatingtree 7.75

chesterwc 9.5

Scottyglc 9.5

mOCHU037

KyveliA 8.36

kmckimmy8
Largovos 8

gafik 10

theagricol 5

Obwiana 10

Opie 7.5

KingArv 8

punkin3125
Rob Riv 7

robertoabr7.5

exparrot 5

mnky 2

niki_georg 8.14

Xonim 8

rigol N/A

bnordeng N/A
carlsbad 7

mhuggins15

sagi 7.5

Steve Be 7

Scurra 8

Sciurus 8
Poins N/A

betasub 4

jlove_nz 7.9

ferion 6

jtakagi 8
rapires 9

Garfink 10

Doomfarer6

Lapsus 7.5

ongkybeta 8
Salamon 6

Eiska 7

BlindWo1f8

jd1403 6

hstanley 8.5
Craig_Hau 8.8

JavaJoe96 N/A

The Barefoo
6.5

2dTones 8

halfchicken8

citilogic 8.5
Electropun6

Phrim 6

rtam 10

stephensto7

dikaiacmwa8

Stealthmut10
Akado 7

iansc 7

Turbo20008

MarsonautN/A

MAJBrown8
adamredw7

portos 10

whokan 9

chinless 7

nhjelmber 7

Abyssinian9
brianeikun6.5

Corsairs 9

enavico 8

MeepleMa9

Leppry_Kh3

Anyone forN/A

Lezer 8.6
robotco 8

TyDeL 6.5

bijanajaml 5

balijan2 8

Maxplanck9
Bastwood 4

tpcordeiro9.1

TheGrandi 5

GeorgW 5

zefquaaviu8

btasam 4.5
jibibgg 4

H8Man 7

chearns 4

SeerMagic 5

calbond 9
Davecroque
6.5

Ryuu N/A

iquito 8

cbazler 9

mi_de 8.33
quanras 9

iWannaBe 7

arcweldx 6

yesbryn 8

Neale20068
Piet13 7

rizzou 7

skutsch 9

prokaryote5
GamingCou9

kittykat27 4

RConsonni9.25

FunckyDud10

ZackStack 8
lauradt99 10

wallnip 8

ALGO 6

nkorppi 9.3
airheart N/A

sfox 7

Tsaar 8
ajewo 8

Gia187 7.7

amacleod 3.5
Big Bad Lex6.75

StewartTa 8

Lapu 7.25

rudy3 9.2
thereelaris8.5

StalkingBut8.5

menohobo8

larryjrice 7
Wretched G
5

pickboy87 8

ekloff 6

Mitspieler 8
PSantos 5

secondoft 7

imyourskriN/A
brewsaki 8

shaveandah
7

Mr Jummy9
dhable 8

kaszkiet 8.5

Rontuaru 6

aeroguru1 8.5
Calebland 9.5

vladdswrat7

herendil667.75

starspangle5
Joakley81510

Vazzaroth 7

canberramN/A
niceT N/A

Surya 7

Bayushi Se7.5
bbhalla 9

gixmo 7

adamxt 7

Cardboard10
Daybreak 7

Dxpenguin8

littlechand5

jblomquist8
SteveTrem7

Fluttershy 8

Elad 10
Manhattan8

Simulacru 8

snoozefest8
ricomoss 7

Matt627027

Abdul 8.5
DetournemN/A

Soaperman9

duckworp 5
freechina 8

Adanedhel9

Nate Dorw6.5

babuino 9.8
frewa466 7

joeloverbe8

Tonantzin 8.25
grasa_total5

quietcorn 7
2bit 8

Scifi66 4
rikicorgan 7.3

mercoppariN/A
grapesinac4

PBrennan 6

toomanymo
8
Flundi 7.5

the bored 7

Grey Pilgri 4

allan647 8.5
enzo622 7

Peepser 1

Cheryllion 10
ToadInThe6

skifreak73 9
ottobre31 8.5

Jrb259 6
agentpatm10

JoSch 7

BlueSwan 8
Impiousbe 9

bcnevan 5.5
adebisi 5

DeSjeff 10
mc_esher 7

smilingra 4
Apple Paul6

Achire 9
bigmac3309.15

hiimjosh 5
joewyka 9

warlock00 9
paulojorda9

Fribian 8
tro6inson 7.5

soccastar07
paul10liao 7.5
heycoder 6

govindk 8
Takhyon 7

iadena 7
HellslayeR 8
BaBang 9

gepap13 1
Muse23PT9
JavierPC 9.9
JonBen 8
Thunkd 10
jgoyes 7.5
DuneTiger 5.5
limplict 9
Lecaro 8.5
Zorzogoth 9
ejones307 3
adammale10
cymric 4
Roelovich 8.3
DaveyJJ 2
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This was, for a time, my least favorite owned Vital game (behind Vinhos and Kanban). However, it has been edging up ever sin
immediately intuitive (I think likely due to the theme) but repeat plays really, really opens this up. I love it now.

Update: This can drag at 4-player and overstay its welcome. Everyone has to know the game and be snappy players or the do
gets a bit excessive for a game that doesn't have a feeling of escalation.

[size=8]Satisfaction (*/18) - :star::star::star::star::star::star::star::nostar::nostar:


Brainburning (*/7) - :star::star::star::star::star::star::star:
Replayability (*/6) - :star::star::star::star::star::star:
Luck impact (*/5) - :star::star::star::star::star:
Interactivity (*/4) - :star::star::star::nostar:
Involvement (*/4) - :star::star::star::nostar:
Rules/Setup (*/4) - :nostar::nostar::nostar::nostar:
Player count (*/2) - :nostar::nostar:

:chalice: - Exceptional production quality


[/size]

Such a joy to play this game. There isn’t a fixed strategy to win this game except having the most money at the end of game w
is very high. The more players, the tighter the game it becomes as you are limited to 4 spots and if I want to place my pawn on
might just give the advantage to the other player by kicking him/her out of their spot. Makes me think before I move and plan
book and board indicate the steps very clearly.

Heavier than my usual sweet spot but the streamlined action selection made for fast turns and we all enjoyed our first game. J
rock album, I fully expect this game to grow on me as I understand how everything works. EDIT. Second game was really enjoy
adjusted our heads but zipped by as we rembered things. A balance of crunchy decisions with simple action selection and with
patient host this game really shines. PS, it’s beautiful

Quite similar to Kanban but in very many ways extremely different. I disagree with other opinions that this is lighter than Kanb
open information actually is a bit overwhelming to the point of leaving the player in paralytic shock due to over analysis.

But if you play off the cuff like I usually do then the game is enjoyable and amazing combos and chain reactions can be played.
mechanism is definitely the key to setting up some interesting moves for yourself.

- Average gameplay but considered for the time it came out i think it's not as good as more recent euro games. The game tries
high scheme but it does so through a very long and bloated procedure that makes the gameplay feels much more longer.
- The kicked actions are not as good as you think and the consequences of kicking other people out of their slots are not as ba
much of a competitive edge as i thought and it feels not as good of an euro game.

Score na eerste speling met Ilse.


Worker placement met één worker, waarbij je artiesten aantrekt, werken koopt en verkoopt, ondertussen hun reputatie laat g
duurder maakt), en ook je assisten wat aan promotie laat doen.
Ik had het spel iets mooier verwacht (voor die prijs, kost zowat 70 eur), en iets intuïtiever. (Krijgt wel een score van meer dan
Ik wil het wel nog enkele keren spelen vooraleer een definitief oordeel te vellen, maar kopen doe ik het alvast niet.

Complex euro, worker movement puzzle. The game seems to center around how to manipulate your fame track in order to ta
getting kicked out, and how best to invest in artists similar in mechanics to a stock game. I enjoy how the theme ties thematic
of how visitors work in your gallery vs your lobby for certain actions which I found confusing). I thought I didnt like this as muc
game, but as I settled into a flow it became better.
KS-Deluxe includes The Gallerist Scoring Expansion
Complex game takes time to teach. Lots of things to remember during play. Deep Strategy. Many opportunities for extra acti
opponents, so preparing for those extra actions is vitally important. Important to plan for mid-game scoring. Actions are neve
than Lisboa. With more games I likely will raise rating. Huge box, lots of quality components, wish the game weren't so expen
value.

There are so many ways to shoot yourself in the foot through small mistakes, and figuring out what matters doesn't make a lo
the pieces just don't fit together.

Area majority in the International Market feels tacked on, and yet you ignore it at your own peril since the endgame scoring R
to winning.

The contract bonuses require more forethought than you'll realize, and the penalty for not planning that out is dire and not im
why.

Jó kis játék, de nagyon nehéz. A szabály is jó egy óra elsőre, de neheze csak ezután jön. Játék közben minden összefügg minden
döntéseket hozni. A játékidő másodikra már egész tolerálható volt, kicsivel több, mint két és fél óra (hármasban). Jópár játéko
ember felszabadultan tudjon játszani vele, szerintem nehezebb, mint a co2.
Gyönyörű és tematikus darab amúgy, szóval biztosan megéri a befektetett energiát, csak kérdés, hogy milyen gyakran tud aszt

Vital Lacerda has yet another brilliant worker placement game. Like Kanban there is a single worker that is being moved to va
to a location where another worker is that player can get another action. You are trying to buy and sell art and improve the re
own. Art and components are very solid. I am rather annoyed with myself that I did not buy this one on the Kickstarter.

It is tilted toward the heavier end of the scale. I really like Lacerda as a designer.

First game I played I felt like an idiot, never able to focus on any strategy as the board was evolving and forgot a lot of stuff an
that Lacerda's games take devotion and time to assimilate but this one just turn me off, I will play again but I don't think that I
it. Too much stuff going on and runaway leader is impossible to catch once he has all the paintings/arts.

Not for me, I have to much games to waste time on this one. Design is well done though.

I played this one wrong so many times that i cant even believe. (In my defense i was taught wrong...)
Even then i always liked it, and every time i got a new rule right it improved. Now i know i am playing correctly and the game i
that many strategic options, and some actions are almost mandatory at some point, but the game had enough diversity and se
very interesting every game.
The way that the interaction happens with the bumps and meeples make this game amazing.

A good and solid heavy euro game.

The mechanisms in the game (essentially a stock market), are good and solid, but the game is quite a bit convoluted where it d

There are so many restrictions and requirements. In order to do this action, you need to have this thing here, and that visitor t
this or that by following 8 action steps.

This could be a great game if it was streamlined down quite a lot, and a lot of the strictness would be shaved off.

It's a beast to teach.


This games relies far too much on the fact that there are only 8 primary actions and it overloads those actions with secondary
actions.

The action selection of the game is convoluted because of it, where you often have to take sub-optimal actions because you la
getting a ticket or money is not accessible through anything but secondary actions, so trying to workout how you get those is w
this game comes from., not from any interesting decisions.

I am not too sold on the bumping mechanism and only having just a single worker. The added complexity does not necessarily
enjoyment. I do however find the theme to be quite captivating and mechanics do complement the theme. The graphic design
superb. I ended up giving this one away as it was just not getting enough plays.

Edit: I have come across a playthough video on youtube and I felt like I have not done justice to this game. Would love to give

melo: 7

Its a heavy game with a lot of stuff going. Very thematic, Very tight economy. The ticket system felt very loose though. You c
easily maybe there is some subtlety we missed. Looking forward to next play. We got a good laugh at over produced wooden
to display the end game paintings that you select.

Update...after 6 plays and finally my first win...bumping this up to a 9. Nice replayability. My only concern is if turn order (goi

Elsőre igen elkeserítő volt, nem láttam át, sok hibával gyakorlatilag 3órán át az esélytelenek nyugalmával végigasszisztáltam m
volt. Játszom még vele, hogy legalább az reflex kijöjjön belőlem. Kijött, jelentem. Most sem tudom mit miután kellene jó ütem
nyertem egy 2 főst, igen kicsi pénz különbséggel. Azért elég nehéz játék ez, és a tanulógörbéje és igen lapos. Szerintem 6 játék
az eredmény. 2 fősen még igen szűkösnek is éreztem.8->9.

While I like the concept, I don't enjoy the the flow disruption that is introduced by the kicked-out actions. While I like the inter
can't justify keeping in the collection now. Just too many jagged edges and too expensive to own and not love.

Would still gladly play someone else's copy.

I greatly prefer Lisboa, partly for how it dials back the kicked-out actions. You still get the spice, but retain more of the flow. I a
cards more enjoyable than the worker placement.

Didn't feel that this was as overly/unnecessarily complicated as people said. Basically a worker placement game but with a nic
running an art gallery, buying works of art and exhibiting artists/building up their reputation to sell their artwork for higher pri
Enjoyed the theme and the synergy and the mechanics made it interesting. A little complicated but not as complicated as som
just dry point salads (Feld comes to mind). Would like to play this more.

+ What a deep and clever game with how you can sequence your actions and build up your gallery with art and patrons; I real
and feel of the game.
- A challenging teach to be sure... especially for those people who aren't immediately drawn in by the theme.

Why it's previously-owned:


It is just too much of a hog for anyone who I play with to want to keep coming back to. While I 100% understand the brilliance
simply doesn't fit me nor the people that I play with regularly.
One of the most elegant heavy euros I have ever played. Especially nice and surprisingly fast-paced with two players. The them
Many mechanics can be explained by it, which makes them much easier to understand and memorize. Among heavy Euros, th
perfect to me.

EDIT: It was spoiled for me a little due to the reactions of some friends of mine. My significant other has no interest in this gam
game, but I sold it since it will only seldom see the table anymore...

[b]2015-12-12 7.8[/b] After 1x 4p


[b]2015-12-29 8.9[/b] After 1x 3p:
In love with this game. Scoring is cleaner than other euros in similar vein. OOZING with theme and everything makes thematic
get a lot done in the game but it doesn't actually play that long. Decisions are tough but players are not devastated even if the
best option. My favourite aspect: Definitely the lowest downtime I have experienced in the same weight of games. Kickout acti
implemented.

This is most likely my favorite game in my collection.


I saw this at Essen and wanted to buy it but it was 8 lbs, too heavy to pack in suitcase. That night I preordered it from Funagain
mail 1 month later.
Edit 1/2016. I have since played this game 3 times, and would play it more if the game was shorter (and more than 4 players).
The mechanics seem to follow Vital's style: you do a simple action and there are many chain re-actions that follow. Which a ve
of games I like to play.

My first ever play of a Lacerda was a big success. I see what everyone says now about the weight of the game not being bad th
into theme.

Speaking of theme - I love the simulation of running an art gallery. Discovering new artists, buying there paintings, gaining con
using your influence as a Gallerist to promote the artist you discover all makes sense and is very satisfying. Add to that a beau
and you have a winner! Can't wait to try more Lacerda games!

1st Impressions

Solo:
This is a solid game. I definitely see Lacerda's style at play here. It felt a bit more laid back than Lisboa (which is just a bit too h
being interesting. I did feel a bit directionless during my first game but now I think I have an idea of what to do. Overall I enjoy
want to play more. However I don't know that the solo game is particularly special. I think interacting with other players would
important dynamics.

Multiplayer:
Haven't tried yet.

This game felt excellent throughout. It was only a two player game and I suspect it would be better with four. It seems so very
strong Euro element is present yet the theme comes through so strongly. It's my first Lacerda and I am very keen to try more.
decent price, is likely my next try. Definitely a very special game. It is difficult to play efficiently on the first play through and is
will grow and the depth will hopefully show itself with future plays.

After five years of gaming, we took a look at our collection and realized we had sold or traded off most of our really heavy gam
to replace them. The Gallerist filled a hole in this regard.

We're not always in the mood for it, and the two-player experience can feel a little like playing ping-pong, but, unlike Vinhos, t
away, and now we're in that sweet spot where we're just exploring the gamespace. Rating will change based on whether that
opens up further, or recedes.
Dans ce type de jeu, truffé d'une multitude d'actions bonus contre-intuitives, je n'ai pas la certitude d'avoir déjà vu un tour de

Personne n'a la mémoire d'un super ordinateur pour jouer à ces jeux : regardez les vidéos de joueurs solo qui doivent corriger
d'oublis après leur partie filmée.

Je pense que même Vital Lacerda préfère jouer à Dune : Imperium, plutôt qu'à ses propres jeux.

Alternatives de jeux avec pose d'ouvriers : Mombasa, Pillards de Scythie (léger), Targui (2 joueurs)

I have a hard time saying which is my preferred Lacerda. This, like his other works, features a very tight action selection mecha
interlaced set of actions producing points in a mostly point-salady way. It is the way everything you do impacts everything else
his games so hard to navigate and master. As always, player interaction is limited though. The game is gorgeous and supposed
hardly notice given the mental energy that has to be expended on maximising points.

Kickstarter for Lisboa on spiele-offensive - estimated delivery: Jun 2017


Lisboa incl. German Player Kit and The Gallerist incl. German Player Kit!

Canceled the Gallerist pledge because, after many readings of reviews and comments, I'm still sure this is a wondeful game fo
never be played more than once in my current gaming group because of the different turn-lenghts-issue. Bad, but so I will go d
Lisboa.
Trades are welcome, but I will keep my money for other titles like Terraforming Mars...

Vital is like a mad scientist. His designs are so fully developed and refined. His mechanics are unique and his ability to weave e
blows me away.

This might end up a perfect score along with some of his other designs, it's just a matter of me deciding if it's fair to dock point
explain to new players.

Despite my hesitancy to engage with the modern school of design where more mechanics is better, Vital does have a way to m
something more cohesive than I am used to seeing.

A well-designed game with many good qualities.

Alas, the game experience is killed by lack of elegance. The "Kicked-Out" actions means that there is no smoothgameflow. Play
actions, or spending time CONSIDERING taking actions, out of turn. There are also too many markers/tiles/cards to constantly
rules to make this worth the time and effort for me to play, unfortunately.

If it flowed more smoothly and was a bit more streamlined, it would be an easy sell. As is, I won't be playing this again.

This game is heavy, but so fun to play. The mechanisms link together seamlessly and, with a couple plays in the pocket, they st
strategy is made possible.

In my first play, I only started figuring out how to play when about 2/3 of the game was already gone. It left me with a desire t
Too bad it was on the longer side and we couldn't at that time.

This is another great, great design by Vital Lacerda, and the artwork is beautiful.

And my girlfriend is a fan of plastic arts, so it appealed to her as well.


The game itself is a masterpiece! After just one play it might be too early to say that but it has incredible depth for the play tim
players) and theme integration is very well done. Of course there are some systems that are less connected to the theme but
shines through and it really feels like you are managing a gallery and buying, promoting and selling artworks. The artworks the
(contributions from real artists). Seems that the variable setup will give a lot of replay value.

Lovely game. Plays very well at 2. Probably my favorite looking piece of Ian O'Toole's. Feels very open for only being 8 actions.
with bonuses, follow actions and executive actions. I never feel fully in control of what I want to accomplish. There is a nice pu
There is always something to do, something to work at while greater opportunities may show themselves. It is always importa
opportunity you may be giving an opponent with your action. This, to me, is the driving point of this game.

Gameplay is deceptively simple (only 6 possible actions + 2 exec actions) but the relationship between the actions are so comp
course of the game. Classic Vital Lacerda style that plays really smoothly once you get the hang of the rules and game flow. Bo
(esp with all the unique art that are literally art works).

One of my favorites from this favourite designer for sure! If you like a heavy, thinky euro, and you don't like to know who is in
the game, definitely give this one a try!

Bought in new condition from Board Game Barrister. This was my first Lacerda game and it did not disappoint. Very meaty ga
and strategies to take. I love the theme as it is different than most games. The worker placement is great in this game as each
choices, but then you can leave behind an assistant and when someone else chooses that location, you can spend influence to
The key to the game is maximizing your influence and getting as many turns as possible throughout the game. Love this one.

1 Play

Top notch production quality and art. Interesting worker placement mechanics. Gameplay ties well with the theme as well. Re
too. Somehow, the game fell a little flat with me. I can see the potential I suppose, but perhaps because of the theme or so, I w
game during the 1 play somehow. And that I managed to somehow end up winning was also pretty befuddling since I had very
the game strategy beforehand and I was playing with a couple of others who had played the game a handful of times.

Another Lacerda excellent game!!

Great theme! So unique!


Excellent artwork & production as always of course!!

Love the mechanism of this game too!


The fact that you can get a kickoff action gives you so much potential to add extra player turns to your game!

Again, as in all Lacerdas games I've played so far, i love the way all mechanisms are interconnected and one thing leads to ano
So may things to think about and plan forward in order to accomplish your goals!

A wonderful, deep strategy game with a very unique theme that makes it even more exceptional!

Vital Lacerda's best game to date. The game is so elegant and streamlined. The kick out actions could have been more themati
here is so integrated with the theme, as per usual with the heavy theme master. I feel like a gallerist in this game, going aroun
artists, using their creativity to further my influence and pocket, and exhibiting glorious works in my gallery. This game can pla
know it. Not nearly as heavy as some of his other games, and rules explanation isn't as segmented in explanation.
first of all this a rating [6] after one play with 4 players.
first impression : Very complex rules , much too complex for me ...
It's just over kill on decisions and there is sometimes too much downtime as in between your turns.
Hope it's more like my personal distaste than a game problem so I'd like to try it again to see if my opinion changes.
For me KANBAN is much better because the theme is very well incorporated with the game and that feeling I didn't have with
2nd play :upgrade rating to 7 but
downtime still too much
3the play: upgrade rating to 8

Playing this game gives you joy: D


As for Lacerda, Gallerist has extremely few rules and there are no exceptions!

I love the story behind this game - for example, if you sell a work in your gallery, one of the meeples comes out of it (with the
Plaza to show off to everyone ...;) You can really create a scenario for yourself. Only the scenery is so-so. Technically, it's perfe
a master here to follow. It does not change the fact that Gallerist is a mega bomb game! For me, the perfect brain-eating!

Eh, Lacerda is a genius.

Lacerda is a brilliant man with a gift for creating complex puzzles that both boggle the mind and evoke theme in a way most eu
fail to do. I applaud him for that and will always look forward to his next big project. That said….

I just can’t stand his games. The rules grit, long playing times, and lack of direct interaction are just too much for them to be w

Among the Lacerdas i’ve tried this one is the least offensive to my tastes. Probably because the theme is fantastic and the play
than the others.

I love the theme. Manipulating the value of art is a theme that has been tackled in a few games prior to this, but I think it lend
eurogame. It works well at any number of players but more players means more use of the kickout mechanic, which I love bec
really tense and gives a bit of interactivity amongst players outside of their turn. I enjoy the auction house, as it everyone has
some end game scoring bonuses that they want.

The game doesn't overstay its welcome and I've never had a disappointing play.

I'm slightly concerned that The Gallerist is "solvable", but it's no more or less "solvable" than any other pick-up-and-deliver ga
Gallerist is most definitely a pick-up-and-deliver game. Pick up artists and deliver their goods to buyers. Pick up fans and deliv
reputation(s).

Until you drop the apparent Euro lenses, you will smash your head against the cool, reserved edges of this masterpiece. It's so
deceives you into thinking it's something other than what it is. Keep your eyes on the prize, though, and you're gold.

Played solo only. So Lacerda of course... compared to the only other Lacerda I’ve played (C02: Second Chance) I think this one
opportunity to go different directions...within the limits of what you have available. It’s very hard to reach the highest state in
barely enough turns and the solo game presents quite a challenge. It’s also hard to keep track of whether you’ve completed V
sometimes. So I’m pretty sure I made some mistakes. I think I just have a hard time making his games sing though they’re top

A game I wanted to love. So many people were confused that I didn't like it like they do. For me the game seemed like a mess.
and that worked so well. I love the use of photography and art- it is right up my alley, really. The mechanics just seemed like a
kickout actions that can happen. For me there was no focus. I couldn't focus like I normally could. It just gave me a big headac
not a game for me. I do see why people enjoy it. Just because I don't enjoy it doesn't mean you don't have to. Too heavy for m
Well designed; good if you like your games exceedingly complicated. Too complex, almost. Hard to enjoy the game when you
trying to remember the rules and what does what, when. The systems are so intricately tied together and layered, you have to
times before you can really start to get a feel for how it is supposed to flow. Tickets and visitors and works and influence and f
collectors and contracts and artists and buying and selling and reputation.... it's so, so much stuff...

I respect it, not sure I can say I enjoy it.

A great theme. Nice art and components. There are parts of this game that are fun and really thematic: buying/selling art, disc
prestige track is also very interesting mechanically. But there are other parts that aren't as interesting or thematic: the interna
points soup everywhere.

Overall unnecessarily complicated for me. A beast to setup and a beast to learn. Bonus points everywhere. Too much point sa

That said , I have only played this with two. May be better with more players interacting , bidding up the same artists etc..

Playing this one felt very similar to my one play (so far) of [thing=1][/thing]. I was just taking actions to see what would happen
going on for me to actually formulate any type of strategy.
I certainly need a couple more plays before I can get my head around all these moving parts.

At the moment this feels like a mis-mash of far too many mechanics and individual parts and actions which is more complex th
think actually quite liked this one... maybe...or maybe I have some kind of board game stockholm syndrome ... I want to play a

I wanted to love this game. The art and theme is beautiful and unique and it should be a refreshing addition to an industry tha
many train games!)

But this game is broken. It's long, there are too many pieces, it's overcomplicated with no good reason. I gave it a second cha
wanted it to end, it was repetitive and even torturous trying to manage your gallery with no sense of balance or reward to you
because I wonder how many people will be put off from board games in general if this became their gateway game.

A beast of a game from, who else?, Vital Lacerda. The component quality is exceptional with big, thick cardboard that shows h
it. As for the gameplay, is a very sweet brain burner where every action gives you a bonus that will give you a side bonus and s
the kick out actions is elegant and incourages strategic thinking and careful planning. A little long especially if you have AP pro
gets boring because almost always it keeps you involved with the kickout actions. Many paths to victory to search. One of my

The components truly are top notch. On the surface, the game looks pretty easy. How hard can 4 choices be? Then you realize
and how your choices two turns ago prevented you from doing what you should have done and now another player has bough
you needed but if you get the right bonus tile you just might be able to get enough money to squeeze out enough points...and
wonderful. The presentation is great. The rule book is superb, and the player aids are better than any I've seen. And the kick o

Too early to score this. But after a solo play and one 2-player game, it seems excellent. A lovely, steady 'ecology' feel to it. The
undermine your opponent's opportunities and it will clearly reward multiple plays to get more out of the strategies.

It doesn't have that brutal blocking of spaces that you get in the designer's game Kanban (which I also love). Well, it's actually

It has a nice friendly feel to it. The nuances are so extensive that you can be unaware of your inefficiencies, so you drift along t
enough!

The more I think about this game, the more I think my one play experience has hindered my view of the game. The gist of it is
"kickout" actions slow the game because it reduces players' ability to plan the sequence of their actions which are critical to su
causes a slower-than-necessary game which is AP-inducing. I don't think I'll play it again because of that. I wonder if I would ha
Kanban had I experienced something similar on my first play. I do think the overall flow of the game is a bigger problem with t
This is an interesting mix of mechanics that is NEARLY too much. I think it's right at the very edge of my tolerance as far as co
Vinhhos and Kanban seem to go over that line for me, this one is just a little bit more accessible.

Still, it's a dense game and teaching it / setting it up seems to be a bit of an ordeal. It's not a game I would own or ever sugge
it.

I do really like the theme and the artwork. The board I thought was very attractive and distinct, and the theme was also uniqu
thematic sense for the mostpart.

This game is overwrought and needs someone like Knizia to strip it down. Get rid of auctions and area control from the interna
endgame bonus tiles will do). Eliminate or clean up kicked out actions so they don't totally disrupt the flow of the game. Just b
weight over 4 doesn't mean the gameplay is any deeper than a 2.5 that has simple rules and gets the fuck out of the way so th
I had any balls, I'd rate this lower.

Eh, screw it, my genuine rating is a 5. The designer is likely a genius, but needs to reign in his madness.

There's a lot of interesting decisions to take (which action to take, when to spend influence, etc.), and with the Kick-Out action
involved in gameplay. I feel it's essential that you plan out your turns very well, as small mistakes can make a big difference. Th
feels nice, and the theme is well implemented. My main negative is something that is present in most Vital Lacerda games and
over the last couple of years: The game feels very procedural, i.e. each individual action you take triggers a lot of steps and eff

I'm slightly conflicted on this, as with all of Lacerda's games. Nothing is really that simple, and there are a lot of moving parts t
it regularly, I think I'd be OK with it, possibly love it, but as it stands I'll only manage to get this to the table a couple of times a
always going to be hard work. An enjoyable headache.

Update Oct 19 - Sold because it is just too fiddly to get to the table once in a while, so was always going to just sit on the shelf
Beautiful game, clever design, but too much detail to be fun.

(one play) Superb heavy Euro that takes advantage of not really including anything new by being able to include a couple mor
game ought to be able to handle safely and yet finding ways to make them shine.
Sure, there were an awful lot of exceptions in the rules, with systems working inconsistently in places, and some of the thema
dodgy.
But it felt amazingly cohesive and there was a sense of multiple plausible routes to victory.
If I get the chance to play this some more, I suspect my rating will go up - sadly, I also suspect that I probably will not.

Game play is elegant (place a single worker on your turn), thematic, and with lots of interlocking parts and end game goals. On
of cross-pollination of ideas from Vital's earlier games, which means that players who are fans of his earlier games will most lik

The Gallerist sets a new standard for the quality of its components and the careful thought and craftsmanship that went into i
written and well-illustrated rule book is worth mentioning and makes learning this game a breeze.

Another great game by my favorite designer.


Beautifully designed game. Quite a heavy Euro (literally as well as metaphorically) but, as with Kanban (by the same designer)
elegance once you are about an hour into the game.

This is the Kickstarter version, so it includes the Kickstarter Stretch Goals (not included in retail version):

• 1x wooden custom End Game Scoring token - 2 x 0.8in (50x20mm)


• 8x clear plastic fame cubes - 0.3 x 0.3in (8x8mm)
• 1x Customized silk screened "The Gallerist" cloth bag
• 1x dark brown easel (Pastiche sized)
• 12x works of art tiles (with credits and instructions for use) - 2.6 x 2.6in (65x65mm)

Lacerda qui fait de l'épure. D'habitude, je n'aime pas ses jeux, trop alambiqués pour rien.
Celui là, il l'a bien épuré et on a donc un jeu agréable à jouer sans trop de fioritures. Malheureusement, il a aussi supprimé tou
stratégiques intéressants, l'interaction est ... fadasse et fait perdre du rythme plus qu'autre chose et la tension est quasi nulle.

Si on ajoute l'emballage deluxe, le prix deluxe et la disponibilité restreinte, c'est le pompon.

J'y rejouerai car il est agréable, mais le contenu est loin d'être à la hauteur du contentant. Du deluxe OK, mais sur de vrais bon

I like The Gallerist. It's the Vital formula of taking an action with a pawn and working through a bunch of steps, chaining such a
sequence to be as efficient as possible to complete overarching goals.

I like the art theme, and the mechanics. I enjoy the puzzle and find it a fun game to play with others as there is interaction and
peoples choices. The game ends based on players pushing the end, or delaying it (to a degree).

7.9 As with all Vital games I like playing, I will sometimes actively choose to push for a game of The Gallerist, but they're not qu

Preliminary rating after just one game.


Top notch components.

Great interconnectivity between the different mechanisms - as you'Ve (probably) come to expect from this designer. (I guess
have been dramatically streamlined in case they had been published by a German publisher :-)
I like this very much though.
It beats me though, how people can say that this has a considerably lower "entry level" than Vinhos.

The "interruption" of the playing order initially irrited me a bit, after a while it was ok though.

I definetely need (and want) to play this again to make a sound judgement.

The Gallerist is right at my complexity limit. Other complex euros (like Madeira) made me realize that I had an upper limit on h
digest. The two plays I've had so far have been with an expert player that I continuously pepper with rules questions througho

But I really like the artwork here, it is a definite draw and the graphic design really aids my enjoyment. The game itself is very c
struggle to do what you need to do. I won't deny that it feels like he just added element upon element until it didn't make sen
I'm enjoying the challenge.
Vital Lacerda
W/ expansions (Scoring and Stretch Goal Pack)
Sleeved

2015 hit for Vital Lacerda.

Done many playtests and have to say the game improved a lot over the playtest period. Is a heavy eurogame (booth rules and
theme integration, just like the previous games from Vital. Played the game just a few days after Vital received the first print c
value is outstanding.

I am sure the backers will be very pleased when they see what is inside the box (... and with the box, the art is amazing).

For me is a must have. Maybe the best Vital game.

Many thanks my friend!!

Genius. Beautiful. Initial perceptions are deceiving, the outstanding rulebook, artwork and graphic design masks the fact that t
than all his other games, intricately interwoven actions makes this Vital's best game yet. There is so much going on that it cou

Took my usually unphasible heavy game loving group for a ride of hair-pulling fun. They were totally exhausted after playing t

(In response to other comments, our group too were exhausted after our game, but we still managed to play Vikings, La Granj
our game!)

Beautiful game with top-notch components (at least the KS version I played). It's not hard to play (but probably hard to play w

The game it self left me quite cold, after some hours I was rather bored I must admit as I knew more or less what I hoped to th
waited for the other players to do their stuff that probably wouldn't affect my turn anyway. The game never felt crowded or h
was a bad thing here.

I like the kick out mechanism, even though it makes turn order confusing at times, but there's a little too much downtime in th
at least.

Good game, interesting theme, nice looking art, box size a disrespect to shelf space. The production is ostentatious and, as wi
same format, means the pricing isn't really accessible. Overall, the game lasts too long for what it is. What's there is fine, but
justify how long is stretches. The ratio of rules/complexity to meaningful-hard-choices is also too high, and we pretty much ha
rules before every session. Ultimately, other games with better "gaming ROI" were preferred over this. Traded to reclaim spa
as a bonus.

A lot to like in this game. The 4 action spots limits player decision space (which is a good thing in this weight of a game). The tu
central plaza into your gallery. The battle for majority on the 3 column VP tracks. The "reward" for grooming a new artist.

Although I find the game to be a little too point salad-y, the puzzle of trying to fulfill your objectives, and combos with the con
your brain.

The gallery visitors engine is interesting. You need to weigh short vs long term benefits, often choosing between adding more
out for points.
I really enjoyed the first play even thought I taught poorly and made a few errors.

Played it correctly the second time and I liked it a tiny bit less. Only because it finished faster playing correctly. The first time I
my gallery. Playing by the real rules meant I was able to do less. need to wrap head around that and I will probably enjoy it mo

Felt really constrained but still finished with a decent score relative to the other players. Not sure what to make of it.

Lots to like, but some things are starting to bother me.

I will play with you, but I'm not looking forward to it.

Under quite some layers of complexity and fiddliness, there is a core game that seems quite familiar in respect of what it is all
selling it with more expensive price, trying to make the most money.

I like the kick-out mechanic that allows players to get more actions by spending some influence points when their player mark
action space on the game board.

This is the more accessible side of Lacerda, they said. Was not bad. Was even a quite good implementation of a theme for an e
again someday.

Real art pieces are used as illustrations, which I appreciate.

A totally unique and engrossing theme that provides a really engaging platform for some deep systems.
While at it's core you only have a choice of 4 locations for your worker, what you can at them will leave you scratching your he
optimal play for minutes.
The path to winning can be a little formulaic though.

I do wish however the publisher would stop with the totally overkill number of parts & pointless additions like the easels. Cou
price tag with a few key changes/removal of parts & the game would still be of much higher quality than most games, but for

The art and the production quality are great, the game just looks amazing. The mechanics mostly make sense together (discov
promote an artist to increase their fame and thus art value etc), there are some mechanics which are standard fare (recruiting
actions etc), but there are also mechanics that have nothing to do with the theme which are just there to increase the comple
decisions.

While I prefer my games to be a little more elegant than this, I can definitely see that there may be a very good game here but
plays to find out.

Simplest deepest toughest game we own. So many pretty pieces and art. So simple - only 4 spots. But wow its deep. I also li
placement is done here. I've always found most worker placement where only 1 person can take an action irritating. This way
but there's a consequence. Really love it.

I almost wish there was another round as it always seems over so fast. Better its not longer though because the decisions are
incredible AP. Most strategically dense game I've ever played.

But WOW setup is brutal - by the fifth game it was a bit shorter but so many pieces.
Gorgeous game with superbly interlocking mechanisms. As with other Lacerda games, it will take time to learn. However, the
supports this learning. In addition to a strong multiplayer experience, the game has an intriguing solo mode in which you know
opposition AI) is going, and you're trying to master the puzzle to hit multiple targets. As with several other heavier games, play
really help you learn the game and provide a strong base for playing against multiple human players. Overall, once you learn it
experience that is very rewarding to play.

Kickstarter Project http://kck.st/1FoAvJH


- Backed: 06/19/2015
- Funded: 07/05/2015
- Pledge Level: Pledge $59 or more: "American Patron of the Arts! Receive one copy of The Gallerist and all earned Stretch Goa
anywhere in the US will be added. Shipping will be free if it is to a US address and your pledge is $100 or more--including Add-
Gallerist and get the earned Stretch Goals free. The MSRP is expected to be $80 when this game is released in late 2015). This
Backers only."
- Payment: $59
- Survey: 07/14/2015
- Projected Delivery: 10/2015
- Shipped:

Status: DELIVERED

The Gallerist is a fairly well-constructed and ambitiously heavy Euro game with a strong (though unexciting) theme and seems
avenues to explore.

It is definitely a highly dense game, which I don't really mean as a compliment. I found that its layers of complexity have dimin
didn't add much to the fun. It just made it more bewildering to learn.

Some other complaints about the game are that the kicked-out actions tend to make the game drag (couldn't they just trigger
instead?) and the Art of International Renown doesn't seem at all worth any effort in acquiring.

Having only played Kanban before this (in terms of Vital's designs) I am starting to get a feel for his designer fingerprints. Very
simple decision trees with blossoming webs of possibilities leading off of them. The theme comes through well enough though
Kanban, but the decisions are indeed wonderful. Everything clicked halfway through and I'm really keen to give this another go

edit: 3 plays in and still just scratching the surface. I particularly like the shared incentives aspect of promoting artists, and the
juggled (commissions, assistants, visitors etc).

Loved my first play of this. Way more interactive than I thought it would be with the kick out actions, which kept engagement
super streamlined and interconnected, not fiddly, and very functional graphic design. The Lacerda "simple action but a whirlw
shines here.

There might have been too much going on in the endgame scoring, but every action did feel like it knowingly contributed to ea
so I couldn’t be bothered. For a game to be as strong and integrated with a theme is so impressive... this is truly deserving of t
standard of what a heavy Euro should be.

Great to implement the unique theme with innovative kick out actions. Intensive competition and interaction with your oppo
cause any direct confrontation.
Heavy Euro with multiple paths. Tense decisions to make in each steps. Top notch component and carry the theme very well
also good to implement for players to learn and master the game. Just one drawback from my point of view; each action invo
tiny rules that are easy to forget. A little bit time consuming to organize the game and re-read the rules after putting this gam
period of time and re-take it again.
Ow my brain.

Extremely tight. A little too tight. For a game that only has eight possible actions on your turn (and one of two sub-actions, and
that action family again if someone picks your same spot), wow this game is chock full of tough decisions. Teaching this was a
But I suspect that a repeat play will bust everything into place.

...Maybe not. I think this may be one that's just a bit too tight for me, and I'm not going to put forth the brain power to figure
Too narrow of a decision space with too many things riding on single actions. I think this is one for the auction pile.

If you're waiting for a Vital Lacerda game that isn't convoluted, unfortunately The Gallerist isn't it. It has a clever worker placem
someone takes an action spot that you're on, you can pay influence to do that action again. I think the whole thing was just to
action spot was associated with two actions, each of which had a laundry list of steps that you needed to run through. And tha
executive (read: extra) actions that you could take before or after your turn. It just takes a long time to get anything done in th
many options that AP can definitely be an issue.

(1 play)

Wow, is this game spectacular. A true TITAN among board games. Stand-out theme, brilliantly executed. Gorgeous art and int
Components are lavish and satisfying. Intricate yet robust mechanics, as expected from Vital.

Hell, even the INSERT blew me away! Yes! I am a normal person! A normal person that got excited by a board game insert!

Solo mode is one of the best you can ask for. I have no problem sitting down with this game for hours by myself. Only complai
so big, because it scares people away who'd otherwise play it with me!

I need to play this game more. I feel like I've barely even scratched the surface.

As I sat for the first run through the rules the game kept getting more interesting as the rule description went on. However aft
left with a feeling of blah. The game has all the things I like and yes yet again I ignored the end game bonuses to focus on purc
soundly beaten. I think that the downtime between me doing stuff and the board changing enough that planning although co
degree you still had a reasonably chance of having to modify your strategy when it was your turn that added to the downtime
moderate AP player but I could see this be excruciating with a couple of AP players.

For my first Lacerda game, I love it. The insert and production is spectacular, the included art is gorgeous, and the game itself
concern is the weight which leads me to having to be in the mood to set it up and even with a great insert, set up takes some
few coins short of winning on my first solo run through (and it is a great simple solo-bot, far easier to track than the rest of the
jump into the game again...at some point...when I am up to this again.

While other games allow you to make mistakes and change your approach, I feel I need every turn to be perfect to make this w

Still love it.

A wonderful complex euro with interlocking thematic actions.


You will collect art, with the intent to buy low and sell
High. You will also support new artists, and work to display art in your gallery. The game mechanics are unusual but really fun
action which allows you to follow, at a cost, someone else’s action. This is really fun and strategic.
We really like this game, and played it 24 times out of the box. It is set for a rerun sometime this winter, and I suspect will go f
If you like complex euros, you will want to pick it up, but I would rate it medium to high difficulty (4of 5 on a scale of 1-5, wher
Absolutely awesome! The rules are "reasonably" simple (reasonably as there are plenty of icons to learn) and the strategy/tac
straightforward.

So, it's easy to figure out [i]how[/i] to do what you want to do, but it's tough to figure out [i]what[/i] you should do to do well.

That's a great source of great tension, but the game also feels thematic (with all of your actions making sense with the theme
benefits of each) and [b]fun[/b]. Counting up scores at the end is neat to see how well you did, but even in a loss the game fe

Would gladly play again, but the sheer cost and playtime means that I won't seek to own this.

Vital Lacerda's foray into the international art market. As a game this is absurdly over-produced (The game needs easels? Serio
line with the pretence inherent in the theme. For once in a game by this designer I didn't feel overwhelmed by the rules, but a
explanation first time through. Theme and mechanism integrate well, but at its core this is just another worker placement, acti
that won't ever by my favourite genre. Like a precocious young artist trying to impress, this is almost, but not quite worthy of
done, but not better than Agricola/Caverna and that's over a decade old now.

@Peepser:

Not a comment about the game (which i own and played) but about the user
Peepser:
What bloody stupid comments from you, here and on other Lacerda games !!!
It´s a shame !
You are here to rate and comment a game you normally should have played before writing such a shit.
If you have something personal against Vital Lacerda, i think you should write him personal only. That woult be Gentleman like
And from my end, i can totally understand that you got a reply from him.
I am sure he really wanted to know about your bad rating.

And in all, of course it is your decision if you like a game or not...but please try first and put in a realistic rating & comment abo

"The Gallerist es un juego reconocible de Vital Lacerda, esto es, un sistema de producción en el que los jugadores deben gener
más eficiente. Colocación de trabajadores y set collection con una pizca de especulación son las tres patas de este banco. Excl
su diseño con una curva de entrada más relajada (no por ello poco empinada). Su punto negativo más importante es que, en p
jugadores, el flujo de la partida se atranca debido al original concepto de las acciones de expulsión. Aun así es un gran juego q
de los títulos anteriores."

3/4

https://misutmeeple.com/2016/07/resena-the-gallerist/#opinion

The Gallerist is a terrific example of a thematic euro and a great game to boot. The actions are simple to grasp, yet the strateg
master. The influence track adds depth to every decision and you must take your opponents' moves into account when plann
comes with a solo mode that is smooth and easy to implement and makes learning new strategies between group plays fun.

Like many euros, it gives the sense that for each turn there is an optimal move, which can lead to AP in groups. It's offset a bit
dealer goals though, and the auction site provides further alternate paths to victory. A great game by a great designer.
2 plays / 3,4 players

LIKE: Great interaction when jockeying for an artist and then have someone else help build them up. The bump out action was
because players have open information, allowing players to plan ahead a little to prevent others from taking advantage of free
the visitor meeples worked. Unique theme.

DISLIKE: The first turn felt a little scripted. Simple rules, but complicated edge cases and rules that are difficult to remember. T
first.

OVERALL: I had my doubts, but it's an impressive, solid game. It seems intimidating at first, but it simplifies after a few rounds.
plenty of strategies to try.

1) The look is amazing. You have real art represented in the tiles. All the icons are simple to see.

2) Explanation is a bit long but simple enough. I always refer to the player aid coming with the game because you always forge

3)Its a long game but I always hear, "Oh, it's my turn" because you only have 4 spot on the board and you can have a kick-out
takes your spot).

4) The quality is A1. Can't complain with it. A lot to place but its fun

5) I played solo or 4. I liked the solo play. The mecanism is really interesting. Achievement base. The 4 players is amazing. The

I would suggest for players starting going to heavier games. Another great Vital!!!

Competing art galleries in a heavy worker placement, with auction, set collection, and commodity speculation. Discover new a
works, speculate and raise their value by spending influence to build artist reputation, display your works in your gallery, ente
Earn tickets, fill contracts, and bid on the international art gallery. So much going on. This game does a great job with the bonu
placement which helps to keep other players engaged when it is not their turn. A lot of fiddly tokens placed on the tiles but it
like the mechanic of spending influence for cash. Lots of ways to go with mind boggling choices.

Another solid game from Vital Lacerda. I tend to dislike games with Byzantine resource conversion rules, and that are overly co
manages to make them thematic enough that the rules click fairly quickly, and adds enough creativity via extra actions and int
for bonuses that I always enjoy his games (CO2 excepted). His economies just feel right to me.

I don't think it is quite as strong as Vinhos and Kanban, since the timing of when you get your extra actions is driven by the acti
there is slightly less control. This makes planning a little chaotic, but also forces you to think about what the other players are
more plays.

There is a lot to like in The Gallerist. With only eight actions to choose between each turn, you must balance carefully to make
both financially and artistically. Should you discover new and still cheap artists or promote established artists and make them
you invest in art for long term profit or sell to raise money? Should you hire assistants to get more actions or attract visitors to
valuable? If those had been all the mechanisms, the Gallerist could have been a clean and elegant design. Instead, I feel that t
opportunities make the game more tactical than strategical and the feeling of playing a real gallerist is lost.

A very grand design with so much strategic depth for you to explore. I don't think I can argue that this game isn't a masterpiec
have two things that keep it from being a solid 10 for me. 1) It is a very opaque game to derive strategy from or what you shou
Maybe if I played the game very frequently I would be better at this but personally I find myself without much sound strategy
several plays in. 2) This game is a bear to teach and learn and setup and tear down. Although there are a lot of thematic ties, t
aren't intuitive or are easily forgotten. Overall an excellent game but I think personally I prefer Kanban EV more.
An okay (but heavy) game of worker placement, stock/commodity speculation, set collection, and economics. The goal is to e
from owning valuable (famous) artwork, owning or selling certain sets/types of art, and meeting other bonus tile conditions at
having meeples of a certain color in your gallery). Everyone is fighting/vying over a limited pool of helper meeples (3 types) an
limitation on availability of art from particular artists feels artificial and can be very annoying (only 2 works are available at a ti
both are owned by players, you must wait until someone sells their work in order to buy one by that artist).

Vital's current highest-rated game is a design and systems delight. Like "Vinhos" and "Lisboa," it's a brain-burner that permits
routes to victory. And like those other games, it's a treat to take in the game's sumptuous aesthetics. If there's any mar on this
over-generosity of the game's "follow" mechanic, which virtually guarantees somebody will be taking an extra action at the en
This is so prevalent enough as to occasionally bog the game down, and that was with two players - I shudder to think what it w
while this may make "The Gallerist" my least-favorite Lacerda, it doesn't stop the game from being outstanding.

+ Art speculation: a wonderful and well integrated theme


+ Extraordinary components, top notch ergonomics
+ Long term strategic planning is mandatory to succeed
+ The kick-out mechanics is very clever and surely keeps the players more engaged
+ Takes some time to be learnt and it’s hard to master, but runs smoother than other Vital games

= Typical Lacerda design: thematic, complex, incredibly rich with its interlocking mechanics... and inelegant. But still way more

- May leads to heavy AP moments


- The kick-out actions interrupt the natural game flow and sometimes they add some unexpected downtime
- So much bookkeeping
- Game full of many many many random bonus coming out from anywhere

It's the box - 16"... great prod val though. Superb with 4!
The weight of this game is just perfect. The logic, the flow, and even the design make a great gaming experience. Here's one th
one stand out. Often making a worker placement choice is a matter of selecting the option that optimizes end-game points. H
implication is not always evident at the time the choices are being made. As a result, the decision is not as straightforward and
probabilistic choices and that thinking process is fun. Getting bumped for extra actions also factors in. So well balanced and it
an excellent way. More plays may move thus one to a 10.

This game is a victim of too many working parts. The Gallerist has so many facets to it that they not only become overwhelmi
unnecessary as well. It's like the designer sat down and just kept adding and adding stuff to this game. Another problem lies i
players. With four players, the game took nearly three hours. There's also the frustrating aspect of attempting to fill your gall
never having enough money to do so. Then you sell art to get money, but now you've opened more space on your gallery wal
to fill them to achieve certain success tokens. By the time it was over, I felt like I ran in place for the latter half of the game.

Ultimately too opaque for me, so it was sold on. Beautiful, but opaque.
Still pondering this one. After the first couple of plays it seems like the much discussed complexity/depth comes from rememb
actions, and the order they take place. I'm not sure the actual gameplay decisions are that tricky.
I have to say some others I've played with have been a little underwhelmed at the end, but I think that's more because it's har
need to do to score in the first plays as you get your head round the systems. I hope to find out whether that continues as peo
with it - definitely not a casual game, and I suspect you need a committed group to get the best out of it.

The Gallerist was one of my grail game for a long period. At the time, the game was just not on the market in Canada at a reas
to look for a copy. This is the first game I bought second hand throughout a board game exchange site. I like worker placemen
this game makes the best out of these mechanics. The theme is what attracted me first and the artwork and presentation is so
game, the different aspects of the game are all interconnected in a special way. As for solo play, I like how the Automa is most
to plan your strategy around it. The solo victory tiers are a small twist that makes it way more interesting than a beat you own
B
aesthetics: 2/2
mechanics: 1/2
replayability: 2/2
rules grit: 1/2
theme: 2/2

Love the theme of this game - it's very unique. Collecting art and selling art. And the game itself is quite good, but there's som
parse. I always seem to misinterpret something about the rules when I play. This doesn't happen with any other Lacerda, but f
Gallerist just won't let me learn it completely. I don't feel absorbed by it like I do the others. There's some block. The game itse
The worker placement is thoughtful and balancing your placements is key to staying one step ahead. I would play it anytime, w
rather play almost any other Lacerda if it were available.

Gorgeous production all around. Some neat mechanisms and interplay between them. For my own tastes though, just a bit t
steps to make anything happen.

Everything you want to do is a 5+ step process, which some people I'm sure really enjoy, but it's a bit too much for me. Also, I
are little extra layers of complication added to things just for the sake of needing to be a bit more complicated.

"Do get this bonus you first need to get an assistant, then you need to have the right color of guys in front of your gallery for t
the bonus from, but then you also have to have a painting of the right row." I'm just not a fan of having roadblocks just to hav

Beautifully produced game, little bit uncesessary complex for what it is, the mechanics could need some streamlining. The bett
kanban. The game lacks development, you basically to the same things in round one as in the last rounds in the game so it get
game is better on fewer players since there is less kaos.

Half of the game is good, i wish the designer delivered 100%. The games main mechanic of getting bonus action from anticipati
do drags down the game rather than enhance the gameplay. That mechanic creates percieved downtime. In a 4 player game,
turn if all other players get bonus actions and you dont get any. For me its just bad design.

Az egyik legnehezebb általam ismert játék, amiben minden mindennel összefügg. Kb. a Die Macherhez tudnám hasonlítani mé
kicsit letisztultabb?! Néhány dolog itt már kicsit öncélú bonyolítás volt (amikor a kártyát még forgatom is, hogy a hátlapját is fe
ennyi elnézhető, mert összességében jól működik és sok elemében nagyon jól átjön a tematika. Ha valaki nem figyel, eléggé be
egyszer előfordult, hogy valaki az akciók 2/3-át nem is tudta volna végrehajtani. Nem mellesleg nagyon igényes a játék kivitele
kedvelőinek KÖTELEZŐ! Ezzel együtt nem hiszem, hogy kedvencem lesz. Szerintem többet érdemes játszani rövid időn belül, te
görbére:)

The theme of this one absolutely sings for me, and the interlocking actions are definitely the kind of opacity that I'm looking fo
have criticized the international market area as lacking in thematic justification, but it works just fine for me.

I especially like how, at higher player counts, the artists can become shared investments, forging temporary alliances among p
manufacture fame for an up and coming artist. Lacerda has a unique sense of humor to his games, often lampooning the subje
variety of industries. Here, the player questions whether famous art is really worth anything at all beyond the promotional eff
which they are displayed. I love it.
One of the best-looking board games to come out in recent years, with very high quality components. Unfortunately, the gam
convoluted, with mechanics shoveled on top of other mechanics seemingly just to make the game harder to understand.

The bump-out actions really cramp the flow of the game; Gallerist just doesn't play smoothly at all. You're constantly stopping
wondering whose turn it really is. Getting the endgame bonuses you want requires jumping through some pretty ridiculous ho

I enjoy the theme of the game, but dislike the rest of it. As much as Feld is criticized for slapping a bunch of mechanics togethe
never sacrifice the gameplay flow like the Gallerist does. Clunky.

Confesso que me deixou confuso. A princípio, lendo o manual e vendo reviews, parecia ser um jogo altamente competitivo, eq
minha primeira jogatina se mostrou um tanto desequilibrado, com estratégias muito mais vantajosas que outras. Espero que n
um pouco essa 1a. impressão. Tirando isso, é um euro bem grande e pesado, componentes maravilhosamente bem feitos, em
arte até a qualidade, e com uma temática lindamente integrada.
--EDIT--
Após algumas jogadas, minhas suspeitas se confirmaram. É sim um jogão queima-mufa de primeira! Que vale a pena ter. É difí
primeira, mas logo vc vê o quão intrincado e bem pensado ele é. Confirmado: jogão mesmo no modo solo!

This is a beast of a euro. The simple, elegant Ian O Toole art turns the mad genius of Lacerda's mind into something that can b
once taught. I can see why these two have worked together so often. It's 100% the length and weight of this that pushes it do
pushing the limits of the weight of eurogame that I enjoy without giving anything back that I particularly love, like a really exiti
mechanic. But if you love watertight mechanisms and lots of them, this might be for - wait, Lacerda has like a dozen other gam
with different themes? Why am I playing the art gallery one?
I'll come back to this once I've tried out some winemaking, mars rovers, and car manufacturing.

It's a heavy euro that's especially beautiful. It's pretty thematic and quite long and even though there's a lot to think about the
simple. It's slow to get going and it's hard to understand why you're doing some things until you have played through the gam
actions and managing the influence track and everything just works. However it doesn't really excite me. If I'm going to spend
time to play a game like this, I think there are better options out there, for example either of the Mindclash games. I think it ha
money is the victory points. It means that you're just throwing around points most of the game and it never really feels like yo

[b]1p[/b] [b][bgcolor=#99ffff] 7 [/bgcolor][/b] It's a lot of setup for a solitaire game, but at least the rules are almost identical
fun to manipulate Lacerda (and more importantly, avoid him and his cronies). Succeeding at the right combination of things to
is quite challenging, and requires a lot of goal-checking. In my first solitaire game, I failed at 60% of the requirements for Appr
three more things, I would have been a Master Gallerist (but still would have failed at all of the lower levels). So, it's interestin
be achieved through riskier play that would not get you the other levels. Playing solitaire just makes me want to play it with hu

My second EGG/Lacerda/O'Toole...

The Gallerist is a nice one-worker placement puzzle with limited duel-actions and an intriguing kick-out mechanic. The gamepl
straightforward, and I really enjoy the speculative investment relationship between artists and artwork. However, many of the
contracts and tickets were really uninteresting. The international market feels tacky and in our plays, the winner has been the
the most bonus tiles.

Similar to Escape Plan, The Gallerist presents this incredibly variable experience that doesn't feel any different from game to g
production, and theme are unmatched respectively, but Lacerda's optimization genius continues to elude me after multiple pl
Mechanically solid economic euro. I like the shared incentives and stock-esque aspect of artists. It's a shame there is very little
for these artists to do since they only ever go up in value.

I feel like in most Lacerda's, his commitment to a simulate the theme leads to railroaded, repeated processes/play patterns. Es
restricted from visiting the same spot twice. To that end the game felt strategically shallow for the fiddliness and not worth th
There are way more economic euros I'd rather play which don't take as long to teach and play.

I feel like the components and game art aren't Ian O'Toole's or Eagle gryphon's best work (we are definitely spoiled by Eagle G
components).

Good to very good game, with many things to consider and look out for. You will pretty much be overwhelmed within your firs
not as crowded and painful to watch at, as "Kanban" from the same designer.

The only downside I found, has been the downtime. Since there's so much to do and to plan ahead, people need their time. Th
everyone gets their "kickout action", as that may take some time. This is nothing really big, but there is some downtime.

Now, the only reason that keeps me away from buying it is, that you need to play it more often and probably with the same gr
these rules otherwise. I can't see this being pulled out with new gamers all the time and my groups rarely consist of the same

The best thing about this game is the implementation of worker placement that isn't about action blocking, but rather action e
an action ahead of you, you aren't blocked from using it, but you are giving them the opportunity to take the action a second ti
if they can't or don't want to, then they get a minor action for free) and an opportunity to retake the action on your next turn
normally do).

The rest of the game seems like a long complicated Christmas tree (branches of action with each branch terminating in differe
feels like the complication just serves to obfuscate that the decision path is pretty obvious. In other words, a typical Lacerda a

I had no idea it was a stock market game. Ask me my most hated game type, and I'd probably tell you stock market games wh
tracks up and down. So dread over came me once it became clear that's what this game is. Luckily, it's a really good one with a
understand that people who love stock market games, would love this game. I still would never want to play it again. But since
was invested and I wasn't having a miserable time playing it.

:) Decent theme
:) Amazing player aid. FFG take note!
:) Solid bits, and clear board

:soblue: Bonus salad


:soblue: Weird Reputation system (or was it called fame, or influence?)
:soblue: Art on the art, doesn't match the type of art.
:soblue: Boring eurotrack manipulation

Fantastic, heavy Euro. Superb components and integration of theme throughout the many aspects of this game. Could easily f
salad, but the integrated design and theme tie everything together into a package that doesn't dissolve under the weight of it
options. On top of this, downtime was minimal although we played with four players.

We didn't finish our first play, one of our group had to leave. But we likely would have been done inside 45 minutes thus givin
where only one of us had played once before, done in under 3 hours. The amount of meaty "gameplay" that we got in that ch
phenomenal. Can't wait to play again.

Update 06/25/16: Second play, bumped from 8.5 to 9. This game is awesome.
Alors que je suis habitué aux gros jeux (Lacerda, clinic, Gaia Project, etc), je dois bien avouer que ce jeu m'a donné du fil à reto
lu et relu les règles, vu une vidéo et joué en solo, j'avais toujours des doutes sur des points de règle ou des effets induits. Alors
lorsqu'il a fallu l'expliquer ce fut un vrai calvaire. J'ai du mal à comprendre ce qui m'a donné tant de mal. Je pense que la distin
"fame" dans le monde de l'art n'est toujours pas clair dans ma tête. Par conséquent, je devais constamment faire un effort po
rappeler ce qu'impliquaient mes choix et aussi ceux de mon adversaire. Un vrai effort intellectuel.

Finalement, après 2 parties solo 3 parties à 2 joueurs, j'ai capitulé.

If you like economic engine building games, there are better games than this, where the different parts flow together in a syne
never achieved. (Euphoria comes to mind as what this game aspired to be and failed miserably to achieve.). The interaction i
taking an action someone else did previously and bumping them to get another smaller free or larger paid action. If you play w
means that there are a possible seven other turns between your turn and your next turn. There is almost too much going on,
fairly punishing. Playing this game felt like WORK, not fun. Don't get me wrong, I love some complex games...just not this one.
to play this before (not) purchasing.

Fun game! Beautiful art & components, interesting interwoven mechanics, and it is surprisingly short even with first time play
players). I like that you always have interesting options and those options depend a lot on the other players, yet it is not like ch
think 10 steps ahead - you can play this game casually and have fun, and even if there is a runaway leader you probably won't

The drawback for me is the turn order, especially with the "kicked out actions". I feel this is overdone a bit, and can be confusi
straightforward turn order, like in Kanban. The Gallerist has a few too many mechanics that are hard to grasp and seem hidde
really feel like I know what I am doing.

A wonderful game: beautiful components, challenging, tense gameplay, and a heavy but not too heavy rule set. Along with CO
favorite Lacerda game (and I could see this surpassing CO2 with future plays).

My favorite aspect of the game lies in all of the bonus actions: almost everything you do opens opportunities for other things
take a ticket. Go to the international market, make some money. Assign an assistant, boost your reputation. Each action can b
to create awesome combos usually seen only in card games. Many decisions you make over the course of the game, then, are
Scoring is tight, and just uncertain enough that it's tense right up until the end.

Probably my favorite game from 2015.

Huge box! Looks nice. Wow, there is a lot going on here. Maybe the ultimate 'need to do four things but only can do one' ga
sense, but some rules, like a viewer leaves the gallery after a sale, are easily forgotten and mess up your plans when enacted.
exceptionally good so once you get started they are mostly all you will need. The 'kick out' actions an interesting addition. Th
an odd one.

Aug '17: played with two and worked pretty well! Again, had to do a lot of learning how to play as it was not clear unril we sta
Hopefully, I play without a two year gap next time!

Mar '17: Michael 157, Jerome 152, Audrey 88. Or close to that.

Nov '21: Michael 150, Aud 135. Audrey rather enjoyed it.
Really enjoyed my first play of this. Lots to consider, interesting decisions, good theme/abstraction balance, very impressive p

The influence track is a brilliant mechanism - a currency that can be spent as any other currency (ed: except tickets). I also love
interests with respect to the artists. Sometimes it's better to piggyback on artists that other players already have a stake in, ot
discover a new artist and let others hype them up for you.

The game has some interesting commentary too - WHO is in your gallery is more important than the art itself. And of course, t
make the most money.

A few more games of this and a couple of solo Tabletopia plays have solidified this for me. I am officially a Lacerda fan.

The game's lovely yet sterile board illustrations fit its overall attitude of respect toward art with the cynical acknowledgement
commodity. You're not playing as an art-lover, you're playing as a businessperson.

I find the choices interesting but some of the mechanics a bit too abstract. The "kicked out" actions are the biggest example...
representative of anything so much as feel like a late addition to repair balance issues. But then you have the charmingly them
intern behind in your place to make use of it. So it sort of balances out?

Score is based on playing with two players; I expect it's better with more. And I can't talk about this game without mentioning
best designed box and insert I've ever seen.

I like complexity. I love Dominant Species, which feels like chaos theory in action: many different variables combining into som
beautiful. But the various mechanisms of DS are highly thematic. The Gallerist has similar complexity, but the mechanisms see
arbitrary and unthematic. With a few exceptions (investment in works of art, which are represented by very nice tiles) neither
mechanisms evoke anything about the world of art and art galleries. Renaming the game "The Gallerist's Accountant" might g
the game is really aiming for, but I'm afraid even that makes it seem more exciting than it really is.

If you ignore the theme and just consider the skeleton of the game play, there are many better "point salad" games.

It's a shame that after learning it and enjoying the game it hasn't hit the table again in months. I'd have to go back and relearn
feat.

This game is sitting there mocking my puny commitment to its systems. It has been too long and despite trying to get this to th
we've aborted due to rules learning fatigue and picked something we already know. It's going to take a concerted effort over a
played again.

So after a number of years and a quite considerable upfront time investment I got this back to the table. I thought it was good
the time taken to learn and teach it and at the end of the game I wasn't really clamouring for more, I think I can move on from

< UK Games Expo June 2016


> August 2020

Very smooth game with plenty of interlinking action spaces and an inventive knock on action when you get knocked out from
always get the action space you want but if someone else is there you give them an extra action.
The theme whilst not overly deep works well and if you don't try to memorise all the actions and just refer to the player aids t
reasonably swiftly.
I think the sweet spot is either 2 or 3 players as with 4 there is going to be too much downtime for my taste particularly with k
Overall a tremendous game and one that feels much smoother than Kanban (which I also like a lot).
After playing a 4 player game I think that the knock actions happen so frequently that the downtime is a real issue. I don't thin
again.
Of course you can't deny this game is very good: the complexity is well thought through, ,with different possible strategies, th
the theme very well, and the production quality is very high.

Although I don't dislike heavy games and I do like the theme of this game, I didn't enjoy it as much as I wanted to. Detailed pla
something like: "I have to get this, go there, do that, to eventually take that action". So very prone to analysis paralysis. But th
this thinking are not very spectacular, you just do well at running your gallery.

I would prefer a heavy game like Food Chain Magnate (an equally complex game) where the focus is more on anticipating the
the outcome of a well-executed plan is way more satisfying.

Good amount of options and a lot less restricting than other "puzzle" euros. Makes it so that you can really decide your own w
throughout the game. A low amount of interaction, but just enough.

Theme is great and fits the euro mechanisms.


And does not seem to run too long, especially with more plays.
---
Yep. Played again and definitely better. Most different strategies are forming. And there is definitely room to pivot. And the ga
a mid-heavy euro.
Tight, but not too tight once you get a bit more acquainted with the systems.
---
Thought about this some more and Im worried this may fall into the same boat as GWT for me. Super interesting mechanics a
But once Ive explored the system, there is not enough interaction for it to really hold me.

This is an early assessment, but so far I think it's pretty darn cool. So many different levers to pull and paths to get stuff / do st
least for me, this is the heaviest game I've played). I like the way the theme comes out in the game. You really feel like you're
wheel and deal. The board is incredibly busy and there are a fair number of fiddly bits but it's all well designed with lots of clev
remind you of what you're supposed to be doing (a boon in a game this complex). I don't love the color palette (it's fine, just a
blue/grey than I like) but I do love the quality of all the components. This is a premium game, a cut above my other games, a w

Edit: A few more plays and I'm still loving this game.

seems like a lot of complexity for the sake of complexity. Often you will get some sort of bonus (from contracts, from discove
feels arbitrary and is completely boring.

The weird area majority international market scoring system seems bad - it feels thematically disconnected, arbitrary and furt

This game soured me on Lacerda a lot, to the point where I am not sure how much I should have actually enjoyed Lisboa or Vi

I was also quite disappointed with the look of the game, for which I had heard a lot of praise. The board seems quite ugly, and
drab. The choice to make the pieces of art so small seems questionable. I don't understand the praise, especially compared w
recent versions of Modern Art.
Third Play(7-5-17 rated a 9)This has gone up to a masterpiece. I don't know why it rubbed me the wrong way at first. There is
but the heart of the game is intuitive. Really loving the endurance and quality of these Vital-EGG productions. Looking forwar

Second Play(1-5-17 rated an 8)The fun factor involved in managing useful bonuses, meeples, artists, and the international mar
Managing influence and kicked-out actions was more rewarding too.

First Play(7-3-16 rated a 7)Seems like the only(best) winning strategy is to hold on to your original artists until they are celebs.
seemed scripted. Most of your moves seems obvious. Final bonus seems tacked on. Fun factor/complexity is a low ratio. Be
nice on the table.

Every time I've played this I had to take a Tylenol. There's a lot going on in this game but I don't think it blends well. A kicking o
sounds more interactive but in reality it still is a multi-player solitaire point salad to the extreme. I do like heavy euros, Trickeri
is the only Vital game I've tried but I do want to try his others, but a little hesitant if this game's mechanics are similar to his ot
this game seems to end abrupt. Just when you getting your engine going of what to sell, who to promote, well it's game over a
not accomplished much. Maybe I'm just terrible at playing this. You need a dedicated group for this one because teaching this
nauseam is probably not the way you will want to play this.

Engaging experience into the world of art dealing. You must buy, sell, and promote artwork in order to become the most succ
The game board is beautifully illustrated, with a clean and intuitive layout. The game pieces and components are of high quali
boards and colorful, eye-catching artwork.
Gameplay is complex, but rewarding. The game mechanics are easy to understand, but there are many different strategies tha
Each turn, players must decide whether to take actions to promote their artists, sell their artwork, or purchase new pieces for
also unique special abilities that each player can use to gain an edge over their opponents.
This was the first game by Vital Lacerda that I played, and he quickly became one of my favorite designers.

Pros:
- the game flows very elegantly
- semi-collaborative feel as up to 2 players can invest in the same artist and develop him/her together for mutual reward
- the board is very colourful and all the different meeples give it life
- very thematic. Art in the game and art of the game are outstanding
- great player interaction with unique kick-out ability (player 1 occupying a space is given the opportunity to have an additiona
comes in player 1's space rather than blocking player 2
- as a 3+ players game, I prefer The Gallerist than Vinhos Deluxe

Cons:
- faceless artists
- some actions are just more exciting than others (discovering artists or buying art)
- some actions do not feel as thematic as others, especially anything to do with the international market.
- as a 2 players game, I prefer Vinhos Deluxe.

I was impressed by my first play of The Gallerist. It has quite a few moving parts but the individual actions are fairly simple. O
not as you'd like to do two or three things every turn and can only pick one. The "kicked out" actions are very clever and tryin
bumped to get those extra actions is another important consideration every turn. I was surprised how much I lost track of whi
going in like that would be more thematic, but since ours mostly seemed to keep pace with each other even the ones that ach
end didn't really stand out. The push and pull of tickets on patrons, trying to promote invested works to their next pay grade
market boards all kept me interested in all my moves and excited to play again.
There is something so pure about The Gallerist. I can’t put my finger on it but I love it.
My first Lacerda game was On Mars, so I assumed that The Gallerist (which I had wanted for so long, but availability in Austral
be as heavy and tricky to learn as the former game. It really isn’t.
There are only eight possible actions to choose from each turn. Nothing is too hard to attain - scoring tiles are easy to grab, arti
nothing seems like a bad choice. Plus there are bonuses everywhere! All of that and it plays quickly! A solo game can be done
teaching game with my sister only took an hour and a half!
I have only played this at one and two, so it would be interesting to see how everything shapes up in a three or four player gam
This is deep, smooth and very replayable.

my first ever vital game.

+ at a weight of 4.28, it was still really palatable and easy to understand. + lots of options, and each option requires planning a
+ definitely a forgiving game. doing something pointless/useless does not make you lag behind other players
+ great components

- Gallerist feels very solitaire as movement to action space doesn't block anyone, but gives them a chance to do have more acti
game, I feel like I've only managed to get this far/win only because someone propelled me to do so by giving me extra executi

Multiple plays of this game make it shine so much more. I love how thematic it is and there's really a good depth of tactical mo

my ranking?
1) lisboa
2) kanban ev
3) co2
4) gallerist
5) vinhos 2010
6) weather machine
7) on mars
8) escape plan
9) vinhos 2016

I'll be honest. This game was on my chopping block as an example of something completely opaque that I just wasn't willing to
I'd only played it two player though, and this play through with Charlotte, David and Karl was a world apart.

The values of the art pieces were variable, we anointed a bunch of celebrity artists (sorry, future panel shows) and generally a
was had by all but one of us.

Just teaching it is a serious undertaking and isn't helped by all the focus on thematic interactions between influence, fame and
undermined by the hilariously dry and Eurogamey Area control game over in the "international market". I have learned to leav
teaching which means it jars quite a bit by the time you get there but at least doesn't derail the whole thing.

Strong meaty simulation, with a tight elegant action selection combined with a large variety of intertwined cogwheels of effec
actions. There are really tough and important choices to be made here, even in the solitaire game. There is a true freedom to
spoon-fed or funnelled into a default strategy). A subtle difference in making a small decision can have major consequences d
affects everything emergently). Hence every triumph feels truly earned. Components (even player aids and player boards) are
cardboard. Everything is beautiful and overproduced, and the insert is truly made by a board gamer for a board gamer (nothin
The first game is hard to get through, if none of the players has played before, due to the strategic complexity.
While I like the Gallerist there is not much tension nor interaction in the game.

You buy low and sell high, then towards the end you buy but don't sell, and somewhere in between try to get a few end game
will put you ahead of the other players.

Some scattered thoughts: Timing doesn't really make much of a difference in that you can't really stop others from doing wha
little bit of synergy in promoting artists but it is very weak; you can gobble up all the investors, collectors and VIPs but it doesn
there are plenty of contracts and paintings to sell; plenty of spaces on the international market to place assistants on.

Just buy low, sell high. Grab a few end game tiles/spots to put you over the top.

That's ok in 1 hour but 3 seemed a little long.

It is pretty though.

Vital Lacerda's games always attempt to do more with more. What I mean by that is that his games are good, but they have a
to add game play depth and complexity rather than having fewer rules which combine really well together to make a game de
Figuring out how all the moving parts work together is the hardest part of the game. So yes, I like The Gallerist, but I feel like t
streamlined a bit and still been just as good.

Also, I do have a major complaint about the game, the box is far too big and is highly inconvenient to store. I purposefully lim
dedicate to storing games and as The Gallerist takes up the space of 2 normal games I may eventually have to sell it as I don't
enough to justify dumping 2 other games to make space for it.

Wonderful experience. At first it’s a bit much to grasp but after two or three turns the mechanisms started to make sense. On
forward to the next play.

Update, the next play, 4p this time: After six months the rules have faded so a new walkthrough was necessary. During play I f
micro actions which annoyed me. After three hours we called the last round and counted scores. I came in second but the gap
significant. While I had been busy buying and selling art, promoting artists, I had also pretty much ignored the international m
some points, it appeared.

So, at second thoughts my excitement has gone from 9 to 8. If only I could play it again, sooner than after six months. There ar
actions that can be mind boggling how to achieve certain (sub-) goals.
Heavy, economic worker placement game by Vital Lacerda about buying and selling paintings as well as discovering artists.

[b]What makes it special?[/b]


* Worker bumping to gain additional boni
* Each player has only one worker (like in Kanban)
* Only 4 worker placement spots available that still create a very deep game

[b]Pros:[/b]

+ Artwork (clean look)


+ Components
+ Thematic (art
+ Worker bumping mechanism (similar to Euphoria)
+ Different paths to victory
+ Many interlocked systems
+ Replayability
+ Different goals

[b]Neutrals:[/b]

# Playing time may take longer than 150 minutes


# A lot of iconography (but logical)

[b]Cons:[/b]

- Takes time to teach


- Setup time (a lot of small tokens)

[b]Thoughts:[/b]

Very good game but the theme does not appeal to me.

[b]Similar games:[/b]

* Kanban (just one worker, about car manufacturing, by Vital Lacerda)

Heel moeilijk spel om juist te kunnen begrijpen maar zeker de moeite.


Het doet mij veel aan Opera denken maar dan veel beter. Hier is er minder randomness naar de populariteit van de artiesten.
Ik denk wel dat de complexity, zeker voor de eerste keer spelen nog een beetje omhoog mag, want dit is toch het meest moei
vinhos, dat meer straight forward was) dat ik ooit heb gespeeld anno 2020 (augustus).

Ik raad het wel iedereen aan die van een meaty game houdt, toch bemerk ik hier hetzelfde als in vinhos: Je krijgt heel veel op
beeslissingen echt wel gegoten worden en je wordt gewezen naar wat de beste optie is voor dat moment. Gelukkig hier heb j
tegenstander die dan meer acties kan krijgen, alsook meer acties die je niet te zien krijgt. Daarom vind ik deze game veel dens

Take a very large bag and cram into it as many possible game-mechanics as you can. Is the mechanic unnecessary? Doesn't ma
The result? The Gallerist.

There's nothing really wrong with any of the 10,783,456,982 individual parts that go into The Gallerist. But when combined to
bloated and nonthreatening monster. "Nonthreatening?" Yes, nonthreatening: this game is a dull as dust euro which could ha
better if it had been streamlined, rather than all the fattening which was tossed in for no good reason.

And The Gallerist long overstays its welcome. I love long games; and I'm a retired grognard, so long, heavy games don't bother
there's any point to them! Knizia, Kiesling, Kramer, Chvatil and the Brands could easily take the core of this game and make it
First play: Long and fiddly set up taking c30 minutes with another 30 to explain the rules. The game comes with a very useful p
to review and remember the options. A deep and brain burning game where the first play must be written off to grasp where
from. Overlapping mechanisms give multiple routes to resources and end game points. Will probably grow with further plays.

Second play and for some reason I had utterly forgotten every aspect of this game. Nothing came back and so we started from
comments still apply but I feel it is overly fiddly. Lots of add on rules and mechanisms which are easily missed or forgotten. So
scoring that assessing who is in the lead is near impossible mid game.

Considerable effort went into the design of this game but it comes across as very dry.

Insanely complex, but still satisfying and fun to play. I'm told that such complexity is a Lacerda trademark, and certainly the r
would seem to bear this out. The Gallerist is a beautifully-produced game. The bits and even the box itself are of exceptional
easels look pretty, but aren't as stable as one would like. One nudge of the table and down they go! The half hour per player
if all players know the game well, otherwise, I'd double it. Played this with three new players at a recent convention, and even
slot, by the time I'd explained the rules and we'd played to the end, we were about fifteen minutes over time, exhausted but h
games that you just have to play to get the hang of. Not, by any means, a light game, but well worth the time to play.

Un buen juego, pero el más falto de tensión de los lacerdas que he jugado. No me pone contra las cuerdas. Simplemente es un
las mejores oportunidades en cada momento pero sin el agobio de no llegar a algo o verte castigado por una mala decisión. Ar
deluxe. Uno de los juegos mejor producidos que he tenido. Escala bastante bien. Las acciones de expulsión a 4 jugadores pued
orden de turno.
----------
A good game, but it has the most lack of tension of the lacerdas out there I have played. It does not put me on the edge. It is s
searching for the best opportunities at any given time but without the burden of not reaching something or being punished fo
and deluxe components. One of the best produced games I've ever had. The ejection actions with 4P can be a huge mess.

Paramount of worker placement games. Very precise, very exact, hardcore (even little dry), almost no luck. Excellent and origi
theme...and....just beautiful & gorgeous quality components make this game PIECE OF ART by itself. Even player aids are print
play and look at. This is the example where game itself and players have priority over business and profit....and you can feel it

Only 'downsides' are high complexity and limited player counts. But you get very solid solitaire mode.

Not that hard to learn the rules - especially with great learning videos out there (Whatch It Played was very very helpfull) - onl

[COLOR=#6699FF][i][u]Solo notes[/u]: 30min setup + 2h:30min + 15min takedown, 1medium (player coins) & 1big bowl (coin s
desk/[-]Needs table[/-]
MySoloRating=:star::star::star::star::nostar:[/i][/COLOR]
Play (8.5) 60%
The game provides a lot of depth of strategy within a very sleek ruleset. There are almost no rough edges to playing this game
decisions are good and you can plan ahead and really have a strategy. There is just enough player interaction to keep you on

Practicality (8) 30%


The rules are easy to take in and easy enough to remember. Playing with experienced players will only take about 90 minutes
which for something of this depth is pretty rare. Teaching the game probably requires a full 30 minutes and actually grasping
a play.

Parts (10) 10%


Stunning. Great box, great pieces, great insert. Really great production, the only "complaint" could be box size but I wish all b
shaped like this, it wastes less shelf in a Kallax type shelf.

Overall 8.5

Like every game I've played by Vital Lacerda, it is creative, has interesting decisions, and has a bunch of fiddly rules and excepti
I like the interactive play, and I think the game even has some reasonably well done theme. It's just that it's incredibly inelega
play it again within a few months.

Update: That group never did play it again, but I played it with 3 about 18 months later. I had entirely forgotten how to play, b
After rules, it took about 2 hours, and at that amount of time, I like The Gallerist a lot.

Update #2: Played a 3 hour game with 4 players in which the game felt especially opaque. I think a lot of the inelegance that I
reaction to just how heavy this game is, but I think it all work really well. Raised my rating again, as I'd love to just keep playing

One of the more uniquely themed games in my collection, the Gallerist is another notch in Vital Lacerdas belt when it comes t
smart euros. The Gallerist has a lot to offer besides a unique and pretty theme (and YES the games theme is implemented brili
market!). The big mechanism that the Gallerist has to offer is the kick out action. When you go to a space occupied by an oppo
spaces for your big pawn to go to), they get kicked out, and after you finish your turn, get a chance to take their turn. Brilliant
that keeps players paying attention even when it isn't their turn, and involved in every single movement that occurs during the
cards for showing off art and selling art give this game a good shape and direction, keeping you from really being overwhelme
starting out.

FIRST IMPRESSION:

The production values are out the roof as Eagle tends to be. Game play is still a bit opaque with quite a few options and marrie
of Vital games. Will likely take several games to grok and is not easy to teach. Also, can be easy to put yourself out the game if
the different currencies of the game.

PLAYTEST IMPRESSION:

As the game is not yet fully developed, I won't rate the game. There are some interesting concepts in the game but it still feel
edges and the amount of scoring that occurs becomes pretty crazy late in the game (crescending amounts!). As my twin also n
feels a bit like KanBan despite a very different theme (it is different but there is a similar feel as to probably cycle of actions, v
mechanisms, and some massive end game scoring as well as scoring for chosen items.
I had waited a year for this, and was severely disappointed when it finally arrived. Yes, it's an intricate web of systems, as any
most of the systems are lazy and unoriginal -- especially that rightfully notorious "international market," which is just a grid of
game of waiting (or not) to see if an artist's fame rises, but, really, it's just a stock market mechanism.

There is really no variability from game to game. The differences among the artists of a given color are meaninglessly subtle a
wash. It is satisfying to land an artwork and especially to designate a masterpiece, but everything else is entirely uninteresting

And although the graphic design is stunning and the component quality is commensurately overproduced, the actual artwork
you see in the coffee shop and feel a little sorry for.

You're running an art gallery. You want to promote an artist, buy and sell art and attract people to your gallery. You have 4 acti
has 2 different actions. While each action is relatively simple, it seems like it's tough to figure out where to go and how to inte
personally think this is one of Vital's best games along with Vinhos, but it's also probably his "simplest".

A rules explanation for this and the first half dozen rounds are going to leave you a bit baffled at what to do. Strongly emphasi
victory is something that needs to be repeated during the explanation. I'm glad the player aids included give ways to acquire F

The game is gorgeous, but WAY overproduced. I'd be happy with this game if it sold for ~2/3rds the cost of what it is now and
It's just not a feasible price for a game in todays market.

Without question the most exquisitely produced board game to ever hit my table. The board conveys oodles of information, b
and logically organized, and the crisp graphic design adds to the overall aesthetic without creating distraction. From a gamepla
the strategies are very delicate, and hinge on a specific order of operations, which is not a criticism in itself, but turns into one
actions. While being strategically fascinating, these actions too often interrupt game flow and force players to constantly piece
few moves in a manner that is more frustrating than satisfying. Instead of adding a tactical level of player interaction, they cre
issue, and exacerbate the game's overall length problem. Overall, despite the slow and methodical gameplay, each and every
satisfying crunch.

Das Spiel selbst hat mir sehr gut gefallen. Viele schöne kleine, schlichte Mechanismen die aber auch thematisch sehr schön ine
sehr angenehmes und stimmiges Spielgefühl erzeugen.

Der Einstieg viel nicht ganz leicht, da die Regeln doch recht umfangreich sind. Die Symbolik war für mich ein wenig gewöhnung
schon in Ordnung und verständlich. Spätestens beim Auspacken der kleinen Holzstaffelein merkt man deutlich, dass es sich hie
Kick-Starter Projekt handelt. Das gesamte Material ist sehr hochwertig und detailliert designed.

Die Zeitangabe auf der Schachtel erscheint nach der ersten Partie sportlich. Aber dadurch, dass man auch auch mal außerhalb
Zugreihenfolge, durch das Verdrängen bzw. verdrängt werden, wieder an die Reihe kommt, verkürzt zumindest die gefühlte D

Ein Worker-Placement Spiel mit nur einem Worker.

Gerne wieder!
I liked the concept of discovering artists and buying artworks - the tiles are beautiful! - to speculate with their value.

But the rest of the game was dry as a bone and actually felt superfluous for the most part - particularly the whole assistant bit
is annoying, disrupts the flow of the game and adds unnecessary length. Also, the game is praised as being highly thematic, bu
meeples on a matrix for a majority end scoring or on contract cards just for the sake of getting bonuses has to do with the the
bonuses for raising the prestige of the artists mean - other than balancing what would otherwise been a weak option for placi

It's slightly better than Vinhos and the components are very nice (did I mention how beautiful the artwork tiles are?). But it sti
integration of mechanisms, overcomplicated and too lengthy for what it is.

To enjoy this game, I think you need to be willing to do your homework, that is spending the time to have a working knowledg
mechanics before you jump into your first play. Otherwise that first play will be a throwaway. Once you've understood the wa
mechanisms interlock, this is a delightfully thematic worker placement game with some brain-stretching decisions to make. Th
often help your opponent(s), so you need to make choices about how to weigh your opponents' position against your own and
you to make non-optimal choice.

Read my review: https://boardgamegeek.com/thread/2355920/crossing-barrier

+Extremely thematic intertwined mechanics are very smooth to play, and game is extremely intuitive once understood.
-There are a lot of things to understand, so "the teach" is quite substantial, though I would not call the game "heavy."
-Price point is high.

Too many rules to ingest before a first play. It starts to make a little more sense halfway through, but this game would benefit
the core of the game be the base game and a lot of the other mechanisms be expansion modules.

I don't like the extra actions thing for getting bumped from your spot. It feels rather disruptive to the flow of the game here. I'
since following in Glory to Rome is kind of similarly disruptive, but it isn't to the detriment of the game.

I do like the idea of buying a painting and trying to bump its value up. A game where that is the main focus would be neat.

I enjoyed it pretty well once I got things figured out, but I still prefer the purer feel of the classic Euros. Overall something I pro
unless I felt comfortable enough to do so without having to refresh on the rules (which, given my memory, is unlikely unless p
What I like about this game:
+ Gorgeous design, art, and components
+ Discovering artists, buying their art, and promoting them to make the art more valuable in order to sell them works really we
+ Only four locations and eight actions, yet lots of strategic depth
+ The joy of being kick-out and gaining extra actions
+ Managing the influence track to maximize fame and money

What I dislike:
- The international market doesn't make much thematic sense and is a bit convoluted

Wife rating: 7
"I like looking at the very small pictures"

Why I got rid of it:


I think I just grew disenchanted with Lacerda designs in general. There are always 5 ways to do the same action (interconnecte
complex mechanisms, and I really hate the end-game trigger on this one. When 2 out of 3 conditions are met, the game ends.
makes for very anti-climatic end games. "Oh, right, no more tickets, games over".

[2 plays] Four player learning game. Very complex eurogame nearly on the level of Die Macher. About 45 minutes of rules and
Everything about the theme works pretty well (well, I never really felt a meaningful difference in the types of visitors other tha

The game keeps everyone invested in paying attention with the bumping mechanism and moves fairly quickly despite occasio
will take many more plays, which could be challenging to find with the right kind of players, the necessary amount of brain en
investment. That’s probably the only thing that keeps it from getting an “8” from me.

Update after 2nd play: 3 players seemed less wide open for some strange reason. I enjoyed the game more knowing the syste
is hits my intellectual sweet spot, but I enjoy the challenge of trying to link together the best sequences of moves.

Most recent play Dec ‘17.

I like vital's games in general, but the gallerist is one of my favorites for sure. The production is top notch, especially the artwo
gallery is a very nice touch. The game is complex in rules and strategy, but for a lacerda game it is actually not that complex. It
to really get a grip on the game, but after that it really clicked for me. I played it two player the first couple of times and I don'
shines at four where the possibilities of getting more kicked out actions is greatly increased which makes the game more inter
couple of times as well which I didn't care for much. There is no A.I., but the opponents pawn just walks in circles which is sim
the game a straight up puzzle and it loses much of it's shine in my opinion. I can highly recommend this game in the higher pla
kanban EV instead.
[i]Very good - enjoy playing and would suggest it.[/i]

The game has a beautiful production and seems to pioneer many of Vital's later trademarks - executive actions, kicked out acti
money. While the flow of the game is fairly linear, being able to buy art from globally accessible artists makes for some interes
have the most valuable art but boosting an artist might also be helping out your opponents. When you combine that with a pr
(compared to other Vital games), I think this has just the right mix of weight, economics, interesting decisions to be a good wo
that's a set up from a good portion of them on the market. For me, this has stood the test of time for a good game.

[c]
Rating History:
12 Dec 2022 - 8 (19 plays)
13 Oct 2020 - 9 (17 plays)
18 Apr 2017 - 8.25 (11 plays)
14 Sep 2017 - 8 (14 plays)
02 Jan 2020 - 8 (16 plays)
14 Oct 2020 - 9 (17 plays)
[/c]

2018-03.04 - 8.5 - I don't always want to play such a heavy games, but sometimes I do and The Gallerist is very good in that re
placement with only 4 spots to go to with your main pawn, but of course there is much more than that. There is a lot of spots
workers and a lot of bonuses to get on the way.
There is interaction here, which is important to me. It's mostly taking an action and at the same time letting somebody (who o
additional action. Another thing is helping yourself (for example making an artist more famous) can also help another players.
The game looks very nice and clean and the production value is very good (except for the cards maybe).
There is quite a lot of rules but the mechanisms work pretty well and after two rounds there is not too many questions from th
other games of course, because this one is rather for at least a little experienced gamers).

I've often thrown hefty shade towards Lacerda designs, as my experience has shown they're often the antithesis of what I enjo
convoluted procedural fluff, uninteresting arcs. Vinhos/Deluxe, On Mars - three plays among these is more than I give even ga
try. The Gallerist joined our shelf out of trade convenience more than desire, and I was surprised to find it is something else al
better. It was easy to internalize, and even easier to execute, with an influence track and "follow" mechanisms to toy with for
cynic in me feels like it’s basically a Feld+ (micro actions chain to gain many points), but that’s not a terrible premise as it is roo
loop. I'd not be surprised if folks cite The Gallerist as their stepping stone into more Lacerda (and even less surprised if The Ga
Lacerda that survives a cull).

***
In trade for TKR.

Love Vital Lacerda's work, and love the art direction here (of the various collaborations between Lacerda and Ian O’Toole, this
style works best, in my opinion).

Lots of neat little systems in the game, and certainly a game where it pays to optimize small incremental gains, as the game is
combo plays (though there are chances for those), but by the person who gained just a bit more over a number of transaction
in 2-player (where I have the most experience), as it isn’t uncommon for players to ‘split’ the two works of art offered by a par
gains from promoting the artist are typically shared, so the value difference comes down to the spread between the prices at
bought, or which player makes the artist a celebrity and gains the extra five coins).

I love how nicely all the systems tie together, and how no aspect of the game can be neglected.
It took me multiple plays to "get" this game, but the theme, design and quality of the game as well as the enthusiasm of it's fa
After playing once or twice more, I definitely feel like I have a better grasp on it now and even though I don't know if I'm very g
enjoy the game! I think the overall visual of the game when it's setup, while stunning, can be very intimidating! However, I thi
feel is not proportional to the actual complexity of the game. The graphic design relies very much on iconography and once yo
icons mean, I feel like the whole game opens up in a huge way, almost like Neo seeing the code in the Matrix. Again, I don't th
but I definitely have a better grasp of how it all works together and I can confidently say this game is well deserving of every 9
received and is well worth the time it takes to understand it.

This is a fairly standard Vital Lacerda release. A game of very simple actions linked across various mini-games that create a nea
cause and effect. Most moves are purely tactical, as you examine the board searching for the best way to generate a given res
There are some very innovative mechanics like the worker push, where instead of having previous placements block a space, t
workers to go ahead and activate a space, but the earlier placements get to trigger the space a second time, creating a very in
doing what you want to do and feeding your opponents extra actions.

It's going to take a few more plays to figure out exactly how much control you have. I can't find much of any at this point, but
it did with Vinhos and Kanban. Regardless, it's a beautiful production cast with both a loving eye and a critical commentary on

The Gallerist is a deceptively simple worker placement/action allocation game, from the classy and talented Vital Lacerda.

Players move to one of four locations, and choose between two actions at their selected location.

However, players can also leave assistants behind them, and if any player's piece is bumped from a location, they get to choos
action (pulling guests into one's Gallery, or taking a bonus action from an open contract card), or by spending influence take a
bumped location.

That influence is a currency which is hard to refill at first, but as the game progresses, and both money and influence become
more complicated and expensive actions become possible.

Like most Lacerda games, there are a lot of moving pieces, and having the resources to take one's action most effectively is no

A challenging, beautiful and interesting game, The Gallerist is certainly a fine game.

This type of heavy game is not one I usually play but I am always intrigued by an art theme in games. I'm glad I tried it, but I w
it much too long, as players agonize how to eke out a few coins or a single VP, and with many complexities that don't add anyt
structure. It is not interactive, and in fact quite serious and grim as a play experience.
I really dislike two elements: the kickout actions (add to game length and make pacing very clunky; in a 4 player game they ha
and the international market tiles in the rows and columns (way too fiddly to figure out what is best to take).
I like the idea of a game about the life cycle of fame of an artist, pushing up prices, selling the pieces, getting visitors to the gal
Stephen King needs an editor who will take his very good ideas in his ridiculously bloated 700-page books and pare them dow
books, Lacerda could have used an "editor" for this game.
:star::star::star::star::star::star: [b]- Excellent! Must play again![/b]

An excellent game with incredibly tough choices at every turn. I love the way the design asks you to do actions at the expense
would provide you the most benefit from doing those actions. For example, I really want to sell some art to an investor and th
to gain more money -- I have to discard an investor from my gallery to sell the art, which makes the executive action less effec

Choices like this make for an excellent game, not to mention the great use of the "kicked out actions." I would gladly play this

The game plays great with 2, 3, or 4, and the solo game even does a decent job of capturing the feel of the multiplayer game.
top 10 game for a while (top 5 currently) since I love how thoughtfully and carefully you have to play in order to take full adva
(not to mention avoiding helping the other players as much as you can).

Very good game that I'd recommend, but just a tad too heavy for me for the experience I get from the game. Each game seem
decently different) flow and your strategy doesn't seem to really change a ton from game to game. Whether you're buying/se
photographs, or sculptures doesn't really have much of an influence on your play style. They're just different tracks to accomp

It took a full first game to really get an idea of what the heck was even going on and how to be successful, so it's one of those
throw the first game out the window if even 1 player has played before. I won my 2nd game though, so I guess I was up to spe
play again but there's a good number of other games I'd rather play.

It's the type of game that makes me say "Hmm, interesting" but I don't really have any desire to come back to, in particular. I c
like it but it's just OK for me. (A perfect 7 representative, IMO)

1-4 players
Teach: 20-30 mins
Play: 60-150 mins
Mechs: commodity speculation, Investment, set collection, solo variant, worker placement

This age of art and capitalism has created a need for a new occupation - The Gallerist.

Combining the elements of an Art dealer, museum curator, and Artists’ manager, you are about to take on that job! You will p
Artists; buy, display, and sell their Art; and build and exert your international reputation. As a result, you will achieve the respe
to your Gallery from all over the world.

There's a lot of work to be done, but don't worry, you can hire assistants to help you achieve your goals. Build your fortune by
Gallery and secure your reputation as a world-class Gallerist!

Maximize your money and thus win the game by:


-having visitors in your gallery;
-exhibiting and selling works of art;
-investing in artists’ promotion to increase art value; and
-achieving trends and reputation as well as curator and dealer goals.
With the scoring expansion.

This one of two Vital Lacerda games I own and the only game I own with art/graphic design by Ian O'Toole. I respect what bot
together, but this is the only one with both that speaks to me (I prefer Driver's Edition of Kanban to EV).

I originally assumed this would be too com1plicated for my tastes, and especially for the tastes of the people I game with, but
and kept coming back to it and finally watched a Rhado playthrough and realized what most Lacerda fans probably already kn
way that is straight forward. Even if some of his later designs stray from this.

And it's fun. And it makes me feel smart. And, although there is something about O'Toole's art and designs that I can apprecia
usually like, it really works here for me. Fantastic production as well, and cheaper than what would follow from these two.

I don't have a favorite between this and Kanban. They are both different and excellent.

tl;dr: a real [person=12396]Lacerda[/person] game

Lacerda is known for his complex and deep games. And I usually like complex and deep games. But for the most part I haven't
much. I usually find that they are more complex then they need to be, and there is a lack of a fun factor. And unfortunately th
bucket for me. It's all a bit too much ado about not enough. It combines a bunch of mechanisms I like in ways that are not unin
doesn't feel exciting or fun to me. It feels more like work and players have to go through more pain then I feel the game justifi
are games that can be very painful that I actually enjoy. Somehow this balance is off in Lacerda's games for me, and it's hard fo
I actually want to like his games as they fit my tastes very well on paper, and I recognize they are well designed and offer good
don't enjoy going through the experience of playing them.

Initial rating: 7/10


BGG scale: 6/10

There is a reason for having the phrase “it is a Lacerda” in boardgamers lingo. The games by this designer are very complex eu
rooted in the theme.

The Gallerist is probably one of the best designs by Lacerda, and certainly the one I enjoyed the most: lots of interlocking mec
emerges somewhat among all the actions and bonus actions. It is really a great game. But it is also a pain to explain, with lots o

There was a time in my life as a gamer, 10 years ago (maybe even less that that), in which I would’ve fallen in love with a game
it a 9 or even higher. Now I am getting older, more disenchanted about the chance to play these long meaty euros enough wit
even more prone to fatigue when I play.
Furthermore, I tend to value more the games I can play with my family.

For these reasons, the rating is toned down. In spite of the fact that I really liked my first play, that I am looking for more of it,
is tickling...
Initial Impression: Once again, Eagle Games has put out a game with top-notch components. Not only is the molded insert hig
cover ensures that everything stays secure and snug. The game sports cardboard chits that rival FFG products in quality and th
gorgeous, despite the muted colors, and not too busy. I found the actual pieces of art portayed in the game an eclectic and int
for the designer blurbs in the rulebook fleshing out the artwork's background. As for the actual gameplay ... wow! To be perfe
Lacerda experience. I have to say that I now understand why many people love his designs. Despite the many moving parts, th
with fairly simple choices every turn that result in a chain of ramifications. Best of all, each of the mechanisns in the game des
The overall result is an easy-to-teach, deep, complex game. My first experience at the game has left me tempted to add a cop
to my collection.

Components: excellent, although this makes the box quite big


Complex: not hard to learn, long to explain
Weight: medium- heavy
Players: 3-4
Length: 2 hours
Opinion: the game is awesome at first glance, do not know if the game would be the same with other components, but these
The game, well is a game from Vital Lacerda, for me a great designer. You run a gallery and try to discover artists, buy art and
your gallery. With a kind of worker placement, well worker placement, as you go through 4 different locations you have so ma
The are so many things I like in this game, not so many actions to choose from but lot of things to do, interaction with your ass
actions (when you leave an action you can left there an assistant to work for you when other player comes), the beautiful the
the different ways to obtain victory points and how everything flows in the game (so many things to explain at the beginning,
with many sense between actions)

This is a preliminary view based on only two solo games. This definitely FEELS like a Lacerda game, a sort of "best of" of mecha
his other games, including a "kicked out" feature that has a big impact on planning.

It is quite thematic, which adds a bit to the fiddliness (sometimes the visitors in your gallery are important, and sometimes onl
and sometimes they leave your lobby/gallery and other times they stay). The solo AI is as simple as it gets, which on the surfac
but I hear it's a nice way to focus on your strategy without worrying too much about the bot.

My reservations are that the Lacerda-like mini-puzzles don't seem ENTIRELY cohesive in the way they do in (say) Lisboa, but m
more I play it. It certainly is simpler than some of his others (both to learn and to play), but all of the combinations and permu
you calculating the benefits of every move you make.

And it probably represents what it's like to actually own a gallery, which is cool!

A game that I played at the first, small game night after lockdown, so given how fantastic it was to just be playing games with
keep my opinions in context - given I was having the most fun I'd had in months regardless of the games that got played. How
rate this game a 10 after only two plays. There are an incredible array of interlinking and symbiotic systems in the game that p
delightfully confronting and engaging puzzle to meander. We all had such a good time with the game we played it twice over t
together, and our scores when from an expectedly wide spread in our learning game to a gap of 4 points between first and las
in which we all pursued very different but much more grounded strategies. One I am absolutely going to buy and cannot wait
to work out if I want to fork out for an expensive 2nd-hand copy or wait for the Mercado de Lisboa KS in September! A superb
foresee enjoying for a very long time to come.
This game may be too much for me. I love the design, love the look of the game, and quite enjoy playing it. It is perhaps just a
I find it hard to come up with a grand plan and see how all of the wheels interconnect, and how the end state of the game res

Plus, it feels really restrictive - you want to do this, but you can't because you don't have a dude in your lobby, or you don't ha
already discovered someone, or it's the action you just did, or... Maybe I just don't know how to make this run smoothly yet.
mechanism or area and it would be more manageable.

It doesn't help that some of the actions aren't terribly thematic, and you just do them to get a bonus. Sure, it's cool to set up c
praise this game for being thematic and elegant? There's a lot I just don't understand, theme-wise, in this game.

Still, I like how the pieces fit together, and will be happy to keep playing this. I don't think I'll need another Lacerda game, tho
should be enough.

The Gallerist isn't really a game about art as its, uh, art might suggest - it's a game about the business of art, a far more snobbi
all Lacerda titles, though, The Gallerist is a hefty affair where doing even something as simple as buying a piece of art requires
preconditions to be met and even more potential outcomes to consider. The crux of the game is the cycle of buying and sellin
order doesn't necessarily need to be linear, and how you sequence your actions so that you can get the things you want while
kick you out to get even more things is key. And while the nature of that gameplay loop might start to feel samey after a while
systems at play here to keep things flexible and interesting - the mutual co-operation between players promoting the same ar
scoring for endgame bonuses at the international market, the push and pull of visitors in/out of your gallery, managing your ga
leverage it for fame and money - that it never feels like you're fully shut out.

The general flow of buying works of art from artists, publicizing those artists, to add value for their works in a pseudo-commod
and then selling the art at a higher price is sound and the theme is really unique. However, it is the everything else I don't like.
if someone goes to the spot you are at seems like a cool idea to create more interaction, but I didn't find those interaction dec
messed with the otherwise simple game flow by having people take turns "out of order". The scoring tokens on the internatio
thematic sense and just feel like a vomit of scoring options. The attracting people to your gallery feels a little abstract, and I th
utilized something with them to score instead, as that would kill two birds with one stone. The influence track is a really mech
influencing of trying to squeeze money/extra actions from it at the lowest cost.

Also minor disappointment, but I wish there were more use for the cool easels than for the most part just standing pretty off t
game.

Really solid euro that falls right into my wheelhouse. There are a lot of actions that do multiple things or allow you to take bon
market is definitely my favorite aspect as it has this in spades.

The central mechanic was pretty nice too. The bump out actions are a cool idea and knowing when you should take a weaker
bit to either go where you know your opponents want to go next or not go where they already are adds some more to think a
have two works available at any given time means that you can work together with one other player to push that artist's fame
make more money when selling.

Overall the game reminded me a bit of just a lighter version of Kanban, but I think there were more opportunities to take actio
which I always enjoy.

I'd say the biggest downside for me is that because of the production values the publisher feels justified charging a premium f
much rather it have standard production values and also be priced at the standard for this kind of game. Though apparently th
All one would expect from a Lacerda/EG games product: impressive (and heavy) design, excellent art and component quality.
like a puzzle than a game - moments of creativity and joy less common than kind of a slow satisfaction of working through the
design is more streamlined/clean than some other Lacerda designs, it is still fairly fiddly and hard to imagine too many plays o
errors. The theme - while certainly there on a surface level - tends to dissolve away and leave you with a more classic heavy E
mechanics than theme for experience.

First couple games play slow, but then it does move fairly quickly for a game of this weight.

Solo mode is a tad overrated imo which keeps the game from a higher rating. Yes, it's not just a "beat your score" game, but i
on the rails to beat certain objectives and it does not feel (at all) like you are playing against someone else. But the nice thing
a couple of games under your belt), is the AI moves very, very quickly and you need not worry too much about their turns.

I love this game in so many ways. Love the theme, running an art gallery is so different and interesting to me. I can see where
but not me. I love how deep the thematics play into the core mechanics of the game. If you get into the spirit of the game and
and make up stories for your visitors...makes for a much richer experience. Its really not that hard to learn or understand...jus
really, there is just 2 actions you typically do on your turn. There was just a couple of things I had issues with. 1st was the inter
disconnected from the rest of the game experience and overly complicated. Why every other spot was super easy to learn use
was like way off in left field?? And, There was entirely too many bonusus...might as well call this game "Bonus Master the gam
end game scoring since you had no clue how you were doing really, and forget about trying to keep up with the other players.
perfect game...but a game that is very enjoyable and thematically rich, that I could teach most people with ease.

Upon opening up this game...

First, I was struck by the incredible quality of the components -- including real works of art incorporated into the game? Seriou

Then the evident thoughtfulness which clearly went into the wonderfully functional insert (I wish all games came with such ins

Finally, after punching out and organizing things a bit, I started tentatively easing into the game itself. Hmmm... an excellent ru
beautiful) board, a viable solitaire mode included...

And then the game began to open up, allowing me to glimpse the dazzling depths of its terrain: e.g., countless and seamlessly
forming the foundation of a multi-layered fabric of dynamically interweaving threads; a wide array of synergistic action-effect
abundance of tactical options aligning with several evident strategic approaches; a resulting broad palate of paths to victory; a
actually intertwining nicely with and shining brightly through the gameplay...

I actually just paused at one point, speechless. It was breathtaking. I was smiling.

Then it struck me: this game itself is truly a work of art.


This was my first Vital Lacerda game. I love it. I understand that it is probably the lightest of his games so far so I don't think I w
earlier games. I want to explore this some more. It plays solo as well which is great, but I can't carry another suitcase around w
in! The box is even bigger than Francis Drake, and that's a big game!

Great depth and fantastic production. The game keeps you on your toes with everybody's turn as you are hoping for kicked ou
play. There is just so much going on and it is all enjoyable. Bare in mind you will need to sit in a calm coloured room with your
solitary cymbol being gently brushed by a fourth generation Theravada Buddhist monk on a Nepalese mountain top for about
alternatively my easier preference of a stiff drink to ease the mind ... or thinking about it maybe that's just me?!

Really looking forward to Lisboa Vital's next game as long as it is around the same weight, any heavier and I might just have to
to Nepal.

Definate keeper. Couldn't afford the postage to trade it anyway!

[2016-03-14]
Az egyórás szabálymagyarázat után nem sok reményt fűztem a játékhoz, túl bonyolultnak tűnt fölöslegesen. Szerencsére kelle
Természetesen első játékra még tapogatózik az ember és tényleg nagyon összetett, de euró létére szerintem rettentő tematiku
Galériatulajdonosokat alakítunk, akik minél magasabban kvalifikált művészek alkotásait próbálják kiállítani a műtermeikben, o
majd később értékesíteni. Van egy saját táblánk, ahol a műtermünket és dolgozóinkat koordináljuk és van egy fő tábla, ahol há
ember kegyeit keressük. Az egyikük a pénzember, a nevéből adódóan pénzt hoz a házhoz, a másikuk befolyást, a harmadikuk p
pénzügyileg, mind befolyásügyileg segíthet minket, sőt a művészek népszerűsítésében is szerepet játszhat. Ugyanis a játék rés
futtatása is, hogy minél népszerűbbek legyenek. A játék elemei fantasztikusan minőségiek, a grafikai is szép. Csak jót tudok mo
negatívum az elején említett bonyolultság. Ez tipikusan olyan játék, ami mellé nem lehet bárkit leültetni, de egy geek biztosan
mélység a játékban, tetszett.

The game looks great; it is a _very_ nice production! It's another action selection game, with an arty theme. But you're a galler
(who are abstracted away to a large degree). Your job is to discover artists, buy their painting(s), promote them, attract visitor
their art, and sell the paintings for profit (to one of those visitors). There's not much brand new here, really, but there is a lot o
into a very cohesive whole:
- Being kicked off your action space, you get to take that action again (by spending influence).
- You can hire additional assistants, which you can leave behind when you choose a new action. They, too, can get kicked out a
again; managing these bonus actions seems very important.
- There's an influence track, where you can convert that influence to coins and/or actions as needed
- A separate area to acquire scoring multipliers (sort of like in Nippon!); these consume your assistants for the rest of the game
that with the benefits of having your little helpers running around.

Another excellent game by Vital Lacerda ... I wish I'd Kickstarted this after all!
This game suffers from providing players with the trap of AP. We played a 4 player game at a convention and there was enoug
my wife to leave the convention area, go to the restroom and fill our water bottles....and that was just for 2 players to take the

The mechanics are amazing. The game IS fun. The component quality is fantastic. My ONLY complaint is the length of time b
don't like just sitting there watching people think for 5 minutes. Having said that, we were playing with 3 new players so I'm s
be mitigated by playing with experienced players.

I know this review sounds negative, but I want to emphasize that I think this game is amazing and is great for the right players

:star::star::star::star::halfstar: [b]Components[/b]
:star::star::star::star::nostar: [b]Artwork[/b]
:star::star::star::star::nostar: [b]Mechanics (general gameplay "fun")[/b]
:star::star::nostar::nostar::nostar: [b]Rules (easy to learn/teach)[/b]
:star::star::star::halfstar::nostar: [b]Replay Value[/b]
:star::halfstar::nostar::nostar::nostar: [b]Player Uptime[/b]
:star::star::star::star::nostar: [b]Meaningful Decisions (luck factor)[/b]

So, after one play, I was unsurprisingly baffled by its complexity. The second play (which came about 12 hours later, was of cou
clear). That said, my enjoyment of the game was not enhanced the second time. In fact it might have slightly diminished, bein
me in a cool state of wonderment. The second game, on the other hand, left me underwhelmed.

There are some good points. The kick out mechanic is cool. The fact that there are only 4 primary action spaces is cool. I love b
game in less than 2 hours, and this one is close to 30 minutes per player (probably about 40 per during your first few plays). So
said about how great the production is..this game is quite nice. The things I don't like: the feeling that the first few turns are la
that the theme doesn't really come through that well, the art (particularly the box), and the samey feel. I say it feels "samey" b
similar to Vinhos. That said, almost everything that Vinhos did right, The Gallerist did wrong. I see why people like it. I like it. I
keep it, despite my admiration for the designer.

If someone were to ask me which Lacerda game to start with, the Gallerist would be my immediate answer. While it is just as
as his other games, most players will be able to easily understand the core concept of buying low and selling high to profit. All
relatively straight forward (compared to his other games) and make thematic sense, which makes it such a pleasure to play.

The Gallerist is essentially a share trading game, with up to two players investing in the same artist to promote their value. I re
cooperation from both this and the kick out actions, and find the game best at the higher player counts. The slight downside t
playtime from the constant kick outs, and the occasional confusion as to whose turn it is.

Further plays has cemented this as one of my favourites. The subtleties of managing your visitors and timing when to activate
engrossing puzzle. Variability is not as high as Vital's later games, but this is hardly a problem as it will take me a while to fully
this one. Bonus points for the completely pointless, but very cool easels to hold the end of game paintings.
Sat on the "shelf of shame" for a long time. Read through the rules a couple times and found them relatively clear. When I fina
this, I ran into some big problems with teaching the rules. The game has a lot of systems and feels "complex" just to be comple
really difficult to teach. Even though I was starting to piece together a strategy, the people I was playing with were totally lost
time understanding what the over arching goal was. All in all, no one was really having fun. When I told them there were more
yet 45 minutes in the death stares I got meant that this was not getting to the table again.

I was actually pretty disappointed by the theme. I love art but, the capitalistic and exploitative nature of the game really turne

Would love to see a pared down version of the mechanics. Some are pretty unique (moving meeples between different "room
depending on where they are and the "intern meeple" mechanic where you can throw a bunch of resources at extra actions/ o
having them "locked" up for a time. I'm sure this is a great game with the right group, unfortunately it is not for me.

+Bonuses everywhere! Every basic action you take comes attached with different bonuses which can be almost as important a
makes what seems like a simple loop of buying-promoting-selling art into a much deeper and strategic experience.
+Amazing blend of short term tactics with medium to long term strategy. There's something to think about at every turn, som
engaged and a direction to aim for.
+Influence track ties everything together and provides a good boost to actions. Managing your influence is painful and strateg
most out of spending the least amount of influence as possible.
+Lots of moving parts, great fun trying to figure out how to chain your actions for maximum gain.
+Kicked out action keeps everyone engaged.
+Aesthetics and theme: probably the most beautiful game I own, with a very classy and unique theme.
+For such a heavy and deep game, the game isn't THAT long (2 hours for 4P). And the "can never get everything done" feeling
you wanting more.

-Heavy rules with many sub-steps to each action, and quite fiddly with many small bits and pieces.
-Kicked out actions add friction to the game, makes turn order confusing, and can cause the game to drag if everyone isn't swi

I love a complex Euro, but The Gallerist is for me an example of what is wrong with many weighty Euros. It has a lot of fiddly co
don’t relate intuitively or indeed very effectively to each other. As a comparison to what I would consider a successful comple
everything is tied together into a wonderful seamless whole, whereas here we have a bunch of disparate things going on and
clean and straightforward. Further turn order gets confusing as sometimes players have the opportunity to take a minor action

It feels like it needed an editor to tidy and tie everything up and make things run more smoothly. A game in need of a touch of
reductionist touch perhaps?

The last third of the game also seems to become more limited as the tickets run out meaning you can’t get people to the right
options are reduced and you end up willing the game to end as it drags itself to a close.

Maybe some of my reaction is simply disappointment since I quite enjoyed the game I played, though it was long (4 hours). An
with its rich palette of quality materials for the components.

Overall then a long and complex Euro, possibly too complex in its mechanics.
Had no idea what to expect! I was worried after reading the rules that it would be a mess of a game. In the end, designer Lace
me once more by taking what appears to be a slush of mechanisms and tightly interwoven moving parts and make the game fl
mind following several procedural steps for each action). Quite a feat! Co2 might still be my favourite VL game because of the
game engenders but The Gallerist works very well for those who enjoy heavier Euros with a unique theme and a fresh approac
Gallerist elicits that kind of grin-worthy joy that I hope for in heavier games that require a lot of time dedication, but it creates
enjoyment if you like to burn your brain cells on many different options to ultimately achieve your goals. Most brilliant is that
soul (even with the diarrhea of symbols and bonuses and the like) but you can definitely create a story out of everything. Tha
and especially one as intricate and complex as this. So, not mind-blowing in the sense that it gives me a unique feeling that I c
game, but definitely mind-blowing in the design and how it all comes together. It's a keeper!

1a Partida, que he ganado, y aun así íbamos todos muy perdidos, este juego se aprende tras varias partidas, te lees las reglas y
igual, y eso que éstas reglas están más claras y ordenadas que el Kanban. Me ha gustado más que el Kanban, y a la vez, tienes
jugando exactamente el mismo estilo de juego, pero no vas tan perdido. Juegos que son muy complejos para ser profundos, y
más sencillas consiguen incluso mayor profundidad. Además es muy frío el juego, muy poca interacción e indirecta, salvo la de
a la galería contraria, hacia la tuya, que apenas sucede, no da tiempo, y lo de la expulsión. Me gusta bastante pero no apasion
seco.

Jugadas 2 partidas más. Puntuaciones muy distintas. Y con 146 puntos en ambas, en una he quedado 3o, y en la 2a he ganado
aunque la sensación de ensalada de puntos y caos se incrementa en cuanto a puntuación, pero está genial que tienes que hila
acciones y todo está inter-conectado. Hay que saber manejar muy bien el track de fama - puntos - monedas. Da mucho juego.
y Vinhos son sus mejores juegos, pero tendría que jugaros más para valorarlos mejor. Por ahora me quedo con éste.

Provisional rating: 7. I found this a lot less elegant than Kanban from a first play-through, with some fiddly and annoying rules.
discovering artists, herding people into your gallery, and then selling works for a tidy profit--so I'm hoping the game's fiddlines
obtrusive after greater familiarity.

[UPDATE]: Dropped to 6.5. I'm beginning to feel that the only Lacerda game I really like is Kanban. Vinhos is good (2016 vintag
but The Gallerist and even more so Lisboa ignore the things I like in Kanban (the chess-like, plan-two-turns-in-advance worker
and the super tense meetings where you're fighting to score well while handing other players opportunities to score the same
don't like: out-of-turn actions, set collection, exclusive goals (rather than the shareable goals of Kanban), pushing up tracks (ev
basically a flavourless track), and physically fiddly components (dealing with the little signature tokens and fame trackers is a r
also features enough rules issues (notably, some major discrepancies between player aid and rulebook) that on BGG literally m
about the game are in the "Rules" forum.

Otro juegazo del Maestro LaCerda; siendo galeristas, nuestro objetivo será acabar con más dinero que el resto, descubriendo
el camino a nuevos artistas.

Ocho acciones principales a elegir cada ronda, agrupadas en cuatro grupos. De tal manera que la acción a elegir será colocand
y que obligará a moverse en el siguiente turno, por lo que no podremos repetir ubicación... a priori…

De esta manera elegante surgen las opciones elegantes de elección a lo que añadimos las variables del dinero y la fama. Con t
construye una experiencia de juego elegante e inmersiva, con dosis de faroleo a la hora de apoyar a un artista, momentos cola
subirles la fama entre unos pocos jugadores, búsqueda y elección de objetivos de final de partida y mucha interacción entre lo
en puntos muy concretos pero que salpican el juego en casi su totalidad y que hacen del juego toda una experiencia.

Es de los mejores LaCerda. Aparecen ideas que serán reutilizadas en otros juegos, sobre todo las acciones principales y ejecuti
numérico donde convive la fama y el dinero y que permite ese intercambio que proporciona otra salida más y más alternativa

Un indispensable que sale poco a mesa para lo bueno que es.


Top 3 thinks I hate about this game.
This is a great game, a game I like a lot. But these are my top 3 things I hate about it:
3. The end comes quickly and is hard to know then it will come. You will have unfinished plans and wasted actions.
2. Buying painting increase the value of one other players painting. There is only one other action to increase the value of both
action and gives the same increase to you and another player.
1. The huge impact of the pushed out action. There are only 4 action spots in the game. If you go to a spot where someone is,
action at that spot. And can then on his turn take that action again. If you get pushed out you can then do an action 3 times in
plan on getting pushed out and are not. There is not much you can do instead.
I like when you get something or something else. Here you get both things or nothing...and the kingmaking of it makes it even

This is written after my 4th play of this game after a really bad session where I played badly and also got punished for pushing
players making certain moves).

I really like the depth and interconnectivity of his games but they all have parts that I dislike. The depth and length does not go
unplannable parts in my opinion.

This game called out to me like it did plenty of other people. The idea of handling works of art that are actually represented by
game, promoting people, attracting visitors to your gallery... It seems very unique, or at least I never played anything like it. It
and I managed two sides to get a sense of the mechanics. After playing "Labyrinth", I expected something more complicated (
involved Lacerda's games are), but you mainly choose between four spaces on the "map" each turn, unless you are in one of t
because you must move out of the location you are in. You use assistants as permanent markers for end game points (as in "C
which I think is the first game I played that has that mechanic), but otherwise you use them to block spaces (if they are kicked
action at the location at the expense of influence). You can discover artists, buy their works, promote them, sell their artworks
scoring tokens, and you also need to attract visitors to your lobby and to your gallery. Plenty of things to think about, but not t

It is, however, too expensive for the complexity of the mechanics. You pay extra for the beauty of it, the great design (fantasti
top-notch components.

The Gallerist est un jeu ou vous jouez le rôle d'un galeriste, qui doit faire le maximum d'argent en faisant la promotion d'artist
enchères, acheter puis revendre des oeuvres d'art, et spéculer sur le marché international.
La compétition pour obtenir le maximum de clients visitant vos galleries se fait par le biais de tickets qu'on peut récupérer via
jeu.

Les mécanismes de jeu sont relativement simple : vous pouvez faire 1 des actions du lieu + une action supplémentaire.
La particularité étant que si on vous éjecte de la zone, vous pouvez faire une action supplémentaire (et ça peut se faire alors q
mais cela coûte de l'influence),rendant le jeu plutôt technique et stimulant.

Le jeu est est plutôt stylisée, et il y a de véritables oeuvres D'art dans le jeu par de vrais artistes (y compris Lacerda lui-même !
assez crédible. Le matériel est de bonne qualité et montre au combien que le système économique autour de L'art contempor
succès en réalité, bien que violent.

Seul bémol : l'automa est vraiment la pour avoir un solo. Techniquement vous jouez sans adversaire.
Et j'ai réussi a avoir le score max dès la 2ème partie. Le Lacerda le plus facile ! En revanche, l'automa disponible en anglais sur
problème !
The low-enmeshment braiding of mechanisms here felt a lot like Kanban (my first Lacerda game, this was my second) so I got
wanted.

So, what wasn't as fun as Kanban?

Spending prestige to take kick-out actions felt bad. Who cares if I get 3 prestige or 4, when I'm just going to spend them?

The theme. I love art, and the usual layer of theme-indifference that one sees in modern Euros stung a little more here than in
about cars). I don't feel like I'm investing in a particular artist; they don't have a personality, their work doesn't have anything
even be their work! (A painting tile could be either of two painters' work, which one of them paints it depends on whose artist
to paint it first-- does that make any sense?) I was ready to love this game for the them and instead it was a small negative.

And finally, the meeple management. It's nice to get more meeples over time. It's okay to let one go occasionally for the sake
just a little too profuse for me, a little too easy until suddenly one color is about to run out.

I like the mostly-not-mattering that characterizes the loose coupling between various systems in the two Lacerda games I've p
felt like really-not-mattering. It was okay. I'd probably play again. I just didn't fall in love.

This is a game where players play as art gallery moguls, who discover new artists, buy, sell and display paintings with the end g
money when two of three possible endgame timers trigger. The game has a lot of complex moving parts and things to remem
a meaningful choice to make every turn, and a feeling like I always need something I don't have yet. The action activation mec
well, as you can get extra actions when you predict your opponent's moves.

I'm in love with the theme, and I think of all Vital's designs, this one gets the semi-co-op concept just about right, with the abil
that other players discovered. This also hits a nice spot for me with regard to being able to more or less define your own victo
this game falls flat for me is there can be massive downtime between turns because of the order that people resolve their nor
then their aux actions. There's also a high barrier of rules entry compared to other, smoother stock market games like Momba

:star: Art, Iconography and components functional


:star: Clever or interesting mechanisms
:nostar: Reasonably low downtime between turns with mildly AP players
:star: Multiple plays stay interesting
:star: Low or mitigatable luck elements
:star::star::star::nostar::nostar: Raw enjoyment
A clever, thematic game with fabulous production quality.

I admire the design and the way the game operates, but for me there was too much to take in, so I really didn't know what str
follow.

For our first (4 player) game it took close on 5 hours to complete, by the time we'd waded through 90 mins of setup and rules.
scoring for a ticket pile depletion didn't happen because the bag unexpectedly emptied of meeples.

For virtually every move we had to refer to a very useful member-created player aid which detailed step-by-step all the things
worker you placed. If we skipped looking at the aid we tending to forget one of the 7 or 8 things you had to remember to do, i
that aid we'd have been all over the place, so a big thank you to user schnel and his aid found here:
https://www.boardgamegeek.com/filepage/126498/one-page-player-aid-gallerist-version-10

Although the kicked-out worker feature seems pretty neat, it does disrupt the flow of play and can result in a fair bit of downti
comes round. And with only four worker placement spots the kicked-out action happens quite a lot (in a 4 player game, mayb
players).

A great game but too many fiddly rules with a plethora of possible end game bonuses to try to choose from means I'm not hur

Now played 3 times. At two player this had a good pace but it feels like 4p is the best player number. Last two 4p games have

Likes:
+ We are running art galleries = yay!
+ Money as victory points, simple and works, aids theme.
+ Main board is very clear

Dislikes:
- Kickout -> disrupts flow of the game, adding a lot of length. Often players haven't considered what they will do before kickou
analysis.
- Sidelined -> this occurred in my last game where after I took an action causing a kickout, the other 3 players also proceeded t
meaning 7 actions occurred until my next turn, not only are you are falling behind but this is boring to boot.
- Collusion -> two players can either explicitly or implicitly co-operate, we saw an artist bumped up to masterpiece from nowh
(+kickout actions) turns. I'm not sure you can prevent this, as players could combo to buy the two works of art first then prom
- International auction and reputation matrix feels tacked on in turns of theme.
- Bonus tiles in the reputation section seem paramount. Person with most of these seems to win. They are additional scorers
resources in game.
- Overall the theme didn't quite come through despite the interesting visuals. This is purely personal, I find Lacerda's other tit
elements ie Lisboa, Kanban etc.
[size=9][c]
(15x) ENJOYMENT: Forgettable :star::star::star::star::star::star::halfstar::nostar::nostar::nostar: Outstanding
(10x) DEPTH (IN RELATION TO COMPLEXITY): Lacking :star::star::star::star::star::star::star::star::nostar::nostar: Meaty
(5x) LUCK FACTOR: All Luck :star::star::star::star::star::star::star::star::nostar::nostar: All Skill
(3x) REPLAYABILITY: Nil :star::star::star::star::star::star::star::nostar::nostar::nostar: Limitless
(10x) MECHANICS: Boring :star::star::star::star::star::star::star::nostar::nostar::nostar: Interesting
(4x) PLAYER INTERACTION: Low :star::star::star::star::star::star::star::nostar::nostar::nostar: High
(4x) PLAYER COUNT PERFORMANCE: Not Balanced :star::star::star::star::star::star::star::halfstar::nostar::nostar: Balance
(2x) GAME LENGTH: Too Short/Long :star::star::star::star::star::star::star::star::nostar::nostar: Just Right
(2x) CLARITY OF RULES: Mud :star::star::star::star::star::star::star::nostar::nostar::nostar: Crystal
(5x) COMPONENT QUALITY: Cheap :star::star::star::star::star::star::star::star::star::nostar: World Class

INITIAL RATING (sum(Criteria Rating x Criteria Weight)/Total Weight) = 7.4

:thumbsdown: -0.1 no green but purple player [/c][/size]

Vital and his games are an enigma to me.

This is my latest effort to join the Lacerta fan club. My prior attempts are Lisboa, Escape Plan, and Kanban EV. Escape Plan is p
4, and it's on of his easiest games... maybe that says something?

I could go on about the others and his design similarities, but I will try and keep it to The Gallerist specifically.

One reason this game is easier to grasp is it is thematically grounded for the most part. There are less moments of "just becau
which make it easier to learn and play.

You call in favors to your PR folks to bump an artist's fame? Makes sense. You need to find a buyer to actually sell that art to in
Got it. You can only have collectors in your gallery equal to 1+ the number of art you've sold? Egh... well, balance-based rules

The kicked-out mechanic is pretty fun, but can lead to some missed moments if you're not careful. The executive actions are g
added brain space requirements of course. I also really like the overall presentation and theme. This whole team knows how t
(and sell it to me, even though I should probably know better).

Overall, who am I to argue with thousands of adoring fans? I personally will keep this one, at least for awhile and over a coupl
if you need me, I'll be searching for ways to increase my IQ...
This is only my 2nd Lacerda (the first being On Mars), but I think it's safe to say his design philosophy is not for me. It's quite t
player aid every single time you take an action to make sure you aren't forgetting to do something.

I was hopeful I would enjoy The Gallerist despite not liking On Mars because it is relatively less complex and the mechanics ap
player interaction. It is less complex for sure, but it's still too complex in all the wrong ways. None of the convoluted parts ma
difficult or interesting; it's just harder to remember how to play.

As for the player interaction, you can "steal" other players' meeples in their lobby, kick out other players' workers which grant
engage in the shared incentives for artist popularity. None of these aspects manifested the way I wanted. There was basically
because the opportunity cost of spending an extra ticket was too high. It doesn't take long for all action spaces to have a paw
someone is getting a kicked out action almost every time so you just go where you want to go anyway (the kicked out actions
a bit). And the commodity speculation wasn't particularly interesting because the popularity can only go up and it's all so incr

Overall, this isn't as tedious as On Mars but I'm struggling to figure out what's fun about it.

It's a game I wanted to like more. It feels complicated with a ton of rules, but when it comes down to it, there's not much you
boost price, sell art. The complicating bits are in working out how to get extra actions, and the taking of intra-game bonuses a
that mesh with the artists you buy/sell to satisfy your secret objective. All ok, and players can choose different balances on ho
boost, buy, and sell. But all the extra actions (which happen each time someone takes an occupied action spot) means there c
before it gets back to you, and the downtime is a killer. Each player has no idea if that extra action is coming now, later, or nev
planned ahead as effectively as preferred, exacerbating the downtime. With such a limited range of actions, the game felt a bi
also seemed to take a long time to get where you wanted - separate turns to commission an artist, get a contract for that artis
painting, get extra workers to take advantage of bonuses on the contract, boost the price, etc, and finally sell. Basically everyo
same thing, people just do it in different orders. I loved the board, artwork, and theme, but the downtime left me plenty of tim
didn't really care for doing it all again. If it'd been a more straightforward approach, I might have enjoyed it more - sometimes

As of when rating, I have ~10 plays (2 player) under my belt. With those 10 plays, I am enamored with the game. On one han
adopting the same strategy to winning every game (because there are seemingly limited options), but then I realize how many
each game and what a heavy impact that has on the strategy you choose.

With that said, some pros/cons:

Pros:
+Beautiful game; high production value - solid, durable, attractive components
+Less stressful than some worker placement games that where others can "block you." This allows you to plan your strategy a
don't think that means there's no advantage to taking a space someone else wants--it just gives a potential extra turn to the p
location. Boosts others instead of hurting you.
+Very thematic; I'm no sort of art expert but find the game interesting
+Amazing how the game can tackle so many aspects of the art industry and still have a PURPOSE for each in the game that "m
+Good box insert
+Just a generally fun game; love seeing the fame of my artist (and thus the value of their pieces) rise through others' actions a
myself

Cons:
-Setup is fairly long, as is clean-up. Upon finishing the game, sometimes I just sigh thinking about putting all of the component
make a mess by the end of the game). Setup requires a good deal of sorting, shuffling, and stacking.
-Big box (not too big though, IMO)
Die Kunst, ein unorthodoxes Thema als Brettspiel umzusetzen und dabei girlandenhaft die Wirklichkeit zu simulieren, ist die H
Lacerda, die er diesmal in THE GALLERIST auch thematisch wörtlich nimmt: es gilt sein Geld in der Kunstwelt mit dem Kauf und
Kunstwerken zu machen. Auf der Basis von nur acht Galerist Placement Aktionen verlinkt sich wie von VL gewohnt allerhand K
Richtungen zu einem organischen High End Erlebnis für Freunde von Optik, Haptik und Kalkül. Das Überbordende und potenzi
Spiele, das in THE GALLERIST auch materialistisch seinen sympathisch dekadenten Hochglanz erhalten hat, mag manchem Spie
Mechanismen effizient entschlackt zu sehen, nicht gefallen, aber mir persönlich spielt der Kerl damit mitten in die Seele. Die v
Gefizzel und Gefummel ist mir eine wahre Freude! Nichts am Vielerlei ist mir redundant und wird auf augenzwinkernde Art de
Wirklichkeit gerecht. Ich bin mir sicher: der Mann liebt Wein, sortiert seinen Müll, fährt gerne die sonnige Algarveküste im Cab
malt Bilder. Alles andere als ein softeispastelliges, gebundenes artsy fartsy Hochwertprodukt wäre THE GALLERIST nicht gerech
das Wort Gesamtkunstwerk markenlabelhafter auf einem Brettspiel als auf diesem übertriebenen, topkonfektionierten Wucht
elitäre Kunstwelt zugrunde in diesem - (Achtung Texterreflex!) - "Meisterwerk der Spielekunst".

We didn't finish the game, actually we were pretty far from that, but I liked what I saw. I specifically like the ambivalence of th
strategic, it's both at the same time as you can tell especially from the international market. Will you go for more influence rig
improve your position for the money rating (the stuff the game is all about) at the end. Every single action you take matters.
And it's for that matter this game has a huge potential for downtime. It's a Lacerda and as such it's a brainburner, although I'd
learn and to play than Kanban, CO2 and Vinhos, BUT: It feels like it takes ages until it's your turn again, even more so when yo
"call back?"-actions. I really loathed the downtime. Nevertheless, I'd gladly play this again. The game is brain and eye candy.
---------------------------------------------------
2nd game in. Downtime is really terrible, the game itself and its layers are so tightly connected, it takes time to burn yor brain
a great design but I don't get the same joy out of this as I get from Rosenbergs brainburners for instance. Oh yeah, and a deep
deserves an equivalent rulebook. Which, unfortunately, is not the case. It's either the rulebook or the german translation that
popped up during the game which weren't answered or where the answer barely touched the surface, keeping it vague and le
interpret the answer.

The Gallerist is a soft investment game in the designer's style of synchronous systems that push the idea of the importance of
The consensus is correct in that this is Vital Lacerda's most accessible heavy designs. Gameplay becomes a nice pattern of bou
selling, and promoting with a spattering of claiming end-game goals. This flows quite smooth. Bump actions, though, are odd h
important decision to try to squeeze an extra action out of an opponent's turn, but actions are so involved that taking an entir
brickwalls the smooth flow. Strategies are straight forward, but complex. While The Gallerist is more approachable than Lacer
designs hone in on complex systems. This game is still in need of an editor. If the Gallerist was able to strip some unnecessary
colored meeples, smoother bump actions) and lower complexity, there would be room to add in depth in pursuit of what ultim
focusing on influence or buy low/sell high art. But, this isn't what The Gallerist sets out to do. As is, this is a very complex game
time that will play similarly in each game. This makes for a good "once in a while game," but asks too much to re-learn at each
to dive into an explore week after week, the complexity would only be a minor obstacle for a great payoff. Vital Lacerda game
extraordinarily complex systems, and The Gallerist does just that.

3 solo, 1 2p

6/4/2022: The Gallerist is the very first Lacerda game I ever purchased in quarantine 2020, and down the Lacerda rabbit-hole
worth it!). It took me an entire day to learn the game via the solo mode that Lacerda included in the rules. I still enjoy soloing
included solo rules since it is very easy to operate, and designed in such a way that that forces the solo player to learn every n
game (which proved very useful in learning the other Lacerda's : ). The production quality of the artwork and the game compo
when combined with the intuitive sandboxy workflow of the game, makes this a game always very enjoyable for me as a solo.
setup (like all Lacerda's I think), so it sits on the table for a couple days and I wind up playing about 3 to 6 solos before I pack it
where it sits for a few months before I have the itch to play it again (i.e it's about 9 months overdue, so I have to birth a play s
to Vital the man for including a solo mode in all of his games to help players (especially solo players), learn the game before te
I don't think he gets enough credit for thoughtfully including solos in his games to help players learn his games which are defi
complexity (in addition to production). I did not like his latest game "Weather Machine", but I still look forward to whatever h
Thematically speaking, you discover artists, pump up their reputation, then either collect their work for your gallery or sell it fo
you foster connections with people in the international art market that reap you short and long-term benefits.

Gamewise, you buy a piece of art at a low price then take actions to increase the price so you can keep and score points at gam
game for money. You place meeples on a grid for both instant benefits and end of game VPs.

You move your worker to one space on each turn to take one of eight possible actions. You (or your assistant) may get kicked
and then get a bonus action, so you make use of those extra actions to set up or cap off what you do/did on your own turn. W
can leave an assistant for the sole purpose of having her get kicked out.

A hallmark of Vital's games is that he builds in extra action opportunities for players to exploit (wines in Vinhos, bumped scien
Kanban, and kickouts here). I love this element of design as it allows me to be creative in how I go about squeezing out some e
turn.

Here, you can use your kickout actions to set yourself up for something on your turn or finish something you already started. T
together effective action strings through the use of assistants (extra actions) that effectively shorten the action chain, making
to start up a new action chain more quickly.

Just balancing out the 10's because I'm a real boon to BGG society. But it's okay because I "payed" my dues. Seriously, folks, I n
rate on high price, lack of stock, and mostly for having the extreme misfortune of participating in the Gallerist forums and mee
more a review of the BGG user base for the game, something that should have its own rating system. Update march 2016....ga
price from $72 to $100. Can buy actual art for this price. I have played Vinhos and Kanban and found both overly complex, too
the rules to The gallerist and it is the same. Really do not understand the hype about this designer. He needs an editor. His ga
tiles and over production wth huge boxes. The ‘air of superiority’ behind his releases is truly sickening.

Ps - lacerda actually emailed me about this rating, whining "You didn't even play it. Why are you disrespecting me?" This is ver
designer, harassing customers over a rating that was very clearly explained. I bought his games in the past and he hassles me?
even corrected his English and he got pissed about that, too. Will never support him or EGG again. Listen, Lacerda, if you don't
your games, upping the price from $40 to $175, and making the games worse in the process. Very bad habit that NO ONE else
sign contracts with EGG that price everything at $150 +, it's your own fault your ratings suffer. Suck it up.

This was a monster of a game to play! Tough to learn but I think I got it right. I did have to double check myself with the help o
most of it correct on my own. You really have to play it through once in order to really understand why you are doing anything
placement games, you don't feel like you're accomplishing anything at the beginning and then you realize okay. I need to buy
some art I need money. In order to get some money I need to do this or that. So then you have to start doing this or that and t
steps you needed to take to buy the art. Might be helpful with some scratch paper LOL! The symbols don't make too much sen
are some things that you earn and you think will what do I do with this? And it's just an endgame piece. Which was kind of har
things. It's not that the directions aren't clear, they are actually very good. But the rulebook is thick and clunky and if you are l
play kind of person. So it's hard to go back and find things you missed. That is the downside of these new Euro games. They ke
that they don't have to print multiple versions of cards and Boards in different languages. It would be so much more helpful if
written right there for you. But that's okay. This game was a lot of fun. I can't see any of my friends wanting to play such an int
game, but I had a great time playing solo and would definitely Play It Again!
Sometimes I play a solo mode if a game offers one, just to help learn the game before I teach it to my wife. Once I've learned t
game solo again. This one, solo mode is pretty fun; I could see actually playing it sometime.

After a first two-player game, which I lost but had fun and my wife won but wasn't exactly sure why, I think we're definitely go
after a few more, yes, love both game and components. The bits are a pleasure to handle; the game has a let's-play-again fact
pace and strategies.

After quite a few more plays: We like this game a lot, LOVE the components (it was pricey, but actually worth it), but we have
rules that I'm sure the designer wouldn't be happy with. I do feel they are needed, at least for 2p, which is our only experience
think there are unfair random swings that happen. So this is in very steady rotation, and we want more from Lacerda, but bec
rules, I'm lowering it to an 8.

Still in the rotation, but we have observed that in 2p, having first turn is a significant advantage. Winning with second turn in 2
serve in tennis.

Later: In fact, we've decided that winning with second turn in 2p is nearly impossible. The first player can just stay one step ah
actions that essentially double the number of actions compared to the second player. Barring a blunder, the second player sho
Downgrading this and retiring it from the rotation.

My nominee for most elegant pawn design to date. A lot going on in this game. I like the idea of getting a bonus action when s
your pieces, but keeping influence high enough makes this an option you won't be able to use nearly as often as you would lik
small and the game has a very annoying color scheme: pink with brown, really?

Way too convoluted for what it is! Makes the gameplay a constant struggle to hope you're following all the fiddly rules & icon
games to play that are a lot more enjoyable.

Warming up to it finally after 5 plays. One of the few games I've paid retail for, so I forced myself to stick with it. Will stay in th
it will make my top 100.

EDIT: Huh. MAYBE we finally got on the rules right. 8 plays and now #52 on my list, though there are several not yet rated that
hand, it does keep moving up the list. Huh.

EDIT: after a dozen plays dropped rating to 6 and out of my Top 100. The intermediate scoring wasn’t even close to happening
ended, and the two before that it happened only one or two turns before the end.
I’m not paying $10 for the fix: new “intermediate” scoring system — that should be offered as a free download.
EDIT: rating back to a 7 after two 3P games. This is the sweet spot for player count since there is more assistant bumping.
EDIT: back to 9 after playing with the Intermediate Scoring expansion, which puts the much needed money and influence into
more fun to play. Now up to #19 on my list.
Uno dei miei preferiti giochi di Vital Lacerda, che racchiude le sue contraddizioni, è The Gallerist. Il gioco infatti ha mille incastr
azione disponibili che in realtà hanno una coerente relazione tematica.

Parliamo di un gioco dalla componentistica curata, che predilige il legno e le plance solide a plastica e materiali scadenti. La sca
ad essere particolarmente grande, è ben ideata per accogliere i componenti tra i quali spiccando i cavalletti per le esposizioni e
riproducono reali lavori di artisti tra cui lo stesso Lacerda, il grafico Ian O'Toole (nella promo) e altre persone che hanno inviato
all'autore.

Il gioco offre alternative strategiche e meccaniche ben amalgamate, si tratta di un piazzamento lavoratori e trovo interessante
in Lisbona, dell'azione bonus al giocatore scalzato dalla propria posizione. Questo elemento aumenta interazione, sviluppi stra
riduce i potenziali tempi morti tra un turno e l'altro.

Malgrado i luoghi comuni sull'autore l'ambientazione si senta e i materiali contribuiscono a portarci nelle varie gallerie d'arte.
meno complessi giochi di Lacerda anche se le prime partite risulteranno di assestamento.
Come si evince il gioco mi ha conquistato malgrado il prezzo importante. Gioco che non andrei a presentare a giocatori occasio
spaventa di spiegazioni corpose.

Mio giudizio in sintesi:


Accessibilità *
Grafica ****
Materiali *****
Divertimento ***
Strategia *****

This is my first experience with Vital Lacerda, and there is a lot to take in.

First off, the production is impressive. Thick box, great organizer, chunky tokens, interesting artwork, etc. Then the iconograph
this mean? Can someone possible understand everything? The Neapolitan ice cream colored meeples and tokens are not my f
very distinct.

The visual overload leads to some confusion. The most confusing bit for me is the track which can provide income discounts fo
influence to boost actions and popularity of certain artists- this was a tough concept that didn't settle in until my second solo p
leverage to full effect. I also completely missed how some actions boost influence.

Each action has so many steps to follow that the came can feel procedural and a bit fiddly. I don't want to consult the steps ev
want to forget a key step. Maybe having someone else manage this or teach me the game would have made this a cleaner exp

On a second play, I felt like I recognized which levers to pull and how to get what I needed and do what I wanted to do. And ye
perfect action only to realize you are just shy on influence, workers, tickets, meeples in your gallery/lobby, etc. I think this brai
tension is the fun of the game.

I cannot pass full judgment until I play this with a group. I think the complexity provides a high barrier to entry. Difficult to ask
heavy game where it will take a game just to learn the system.
I didn’t understand this game at first because I couldn’t figure out which levers to pull. Relaying on bonuses to generate influe
seen how many places could be activated to get it. After the initial play it’s much more clear but still a little fuzzy on how to be
definitely a game that rewards multiple plays and trying different strategies. The rule book was pretty good overall, little confu
that I wish they explained or defined better. Only 4 locations to consider with 8 actions with most of them being important. Th
excellent. What makes the game unique is how to pull off big moves and connecting the dots on the strategy based on everyth
Played this a second time and understood the levers to pull a lot more. It’s so interesting because selling art seems to be prett
get to utilize the bonus actions of the cards and get money which ends up being points. The influence track is really important
game points. You’ll also need to get extra workers at some point to use those actions and have enough left over to utilize the i
end game as well. Getting the right kind of meeples in your lobby can be a challenge depending on what is drawn and what ar
need for the markets. In reality everything is important and that is what makes it such a great game and trying to find the mos
the 3 other actions and not trying to bump your opponents much for their free actions which can sometimes give them an ext

The Gallerist stands out from the masses of boardgames with its mature design which is appropriate given its theme. Less out
expected by now from Vital Lacerda, it's a heavy and convoluted Euro. Lacerda is trying hard to put the theme into the center
Nonetheless, The Gallerist essentially remains a mechanical construct with the challenge consisting in the mastery of complex

An action selection mechanism forms the center of the game. With only four action spots I wouldn't call it worker placement.
one of two actions. Furthermore, a player can take one executive action each turn which either is placing an assistant on a con
potential buyers on the board. An additional replacement action can be taken when somebody claims the selected spot and th
influence to execute this action out of the turn order.

Gameplay is demanding and AP-inducing. Getting money and influence can be achieved various ways. Setting up more efficien
keeping the secret game end conditions in mind when purchasing, using tactical opportunities and avail oneself of the replace
required influence on hand at all times is a versatile challenge.

The Gallerist needs considerable upfront investment. My initial play was entertaining. My concern is if the complex system co
variety and depth once the width generating the complexity is understood. Except for the luscious production, I don't see muc
specifically toward the earlier Lacerda titles or the ones of his Portuguese comrades (Kanban, Madeira, Vinhos).

Well, I had been looking forward to playing this. Was even more excited after getting the game in the mail. The box is gargantu
quality is off the charts. Sat down to learn the game. The thing is, for all the hype, there has always been something that seem
the game. I couldn't figure it out. After reading the rules and watching a few videos it still seemed very unclear to me how one
this game. I still had that feeling while playing it. On one hand it was quite fascinating. The influence track and the kickout acti
On the other hand, your success seem quite dependent on how others play the game. This is of course the case in all worker p
whereas in most worker placement games, the actions of the other players either hurts you (by blocking your spot) or does no
wouldn't have taken), in this game it is the other way around. Nobody can take a spot from you, other players either do nothin
help you, by bumping you from a spot giving you a kickout action or by buying pieces of art from an artist that you also have a
of your own piece of art. It's defintely interesting and different from what I'm used to, but while I was hoping to love it, it was
interesting. I most definitely want to play it again, but the rating of this is up in the air. Maybe I'll see the light and it'll become
complete flop. Time will tell. I will say this in its favour: it is definitely not just another euro and that is a good thing!

Prelimenary rating: 7.5


Excellent and compelling game that manages to implement an interesting game mechanic that distinguishes it from the many
Even though the actions are limited and the rules simple it manages to insert a high level of strategical depth.

What this game is really good at is that it includes two fairly unique and new mechanics that I adore. The first is the kicked out
take actions outside of your turn. The more often you can do this the better off you are. Adds an extra dimension to your reso
workers to occupy abandoned actions and enough fame to take kicked out actions becomes vital. The second element that is
interaction. Because players often own works of art by the same artist you will see that your buying and promoting will not on
art but also that of others. This adds an interesting dilemma that forces you to guage the game state and identify the best mo
move for your personal strategy isn't always the best to further your relative score is the essence of this game and sets it abov
which tend towards being multiplayer solitaire.

Lacerda is a master at making games where the theme determines the mechanics rather than feeling pasted on. The actions fe
works of art that become more valuable as the artist becomes more famous. These can be sold if someone is looking to buy a
that time as depicted by the contracts. The entire thing feels unique because the mechanics work well with the theme.

One of my favourite games and probably my favourite Lacerda or at least top 2

The Gallerist is another Lacerda game where some parts are great and others just don't work well. The primary core mechanis
placement with a minimalist 4 locations. That familiar mechanism is layered with a non-blocking aspect that allows players the
turns while they wait for the next round. The actions of the 4 locations are linked to physically separate sub-systems on the m
when a location is visited.

Like many Lacerda games, the core mechanisms allow the game to play out fairly simply. The weight is largely due to the diffic
from the way in which those sub-systems are contingent on each other and glued together via the influence and money curre
the most part, engaging and satisfying, but can result in slow rounds if certain player-types are at the table (Vinhos 2016 does
as much). Add in a good rule book, excellent production, and the welcome theme, and the Gallerist is well worth trying for tho
games.

The International Market adds a lot to the game's dramatic table presence, but it feels quite off from the rest of the systems in
International Market the actions associated with that area of the board are both important and infuriating, and they drag the

Overall, 50% of the game's subsystems are great (e.g., the artist & marketing areas), but the parts associated with the internati
tiles just feel incredibly disjointed. With some more focus on paring down its systems, the Gallerist would have been improved

The Gallerist: KS Stretch Goal Pack #1 (2015)


The Gallerist: KS Stretch Goal Pack #2 (2015)
Oh the joy when the visuals of the game sink in to your retinae. At first glance the board looks a bit busy but when you get ove
paying attention to the small details you can but admire the little things in graphical design. So the visuals are in place, but how

First off, the rules have a bit weird structure since special actions are explained before the regular actions, and the explanation
on terminology you only learn later in the rules. To further mess with your head, most actions comprise several sub-steps you
order. In other words, the game feels quite complex when you are learning it for the first time.

Similar sensation of complexity continues when you set off to play. There are a lot of components to sort and put in place in th
the game you are moving things all over the table and bits of information is scattered here and there. You can gain victory poi
and the game becomes an exercise of optimising the order in which you perform the actions so that you gain that 1 VP more i
understand why many players are fascinated by this, and at the moment of this writing there are a number of other similar op
occupying top-100 of BGG rankings. What sets The Gallerist apart from the competition is the number of items you are jugglin
play well you have to manage many many things at the same time. So the game is a bit harder to play well than most other ga
far, I would say. It is up to the player to decide whether this is a good thing or not. Personally I liked the challenge but did not
certainly could play again but would not suggest it myself.

The Gallerist proves that there are Eurogames that know how to incorporate themes well.

You are an owner of an art gallery where you want to display and sell art, discover and promote artists and lure visitors to you

It is a heavy weight strategy game. It is basically a big puzzle with how to optimize your actions.

++ Components; these are of amazing quality, the inlay is good, I love the cute easels.
++ Gameflow; it feel unique and hard to grasp but actually it is quite straightforward and makes sense. Move your pawn, do th
executive action and/or kicked out actions if applicable.
++ Theme; also feels unique and everything is thought through. I definitely feel like I am the gallery owner who really wants to
displays and create more influence and promote artists it wants to display etc.
++ Every action is a positive thing. You cant really be blocked by the opponents they do can take some visitors or art away befo
cant steal or destroy or block you. I love the Kicked Out action as well.

It is a hard game to oversee completely, but the strategic minds who love this type of complexity and an unique game can eat
one.

This game made me a Lacerda fan for sure. Already had On Mars which is one of the best games for me ever, and with this oth
do feel that other games will come into my collection sooner rather than later. Vinhos was amazing as well (which we played a

And my wishlist already contains CO2, Kanban EV, Weather Machine and Escape Plan etc. This means with 3 hits from Lacerda
as well.

Disclaimer:
You would need a game partner who likes to play heavy eurogames, because this is a hard to teach and hard to get to the tabl
02/02/2021 | 7 | Rating after two solo plays. The first Lacerda game I have bought myself. To be honest, this was my last try w
his other designs were, at best, OK but highly intransparent and complicated games (Lisboa, Escape Plan, On Mars). To my sur
Gallerist, though. First, I love the theme. Discovering new artists, buying art and selling it at the right time makes for exciting c
mechanics with a purpose. This is even further highlighted by the truly stunning production. This game is a piece of art in its ow
While these things are important they do not really distinguish this game from his other designs, which due to the constant in
have stunning wrappings, too. The true difference here for me, is that the ruleset is - while complex - somehow more accessib
played. Yes, you need to remember what steps exactly you need to take for each action but it somehow runs pretty smoothly
function of the different mechanisms is just really transparent compared to, for example, Lisboa. Influence is for taking additio
influence level just above the next threshold to reduce costs), visitors are your engine that secure income (both in terms of mo
the reputation and international market auction is for endgame scoring. Additionally, all this makes thematic sense to me, wh
the game's transparency. Finally, I reckon this game will be the most interactive Lacerda that I have played yet. However, this
played solo. If this is really the case and the art market in The Gallerist allows for smartly outplaying or piggy-backing onto you
I see this game rising even more (to an 8 or maybe even higher).

I'd really like to play this again. I had real trouble with the initial play of being able to see how all of the elements connect toge
to make really decent moves. Given all of my gaming experience, this was a very unsettling feeling for me. It seems that a dece
you are going to do is dependent upon others generating fame for your artists, and I'm really struggling to see how much cont
generating the victory. Perhaps credit should be given to those that are most opportunistic. At any rate, maybe another play w
can give it a true rating.

UPDATE: I played it again, and yup, I don't really like it. I think it's too tight and that the actions are too abstract to really conne
promotion of artists, but you spend prestige that you have to take a special action for, and only the pink meeples really help y
meeples through tickets that you pick up by purchasing works of art and maybe as a side effect of a couple of other actions. Th
dependency was hard to wrap my head around, and I spend most of my turns debating which of a bunch of very ineffective ac
maybe might set me up 3 turns from now to eke out a couple of coins. As an experienced gamer, I don't have a problem usual
games, but this just isn't fun for me at all. Give me a game where there are some effective actions, where there can be a path
point B. On top of that, the collectors (white meeples) are super important and based on luck of the draw and other players' a
they even come available. Finally, what the other players do really does have a significant impact on how well your artists (and
player) do, meaning that much of a really tight game is out of your control.
This is a complex euro with an enjoyable theme and aesthetic.

I admire the originality of the design which provides for a worker placement which, if it displaces another player's worker, the
modest, out of turn order, possible action to take. Does this result in a somewhat peculiar rhythm for the game? Yes, somew

The end game goal in the game is to finish with the most money (not my favorite end game goal), and as such, worker placem
with money, now, and in the future, are always on your mind. An alternative thing to strive for in the game is influence, which
track, and spent during the game to get actions, or boost artist reputations, etc. I liked that aspect of the game.

The movement of people (meeples) into and out of lobbies and galleries is clever though perhaps a little less interesting than i
IS a spatial challenge, or is it? Are we competing here spatially? Perhaps. Maybe not.

All in all, I really want to give Gallerist an 8, as I have for Kanban, a game I do love, but after one play, Gallerist just didn't quite
smile as much as Kanban did.

As such, my enthusiasm for playing a second game of Gallerist is about a 7, not an 8. Nevertheless, I am hoping that on secon
experience will improve to an 8. November 2015.

Second play was an improvement, and in consideration of the clever design, particularly the influence track, and the amusing
and influence in various places on the board, going to raise it to an 8. December 2015.

For better or worse, there is just not that much interest in playing in this game, and a third game just played, really left me flat
just not that pleasant, leaving little desire to play this one, so going to have to decrease my rating to a 6, October 2017,

10/9/2018: Despite first blush similarities, the Gallerist is actually extremely different from Lisboa. It's a brilliant game in its ow
the rules, but ridiculously punishing of poor play (although not Food Chain Magnate level). It took me a while to grasp that you
others are doing, and that you always need to be watching four resources: reputation, visitors, assistants, and money. If you ru
and can't restock quickly, you will lose, which makes this game extremely tricky. Love it.10/15/2017: Played twice so far and e
times. While this game is very deep in strategy and is by no means an easy game to win, the Gallerist is also not a particularly h
Gallerist is far more streamlined than Lisboa, which is my favorite Vital game. This comes at the expense of some depth, but th
deepest games out there. The theme is also extremely enjoyable and of course, it is an absolute aesthetic pleasure to play. On
found ourselves needing to look up far less symbols. There are a few small rules that we had forgotten between our plays and
but overall, it's clear that this is a game that will not have to constantly be re-learned. We all enjoyed the kicked-out actions an
manage reputation to use them well, as well as making sure you had something to do for both your main and your kicked-out
this game is how all the systems work together, integrating with each other. It is quite reminiscent of Trajan, which has a simi
now which approach do I use to achieve it?" and also a similar 'choking scarcity' effect. In that game, it's achieved by the mana
the effect is caused by reputation and money limiting action availability. Happy to have this lovely game in my collection - mig
10 if it holds up to replays.
Brian and I tackled this beast 2 player for our Thursday night gaming session (after getting thoroughly destroyed in 2 games of
won a fairly close contest, 142-119.

I enjoyed this game. I find it much easier to understand than the other Lacerda game I have played (Lisboa). I like Lisboa bette
a much more rewarding experience.

In the Gallerist, you are trying to get different people into your gallery, discover artists, buy and sell their works, get favors on
etc. It is worker placement with a nice twist.

You only have 1 worker to place, but you also have Assistants. The Assistants can be used to take Executive actions before or a
consist of moving people into your gallery by spending tickets or by taking a bonus action on a Contract card. Contact cards ar
sell art.

I also really enjoy the mechanisms of the artists. When you discover one, you get a bonus action tile and flip the artist tile over
number of Fame which varies by artist. This sets how much you buy or sell that art for. If you discover the artist, you get their
you buy art from them at their starting Fame level and not where they are when you purchase. Moving them up on the Fame
value of the art, which is tracked on your player board.

You can also increase an artists' reputation, which gives a bonus action and moves them up on their Fame track. You can only
works in your gallery, so you will need to sell art at some point as money can be tight and it is your VP for the game.

For a game with a lot of rules, this isn't hard to understand. We read through the book together in about 30 minutes and were
mechanisms match the theme, which really helps to "get" a game for me. I will be keeping this around for a while as some in m
really enjoy the heavier Euro type games.

Played a solo game of this. The rules were pretty tough to get through. The core structure of the game is mostly straightforwa
introduces two types of special actions. I've heard the game described as "simple to learn but hard to master". It is definitely s
master. The action spaces are all pretty involved though and the game is very procedural. For example, buying a piece of art in
which are complicated in isolation, but the whole process requires following the action reminder card very closely step by step

As a solo game it plays great. The AI is just a simple dummy player that moves in a circle and is basically a timer. There is a lot
and it definitely takes a game or two to even understand what you should be trying to do. The option space is large and comp
bad. Enough to keep you exploring for awhile but not so overwhelming that you won't be able to eventually start figuring thin
seem very interactive to me as far as worker placement goes - the interaction there actually seems like it would be a little forc
interaction is much stronger in denying scoring opportunities and competing for shared goals, and I like that.

Overall I think the game is interesting. It reminds me a lot of Snowdonia in the sense that the core framework is lightweight w
nuanced. Unlike Snowdonia I prefer the theme here (although it is still quite abstract) and I think the mechanics here are muc
game for me right now that I need to play a few more times to get a final verdict on rating-wise, but definitely a keeper

EDIT: Some slight regret for getting rid of The Gallerist. Vital Lacerda's games are far from elegant, and this is no exception. Ho
really well here and the procedures aren't too bad. There are lots of bad parts though - like the worker placement thing

Label: Bland Indifference


The Gallerist is an economic game about discovering artists, investing in their work and promoting them in your efforts to run
the "plaza". The game has a choice of four action spaces, each of which give you a choice of two actions to take. You can't mak
a row, so every turn 6 of the 8 actions are available to you, unless you've been kicked out. The actions are...

1) Discover Artist/Purchase Work of Art


2) Get a Contract to Sell Art/Sell Art
3) Promote Artist/Hire Assistants
4) Invest/Promote in the International Markets

Basically, you are discovering artists and buying their artworks to display in your gallery and in some cases sell the art at a profi
become famous. Many actions give you "tickets", which you can use to lure investors, connoisseurs, and collectors to your gal
money and influence and you can promote the artists to make your owned art more valuable. The cool twist with the action m
pawn (or the assistant you leave behind) gets booted from an action before being voluntarily removed, you get a "kicked-out"
simple as moving assistants and spending tickets to getting another full action if you spend some influence. This makes it so th
number of actions over the course of the game. Not only should you consider your best action, you also want to be where you
out and get those extra opportunities to act.

With the exception of the "International Market", the game is a highly thematic Euro and it is easy to feel like a gallerist wheel
world. The international market is a more abstract majority competition where players use their assistants to acquire end gam
effective, even if the theme doesn't quite extend to that side of the board. I had a blast figuring this one out. It is one of the be
mechanics that I have ever played.

A brain burning, thematic euro with a superb production quality. The Gallerist is great, but after my first play of it I have to say
unfocused in terms of the final scoring, it came across as a little too sandboxy for my taste and I didn't expect that going in initi
teach and set up and I'm not yet sure that all the work that I put into learning and teaching it resulted in a mindblowing gamin
certainly very good (seriously, there's some pretty clever stuff in here), but I think that Vinhos and CO2 made a slightly better fi

I definitely have to play it again before forming a final opinion, because despite some of my initial criticisms there's so much to
have a feeling that it will climb up in my ratings once I become more familiar with all of its systems and subsystems.

[b]/update:[/b] After a few more plays I can say that I'm really starting to enjoy this game, it's a fantastic puzzle. It's nowhere n
to be when you first read the rules. I still stand by everything I said about it being a bit too unfocused in the final scoring, but a
bother me at all, I just very much enjoy the whole process of grabbing all those interconnected bonus actions and seizing new
don't think that I'd ever enjoy this one more than Vinhos or CO2, but I can see it hitting the table more often than those other
streamlined and rather intuitive ruleset (it may not appear streamlined when you first read the rulebook, but the actions are r
procedural).

[b]//update:[/b] The Gallerist is clearly a "slow burn" type of a game. The more I play it, the more I love it. Bumped from 8 to 9
out that you can finish a 3-player game in less than 70 minutes which is just insane considering the number of meaty decisions
stuff, highly recommended.

[i]I own the Scoring Expansion[/i].


The Gallerist is a fantastic, beautiful and elegantly designed worker placement/economic simulation with stunning artwork an
a little familiar with Lacerda's games from Co2 and noticed a similarity in the games he's designed. Lacerda is devoted to takin
unique themes (maybe a little dry) and developing a faithful and engaging game around it. As for The Gallerist, experienced ga
from other games like the displacement mechanic from Hansa Teutonica which grants players bonus turns and extra resource
them out of a particular spot. Or the flexible "influence track" from Troyes which can be turned into the other currencies of Th
fame. But, at its core, the game is a simple worker placement of four basic action spaces, branching out to eight total. Having
of times with friends, winning strategies may be crafted around knowing exactly when to use your influence to grant yourself
taking a simple bonus action. The scores were close enough in the end that I immediately wanted to play it right away again. M
there are a lot of icons and hieroglyphs which are overwhelming for the first time but they all make sense after the second rou
recently that this is by design: Vital makes a concerted effort to have little to no text in his games, making everything language
universal. There is something beautiful in that idea, as well). And no game about curating high art would be complete without
game board, components and design. Everything is top-notch in this game, from the sturdy cardboard to the high-quality card
was exclusively designed for the game's exhibits of paintings, sculptures, photographs and 3D artwork. The Gallerist, I promise
replayability and design. One of the designer's best games and one of the best games I've played this year.

I love it! Good lord, this game is incredible even solo. I originally marked this a game a 10 and hadn't even finished my first gam
though (see likes and dislikes below). There are so many ways to complete a turn. To me it feels as much a brain burner as Ma
game beyond apprentice level, I will be surprised. It's complex and if you like brain burners, this is it. Fair warning though, the
incredible, and this game can take a lot of hours to play it (new users). There are players out there who will be so much better
can not able hold too many moves ahead in my brain for very long. I have to go with my gut.

Edit: After playing it again I've lowered this to an 8. I will now post the likes and dislikes.

WHAT I LIKE:
- Incredibly good components, top notch
- I zillion decisions you can make on each turn
- A real brain burner
- Theme of this game is very nice, and you get the feel and struggle of being an art dealer (at least I did). It's a great simulator.
- My friend liked it and beat me on his first game
- The rule book is very good and we found very little (if any) ambiguous stumbling blocks. It's easy to find most things you nee
- There are some nicely made thick cardboard cards to use for reference that work really well once you get the rules down. Th
that we had to go back to the rule book for, but if I person can get enough games of this in, then you'll memorize these tiny th

DISLIKES:
- This game is a nightmare to setup the first time. Even after getting used to setting it up, it can still take a while to get it set up
knowledge of the game, and all it's icons, it'll be much faster
- The analysis paralysis can drain your energy, no doubt about that.
- The game felt like it ended too soon initially, but I'm not sure that's the case. It could be just about right for getting things acc
long time to play.
- It takes a while to break on through and learn this complex game.
1st impression: Absolutely gorgeous game - from the moment you pull on the heavy-weight box lid until the moment you clos
the components puts a smile on your face. This is a game that I want to love. The theme is one that interests me, so another ti
Despite the rich theme, I don't find the mechanics very thematic. This is not offputting to me, but I do hear so much about Vita
mechanics to theme that I'm surprised (and a little disappointed) that I don't see it here. Stripping away theme and componen
possible for such a beautiful game - it's certainly an unfair thing to do for the Gallerist!) The mechanics and systems are very o
exactly what Lacerda fans get excited about. You can't merely glance through the rulebook and see how the systems interlock
solo games in and I still don't really feel comfortable that I appreciate the cause and effect of the various actions. This doubt le
that is riddled with self-doubt. When I take a turn in other euros I generally feel satisfied that I've advanced my game state, th
decision, and usually close to the optimal decision. With the Gallerist I don't get that same little hit of satisfaction after each tu
this nagging doubt that I've actually achieved very little (or even achieved nothing) with that action. For some people that will
more satisfying when you get to the end game and its clear that you've done things well, but for me I think I'd rather play Grea
Mystica and be constantly rewarded throughout the game. This is a very good game, one I enjoy, and one I look forward to pla
think it's going to threaten the games at the very top of my list. I think I want games that make me feel clever each and every
there own arc where they seem to be spiraling out of control yet my accumulated cleverness ends up prevailing. This is not th
Gallerist.

This is a worker placement/economic game about managing an art gallery. There was a game I played years ago called Pret-a-
warm on. This game feels a lot like that game but improves on all the systems in my opinion.

Each round of this game a player moves to one of the four action spaces on the board. Each action space offers two actions an
of those to perform. The actions each have to do with managing an art gallery with the end game goal to have the most mone
a really interesting unique theme myself, while some might not consider it the most exciting. One of the really neat mechanic
takes an action that another player used on a previous turn it bumps them giving them an opportunity to use a "kick-out actio
either be a contract card action, minor single-use actions on contract cards, or one of that spaces main actions, at a potentially
Influence is one of the currencies in the game used for many of the mechanics in the game.

This segues well into my complaints with the game. It is really long and really hits AP-prone and overthinking players hard ext
overlong game time. Efficient players will attempt to take the most advantage out of kick-out actions meaning that on each p
is taking a turn as well. And there is a lot to plan and do. Granted, that's something I like because it provides deep and varied
find people who want to play a game for 3+ hours. Also, the game is a bit fiddly. It's not as bad as the nightmare game setup
be, but it's still not good.

Finally, this game is gorgeous. I love well-designed game inserts and this game has one. It is a good sized game box but it fits
fine and everything is well packaged and organized. Actual art was licensed for the art on the cards and all the other game ele
neat and pretty. And for the piece-de-resistance, there are tiny wooden easels for holding certain art tiles. They're adorable!
*媒體中心
1.雇助理 雇助理(可多個)到桌上>根據位置付錢>獲得對應位置獎勵
2.宣傳藝術家 花費等同於新增等級(1次上升1級)影響力>取代原藝術家上的宣傳板塊>獲得該等級宣傳板塊上面的獎勵>
+個人畫廊內白色參觀者個數*1)
*國際市場 必須先滿足對應欄列的條件,才拿放對應欄位助理執行動作
1.拿名譽板塊 要有列對應的作品展覽(有賣掉的也可以)跟欄的參觀者在大廳>獲得影響力>拿取名譽版塊放在個人圖版對
勵>一個參觀者從大廳移到中央>放一個助理在原本名譽版塊位置
2.競標 獲得影響力>付錢放對應列,欄一樣要有對應參觀者在大廳>放置一個助理跟拿獎勵
*影響力可在花錢不夠時退到上一個有錢標記拿1元,或是增加藝術家名氣時退到上一個星號增加1名氣
*拿票如果該色沒有,棄掉其他顏色拿棄掉的該色,如果都沒有直接拿棄掉區的
*當有一種顏色票拿光該玩家回合結束時,根據參觀者拿影響力跟錢
*如果有造成藝術家名氣到頂,該玩家拿一個名人版塊放上面獲得5元,該藝術家作品成為傑作,除了簽約以外不能買
可用第四格
*結束記分 平手比擁有的作品(包括賣的)>畫廊的參觀者>助理個數
>每個國際市場的欄位根據人數多寡拿錢,平手平分分數
>名譽版塊拿對應分數
>所有展覽的畫作拿對應的賣價金錢
>國際市場根據競標金額拿一開始放在外面的畫作,平手越右欄越贏,依序拿一個畫作並獲得該畫作的賣價(賣價為較有
>隱藏計分卡記分,展欄畫作(最多5個加最後競標的)可同時記分多組,賣畫的單一畫作不可在多組內記分
>根據影響力換金錢拿分
****單人遊戲****
*使用一個顏色工人跟助理
*起始放完地點後,把中立工人放對面,每輪工人順時動移動並留下一個助理
*如果你踢掉他或助理則棄掉一張張數最多的票,平手隨意棄,中立工人永遠順時針移動
*如果工人移動到國際市場或是在這裡被踢,他放一個助理到左邊上面格(上區下區輪流放)
*遊戲在票拿光後在執行一回合結束,根據達成目標決定自己等級
I think The Gallerist could have found a niche in my collection as a two and three player game. Escape Plan was my first Lacerd
fiddly and long for what it offered. Furthermore, the theme of The Gallerist interested me more. I also generally look for the E
now to have good solitaire modes. Escape Plan's was just too much upkeep.

The Gallerist's mechanics come across as fairly thematic to me in a way that is the only real saving grace in explaining or teach
you want visitors in your lobby in terms of the international market. Or visitors in your gallery who you may sell a piece. It mak
discover and commission an artist and then want to promote them. Or use your influence and collectors to increase their fam

Yet the bonuses and iconography are overwhelming, and the endgame scoring took a number of reads of the manual. Even th
of the most useful I've ever found in a game like this, it doesn't lay out the scoring goals particularly well. I don't know that I w
point salad in the traditional sense. Buying low, selling high, getting people to your gallery, and reaching your scoring goals see
well. Yet, there is a lot in the mechanics that kind of gives the appearance that there is more going on than there actually is. A
part about this game (and probably Escape Plan as well).

It would be tough for me to find an audience to play it with. I found myself thinking about my plays at two player for days afte
decisions and interaction were really incredible, and The Gallerist is much more cutthroat compared to the Uwe games I love.
or wish it could seem as simple and intuitive as it actually is. The solo mode, while simple (and not requiring the upkeep of Esc
my interest. This game demands the interaction.

I decided to trade it away considering the low likelihood of playing it more than solo or a begrudging two player game. I think
formula for now, but I'm willing to try his games that are departures in the future.

This game reeks class. Both in gameplay and Ian's artwork on it. The deep thematic gameplay design really blankets you in the
experience.'

I find The Gallerist (as of yet) Mr. V's heaviest game for me personally, and a lot of people in my gaming group loves it, which i
whole aspect of when to buy and when to sell, along with the management of visitors. Really enjoy how the tickets are tied to
because you need them to get a particular visitor, who might help you something else..probably my favorite aspect of the gam
they look terrific). The game does make you feel like a modern-day elitist who revels in a capitalistic society, without ever mak
happen to be one) feel exploited in any way. However, the artists are a commodity in the game that you manage and try to be
Another interesting aspect of the game is the small but ever-present semi co-op mechanism of the game, where commissionin
both the players and incentivizes a brief co-op moment of boosting the artist's fane to get more money out of their art.

Now, what follows might sound a bit contradicting from what's above; While I LOVE The Gallerist - I also find it a bit fiddly. The
turn that sometimes I get a bit annoyed at the number of knobs I have to turn to do something simple. I see why it's there and
for it. I am a fan of simpler turns with deep strategy. Most of Mr.V's game seems to do this, but The Gallerist is what gets to m
Sure, all those knobs makes thematic sense, but this is where I differ from most theme-loving-gamers, I don't give flying %$@*
mechanisms and that's what I play a game for. Give a game in a setting I like, if the gameplay is good I will take it. If theme and
TERRIFIC. Again, this is a minor complaint about a game I absolutely enjoy and would never turn down from playing.
I really enjoy the game even though I find it a tad bit too fiddly.

Update (14-04-2020): Absolutely hated doing it but had to make a terrible choice due to space constraints, really sad but had
collection due to culling.
I definitely do not agree with the majority opinion about this being the “approachable” Lacerda game, or perhaps my brain is w
actually found this incredibly difficult to learn and get into. When comparing it to something like Kanban EV, the objective of w
accomplish feels a lot more opaque to me, plus there’s heaps more un-thematic moving parts and game-y rules to conceptual
definitely didn’t help as the way it's formatted seems to prefer less clarifications and examples for the sake of fitting particular
single page.

The game itself is great though after (mostly) getting over the initial learning curve and rules overhead. Only four locations to
possible actions to take, but a lot of interconnectivity and nuance between all of them. As usual with Lacerda’s games, all the
actions mesh together well to create an intertwined and brain-burning optimization puzzle. Once you manage to sequence yo
keep a good momentum going by getting the maximum efficiency from each action and chain various bonuses together, the g

The downsides of the game for me are that while I appreciate the kicked-out actions since they do add a lot more depth to the
to get the maximum benefit out of them by using your influence is a fascinating part of the puzzle… It's just that this added cru
comes with the expense of the game flow. When all players are constantly taking actions out of turn, the game gets a bit clunk
where the turn order actually goes, which happens frequently. Especially since a lot of the actions also come with so many sm
follow and it’s easy to forget some of them, making the experience rather fiddly.

I’m finding it difficult to rate this at the moment since even though I thoroughly enjoy the puzzle, I’m not entirely convinced it
or the fiddlyness. It’s possible that all of my issues may either be alleviated with subsequent plays, or it might also just be that
with this particular game. The fact that I’m interested in exploring further is however promising.

Worker placement. Beautiful looking game. Amazing theme! The mechanics meets the theme very spot on. There are not a lo
spots in the game but the decision and thinking are very involved. Simple yet complex. Game is very beautiful. There are ma
tiles for some replayability in the game. There is randomness from card draw, meeple drawing, and tile drawing. There is play
steal each other customers in your lobby. Once they are in your gallery they are safe but you have to work to get them there.
repetitive. There are no multiple ways to victory. There is only 1 way to play the game. Get many artist early on and get their
those actions, promote artists, sell their paintings, and gain end game scoring. Yes it is thematic but for a heavy game I expect
The end game scoring doesn't seem balance to me. Selling 4 paintings gives you 10 points while selling 1 gives you 5. Actions
your engine economy. Many of the actions are interconnected as they setup one another. It takes many actions to sell 4 pain
there other things you can be doing instead. Yes, they give you money but you do have to spend money in the game to buy p
game objectives that your opponents raise the prices for. Plus having paintings in your gallery give you points at the end of th
actions to get paintings in your gallery. Additionally at the end of the game all paintings in the gallery are sold for without usin
would one work on selling art during the game. The kick out action is interesting in the game as you can give your opponents
have to go down to the next star in the influence track but if they are 1 space away from the next star below it might be a goo
extra action in. Early game no one will take advantage of the extra action that cost influence because influence is hard to get.
important.
Balancing influence track to get extra action is key. Selling is the weakest in the game and is not a valid victory path. The gam
unfortunate because I want to love it so much due to the theme. I would play this again. No need to own.
Woaahhh!! This is a beast. The rules explanation was around 2,5 hour which is acceptable for a game with complexity of 4,26/
understand the whole thing, but around early-midgame the puzzle has been solved. It was like a cartoon where the light bulb
second to another. After that i understood everything im doing which felt like self satisfaction. The playtime was around 2,5 h
whole thing. I feel that the theme is strong here as you are buying some kind of arts and try to make them worth more. The m
elegant design of all time as all of the actions come from the theme. It feels like the game is telling me a story by playing it. Th
really well and for a guy who is learning mathematics it is a piece of joy. I believe as a long term investment this can be a great
however unfortunatelly i have to admit that it has a super expensive price tag. On the other hand im not surprised by the price
containts a ton of things in it.
-- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- --
Two years later as our second try we played it with 2 players which does not work at all. The whole game has less interaction a
every area. The kick-out action, the visitors in the plaza and in the lobby, the promoting artist, the international market all cut
potential. Im still confident that this game is one of the best with 3-4 players but i don't recommend it with 2.
-- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- --
Third try with three players again and this game is just awesome. A true masterpiece one of the best games i have ever played
was pure joy and happiness to play. Definitely want to play more with the sweet spot 3-4 players. Great depth, and super them
-- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- --
I can confirm as my fourth and fifth game that this is awesome with 3.

Pros / Cons:
-This is a very well thought out game which is a piece of joy for a guy who learns mathematics.
-I feel that the theme is really strong in this one.
-Can be a really great price / value game as a long term investment like years.

-The complexity might turn a few players of. You need addicted players to learn and play such a long one.
-Very expensive price tag.
Mechanically speaking, this is a worker placement game that may seem a bit dull on the surface. That's because players only h
game and there are only four worker-placement spots. Thus, if a player pawn hasn't been moved/kicked... a player only has a
Sounds boring... right?

Well the thing is, the limited choices help amplify the kickback mechanic, which is what really makes this game shine. See, if a
an assistant) the kicked-player will then have the option to do a partial or full action. Thus, the entire mechanic encourages pla
other and place their pawn/assistance in spots where they will get kicked off. But, as one can expect from a Vital Lacerda desig
because to utilize a full-action, players must go back on a track, which controls three different attributes (money, influence, an
advantage of a kickback action may have significant ramifications such as not having enough money, not having enough fame
reputation, and not being able to do another kickback actions. Therefore, manipulating this tract to capitalize on as many extr
huge aspect of this game... but it isn't an easy one and it isn't one that can be played with a solitaire mindset.

Overall, this isn't your typical euro. Combined with the shared incentivization aspect, the game feels much more interactive an
worker-placement games. Yet, it is still firmly within that "euro" stereotype with its low-luck, puzzly, and point-salady nature.

Mechanically speaking, this is a heavy euro... but it has outstanding iconography and player aids, which makes teaching/learni
easier. Seriously, I can't understate how wonderful the components are. Everything is produced to a very high level but not to
becomes distracting or a hindrance to understanding the mechanics. This game simply pushes the envelope in both componen

With more plays, I can see my rating increasing. Wonderful game!

[UPDATE] After 6 plays... I'm bumping this up to a 9. This is just a wonderful game that provides a fluid, interactive, and dynam
from the kickback actions to how players can control the length of the game and intermediate scoring is simply wonderful.

A game by Eagle Gryphon a greedy publisher that overproduces games to a disgusting degree. Having deluxe components sho
if you want to upgrade your game and NEVER the only option if you want to have access to the game. Eagle Gryphon is a terri
forces you to pay 3 digit numbers to every game they release but actively threatens every retailer with a ban if they decide to
MSRP!!! If they do they will never get another batch from them! Disgusting and disgraceful! The only ways to access Eagle gam
the overpriced MSRP on an overproduced game at your FLGS or by buying from them at their web site where you can get a dis
what they should be offering. They don't have to pay a cut to the retailer, you are the one that pays the shipping cost or even
you something around 10% . HIGHWAY ROBBERY!!! The last way you can have access to their games is through kickstarter wh
offered a terrible deal !!

You can't mention greedy behavior without Lacerda. This man pretty much redid all of his games with an Eagle-Gryphon touch
overpriced). Truly a partnership made in (greedy) Heaven! The king of putting useless stuff inside his games just for complexity
putting useless stuff inside the board game box. What can go wrong?! I really thought that it would be difficult for him to add
these boxes. All of his games are a combination of a couple of good ideas, mashed with a couple of bad and 3-4 (at least) that
his target group or his marketing strategy is lets add as much as we can and then let's pretend that everything fits! Unfortunat
people that act like steroid gym junkies flexing about how much they can bench "this is not heavy enough for me I want more
proved me totally wrong. Every single expansion, mini expansion, stretch goal in his games epitomizes the bad side of kickstar
adds nothing except more zeros to the publishers/designers bank accounts!

The Gallerist is another of "let's throw everything we got and pretend everything fits" the only way Lacerda makes games. Not
that should make you want to spend 3 digits for it. No normal version so I'll give an 1
The main board is very cool, it has a Main Square where the different kind of Visitors gather and then each player has his Galle
attract the Visitors.

Each Gallery has 2 different spaces, the Lobby where the Visitors arrive and the Gallery itself where the Visitors can see the ar

Having visitors in the Lobby allows you to get benefits from some actions while having them in the Lobby allows you to have a

The problem is that Visitors in your lobby can be taken away from your Rival Gallerists!

The way the Artists are discovered, the way we buy, exhibit and sell the artworks all makes sense, has it's always the case with

We can also do marketing actions to promote the artist fame and reputation making their works more expensive for the playe
valuable when you sell them...

There's also a mechanic of area control and bidding, it's not bidding like in an auction game but rather you pay certain amoun
specific space on the Foreign Market so you can be one of the Gallerist to get one of the Artworks in display at the end of the
enough for all players, so the one that spends the less leaves without a work for the Gallery.

Despite being able to not get one of those final artworks all the biding players do get them some bonus or end game goals to s
numbers for the area control in each of the 3 sections on that part of the board, and there are quite some points to be gained
the players have some assistants to send there (and the 2 you start with aren't enough, you'll have to get more) and required
visitors in your Lobby...

One of the more interesting mechanics in the game is that no player is ever blocked out of a space like in most worker placem
any place you want but you'll be bumping the player that was already there and that means that the bumped player will have
Executive Action at the end of the current player turn... so when you bump someone you are giving them the chance to do som
they can do them)

The game is AWESOME!!! I'm starting to think that Vital only knows how to do great games...

It's lighter than his previous games, it's probably the lighter one but that doesn't mean it's light! It isn't!!! There are a lot of thi
First and foremost, I have to say that I really LOVE the theme. I love all the issues related to museums, art, gallerist, artists and
economic elements and jobs perfectly represented in this game such as art dealer, museum curator, artists or auctions, fame,
things that better reflects the competent (sometimes ruthless) world of art is that all boils down to money. This is the objectiv
most money by buying and selling art, hiring assistants to use the international marker, discovering artist and fostering them,
on art and fulfilling bonuses related to money too.
One of the things I like most of this game is the impressive art. The graphic design is one of the most elegant, beautiful and sta
a board game. The structure of the central place divided in eight symmetrical spaces (the four players’ galleries in every color
such as the artists’ Colony, the Sales Office, The Media Center and the International Market). On top of that, the player board
because it reflects what happens into every player Gallery. Every work of art which is bought is displayed in the superior space
This board contains too the Gallery offices with the workers, the bonuses and the spaces for the work of art contracts.
The mechanics are perfectly designed and work together interlinking of all the spaces thour the workers, the art and the artist
mentioned above contain two main actions which can be done by the meeple curator. In addition, another 2 possible actions
Executive Action, one of the two possible actions is move visitor by offering tickets. This is another great mechanic, every visito
(pink or Vip increases influence, brown or investors increase money and while or collectors increase artists fame). Additionally
Actions, it happens when a Player moves their Gallerist pawn to a Location where there is already another Gallerist pawn or cu
I didn’t find almost any drawback, may be the price of the game can be a hassle for a lot of people. On the other hand, I have
deserves its prices. It’s pricey but the quality of the components is amazing. Its tiles look like wood and the boards are deluxe
By and large, the first time I tried this game I fell head over heels in love with it. I really LOVE this game. The strategy is incredi
very well liked emergent complexity. Its theme is elegant and beautiful. I strongly recommend if you like heavy eurogame and
general.
[floatleft][ImageID=2503200][/floatleft]Like 2014's [thing=109276]Kanban[/thing] The Gallerist is a medium-heavy Euro game
explanation, but which flows extremely well once you get the hang of it. Kanban is my favorite game from last year so I was ex
and I wasn't disappointed.

The Gallerist offers many interlocking systems for the player to manage, and has a fairly open ended strategy space. There are
and you can dabble in all of them or focus on a few, but the key to doing well is to keep an eye on your opponents and try to l
actions to your own benefit. The game features two prominent positive player interactions. The first is that players can both o
artist, and therefore have a shared interest in seeing that artist gain fame which will increase the value of her works of art. The
turn you move your pawn to one of the four locations on the board, if there is an opponent's pawn there you kick them out an
when you're done that opponent can perform a kicked-out action. A kicked-out action can be a small (and relatively meaningl
the kicked-out player can spend some hard-won influence to do a full action at that location. It is hard to avoid kicking someon
choose can be important, getting to do an extra location action before your next turn can be hugely important. Getting kicked
if you don't get to do an action, because if you start your turn at a location you must move to a different location. If you get ki
wherever you like. Each location has two actions and you often want to do them back-to-back so getting kicked out can allow
actions efficiently.

[center][ImageID=2726926 medium][/center]

The players can influence the pacing of the game. There are three endgame conditions, if two are met the game will end after
This adds a lot of depth to the game because it forces you to evaluate your decisions in the context of a variable game length.

This is the game I'm the most excited to play more because I think it's the game I have the most to learn about. After two gam
strategic options, let alone how to execute well on a particular plan. This is perhaps also a warning for some. The Gallerist will
where you stare at the board for the first few turns wondering what exactly you're supposed to do. Individual actions and opti
understand, but how to use them to efficiently amass VPs is not clear at all. For me this is a wonderful feeling, and I look forwa
out.
The Gallerist is the latest game from Vital Lacerda, and like all his games, there's some complicated interesting choices in this g
Gallerist, which is some combination of Museum Curator, Art Dealer and Art Promoter. You'll be discovering artists, buying ar
art, and trying to compete in the international market for reputation and a chance to win an auction for an internationally ren

Before going into the gameplay, I want to mention that this game is just beautiful. The box looks more like a piece of art than
tiles that you buy, sell and display in the game feature art submitted by actual artists. The production quality on this game is o
and chits are all super thick cardboard. There's a custom insert with a clear insert cover to keep everything in it's place. There
easels and lots of bits.

In the game, there's only four action spaces. On your turn you go to an action space and do one of the two actions available a
or after your turn, you can do an executive action (which isn't nearly as cool as your main action). That doesn't sound that com
there a lot to think about in this game.

First of all, if someone wants to do the action where you currently are, they have to kick you out. If they kick you out, you get
after their turn... which could be to take an executive action or if you care to spend influence you can take that location action
when they leave one location to go to another, they can leave behind a meeple... who can also be kicked out by other players

Secondly, there are a lot of things in the game that have the possibility of triggering some sort of bonus. So figuring out your m
trying to determine if there are any special bonuses available on the board that would be useful to trigger at the moment.

Thirdly, there's an international market, where there's 12 endgame scoring tiles you can pick up, all of which can trigger one o
player board. This one area can be overwhelming in and of itself. What end of game goal do you want to get and what imme

And of course, there's the standard goals of the game, trying to buy art at a low price and sell it at a higher price. Trying to pro
work you own to increase it's value. Trying to meet your particular starting goals about which art you want to sell during the g
want to have on display at game end.

For a game with just a few action choices per turn, there's so much to think about. I love the challenge of this game and look
The rules aren’t very hard, just the opposite, the core rules are very simple, but there are many cascading/parallel/bonus optio
deep. You can probably explain it under 35 minutes, but once you begin playing, everything flows easily because The Gallerist
sense (a rarity in an eurogame). Playtime is around the 3 hour mark, the game can induce some AP to gamers prone to it, so p
players.

The game comes in a BIG box. I’m not sure how I feel about this, but I think I like it. In any case it is a minor issue for me. The
well done, the production values are through the roof, the components are amazing and there are a ton of them. The tiles are
very good. The art is also good, but I would have liked to have actual people that depict the artists instead of silhouettes. I thin
art submitted by real artist but I’m not 100% sure this is right. The graphic design is outstanding. It is an expensive game, but I
that.

I’m neutral toward the theme, I don’t like it nor dislike it, but the game IS thematic, the game mechanisms support the theme
thematic.

The Gallerist is a medium weight worker placement game, with bits of bidding and area control as well. Unlike most worker pl
not block the space they use in their turn and they can be “kicked out”, this triggers some bonus actions.

The Gallerist features very interesting and non-obvious decisions (which action to take, which executive action to take, how to
kind of meeple to move, how to use my limited influece), timing is very important (as is usual from Vital´s games) and they are
decision matters. The game´s end works similar to Kanban´s.

The luck factor is low in general, perhaps, there is some luck with the contract cards, but as you can see eight of them in the sa
controllable. The Gallerist is a game of skill, not luck.

Manipulating visitors is exciting and the only way to attack directly your opponents, other than that, there is not a lot of playe
for me).

Bottom line, I expected more from it, but I think The Gallerist is a good game. Perhaps with more plays it will fulfill my expecta
expected. I want to play it again soon as I have only played it twice and I need more plays to gauge it better. Perhaps it is over
the components.

Current Rating: 7.5

[b]Jgoyes´ Awards:[/b]

[imageid=3231398inline]
I have the same issue with the Gallerist as I do with Brass - this is a game I can respect, and one that I would say is bordering o
completely disengage halfway through it (and still win by a long shot), I find it hard to personally recommend this.

I won't deny that this is a meaty game with a pretty terrific depth in strategy, two things I really enjoy, but there's simply no [I]
for me. Like Brass, I find the game to be an incredibly long exercise in problem solving with little gratification. I think part of it
much to do and really no way of gauging the competition - except for the "kicked-out" mechanism, this is pretty much everyon
own thing and even if you're bumped, so long as you're managing your resources correctly, you'll have plenty of extra actions
normal turn.

As this bumping seems to be the hook of the game (minus the terrific production quality and the neat - if somewhat pointless
comment is that the complexity of the game really just turns this whole thing into a chore. On your own proper turn, you can
agonizing over what to do. Get bumped and suddenly you're agonizing over what to do out of sequence. The game is just too
complicated, mind you) for this kind of mechanism to be engaging. Rather than something like, "bump me, I can kill a gnome
more like, "bump me, I can kill the gnome, but I could spend time using poison, or get into a car and run over it, or cement its
down its throat... or I could save it and make it a pie, or negotiate a mortgage contract with it, or convince it to sign over powe
collection of underpants," and all of those would be separate end results that could branch from three choices that exponenti
on. It's enough of a damned COURTESY that you ought to be planning your turn when it's not your turn, but now you have to
that you could get an extra turn on top of that. And the thing is, these kinds of things work in so many [I]other[/I] games, but
the Gallerist.

But here's the thing - it works [I]mechanically[/I] and there is nothing inherently wrong or broken with the way the game is de
audience. This is a game that is purely soaked in its mechanics, theme be damned, and that's fine. I've played plenty of JASEs
one's design philosophy seems to be, "joy in moving parts." If you are the type of gamer that likes to do things simply because
you actually like to simple twiddle knobs and flick switches, then this is your kind of game.

I don't need a theme, but I need a reason, and the Gallerist never gave me one.

[I]Protip: Plan your frickin turn when it's not your turn and save everyone a cumulative hour.[/I]
21/6/20: One of my favourite games. The artwork oozes class and elegance, it’s dripping in theme, and the game itself has som

I love that there is so much friendly player interaction: players who’ve invested in the same artist are incentivised to (reluctan
meet their goals. The worker placement/bumping mechanic is fantastic, even with 2 players, and it’s always an agonising decis
you really need but your opponent’s assistant is present.

There is also some ‘mean’ interaction for people who are fans of this, but I like that it’s an optional way to play. My plans have
by other players stealing meeples out of my lobby. One of the more annoying parts of the game for me, but a necessary one to
hoarding all the meeples, and a good strategic move at certain parts of the game.

One problem that my group has noticed is the obvious opening move of buying art or discovering an artist. It doesn’t seem log
so the start of each game seems to be the same each time, where players rush to buy/discover art before it becomes expensiv
person who started with their gallerist on that action has the advantage of buying / discovering artists twice in a row.

I’m becoming more and more interested in economic games where your goal is to earn money rather than figuring out the be
3 wood and 6 wheat into VPs. The Gallerist is a great example of this, where your points aren’t buried into obscurity through e
conversion formulas. Definitely a top 10 contender (top 5 even), and it may even topple Lisboa as my favourite Lacerda. 9/10

--------------------------------------------------------------------

17/3/20 (Impressions based on solo plays)

As someone who mostly plays 2-3p games, I was pleasantly surprised by how fun the solo mode is! A big issue that I have with
annoying upkeep of a solo AI, so I love that the AI in The Gallerist is very simple and just moves one space clockwise each turn
predictability it offers—everything is open information, so it’s a very satisfying, challenging puzzle to solve in under an hour or

The only flaw (which is true for all Lacerda games) is the long cascade of 5-10 actions that occur after you take your main actio
forget one or more of these steps. I’m 100% sure I’ve either forgotten something or accidentally cheated in my games because
track of.

Other than that, this is a great economic game of buying low and selling high, with the classic signs of a Lacerda game that I re
action (choose 1 of 4 worker placement spots), interconnected mechanics, an immersive theme and stunning art. I also enjoy
sandboxy than Lacerda’s recent titles—the goal cards provide you with a sense of direction throughout the game, which is som
had included.

It’s probably my second favourite Lacerda after Lisboa, and I don’t foresee that changing after I play the multiplayer game. 8/1
In "The Gallerist" erhalten die Spieler die Verantwortung einer Kunstausstellung. Ihre Aufgabe ist es, Künstler zu entdecken, ih
mit ihnen möglichst viel Profit herauszuschlagen.

Das Spielbrett stellt den Spielen gerade einmal acht Aktionsmöglichkeiten zur Verfügung, die sie mit ihrem einzigen Arbeiter b
Auf dem ersten Aktionsfeld können Künstler entdeckt oder ihre Werke gekauft und ausgestellt werden.
Das zweite Feld ist ebenso schnell erklärt. Es bietet die Möglichkeit, bereits entdeckte Künstler mit PR zu fördern, um deren Bi
Alternativ kann auf dem Feld neue Mitarbeiter in der eigenen Galerie angestellt werden.
Diese Mitarbeiter werden vorrangig auf dem dritten Aktionsfeld benötigt. Dort können sie ausgesendet werden, wenn bestim
erfüllt sind, um Einfluss und Siegpunkte mit Mehrheiten für das Spielende zu generieren.
Das letzte Aktionsfeld enthält Kaufverträge. Auf ihm kann entweder einer dieser Verträge auf das eigene Tableau gelegt werde
liegender Vertrag erfüllt werden, indem ein entsprechendes Bild aus der Galerie verkauft wird.
Wenn bei der Aktionswahl ein bereits besetztes Feld gewählt wird, erhält der rausgeworfene Spieler ebenfalls eine Aktion im S
Dies kann natürlich geschickt eingesetzt werden, um innerhalb eines Zuges zwei Aktionen durchzuführen. Beim Verlassen von
zudem ein eigener Mitarbeiter hinterlassen werden, dessen Rauswurf ebenfalls eine Aktionsmöglichkeit im Spielzug des Gegn
Zug um Zug führen die Spieler ihre Aktionen aus, locken Besucher in die eigenen Hallen und versuchen möglichst viel Geld anz
endet, gewinnt - nach einer Endabrechnung der unter anderem noch ausgestellten und bereits verkauften Werke - der reichst

"The Gallerist" ist ein herausragendes Spiel aus der Feder des Meisters "Vital Lacerda" und dem Pinsel "Ian O'Toole"s. Dieses D
erstaunliche Werke auf die Welt gebracht und dieses Spiel gehört in die obere Riege der Spielgeschichte.
Allein die Spielschachtel ist so schön designt, dass man bei einem flüchtigen Blick auf die Seite meinen könnte, ein halb aufger
Leinwandbildern auf dem Tisch liegen zu haben.
Auch beim Spielmaterial geht die wunderschöne Gestaltung weiter und nachdem die Anleitung gelesen und verstanden sind, e
Spieldesign im vollen Glanz.
Dabei sind die Regeln wieder außergewöhnlich gut in das Thema eingebunden und die Mechanismen greifen harmonisch inein
verhältnismäßig leicht erklärt und verstanden. Durch den aufgeräumten Spielplan kann die Übersicht über das Spielgeschehen
und da die wenigen Regeldetails können durch die thematische Einbindung leicht gemerkt werden.
Somit ist "The Gallerist" wohl das einfachste "Lacerda"-Spiel in meinem Spielregal, was es nicht weniger interessant macht. Ga
mir auf dem Bronze-Platz der Hochkaräter, gleich hinter "Kanban EV" und "On Mars", wobei sich die drei Spiele wirklich nicht
wenn ich kein Fan von Solospielen bin, kann ich das Solospiel tatsächlich empfehlen. Der Aufwand, die Aktionen des Bots durc
einfach gehalten, ohne dabei die Spannung und den Schwierigkeitsgrad im Spiel zu verlieren.
Alles in allem hat mir "The Gallerist" richtig viel Spaß gemacht und ich freue mich auf weitere Gelegenheiten das Spiel auf den
+ Influence track is a really good mechanism

After 4 plays and 1 solo play :


Enjoyed all plays of it and it kept me up until late at night just thinking about the clever interconnected design choices. I'm sta
completely different strategies, which I always love in a game. If a strategy is too apparent the first time you play it, it become
one of those games that needs several plays to get to the heart of it, and that's very fine.

About perceived complexity:

Is the game complex? Yes and no. There're only 8 actions and it's really simple to explain them. They also can be explained the
to go through all the details, since that's on the overview sheets. There're a lot of different tiles, but it's better to look them up
iconography is ok.

The complexity lies in the long term strategy and understanding the interwoven cleverness and how to use this to your benefi
complex because there's a lot of smaller pieces that can influence your game, e.g. the tiles available on the artists and the kind
benefits of the artwork they sell etc. All these smaller pieces of the puzzle can throw a new or less experienced gamer off thou
overwhelming look of the international market).
Further, the game has a few abstract mechanisms (placing a scoring tile on you player board for more benefits, for example, is
luckily these abstract mechanisms are not complex. This is not the game that is complex because of dense rules or baroque m
complex because there's a lot of pieces that you need to puzzle together.
Finally, I didn't have the feeling that the designer threw in mechanisms for the sake of it. Every bit is well integrated into the g
with the other elements.

About the kick-out action interference.

This kick-out action interrupts the flow of the game and many players will not like this, including me in my first few games. I no
on the game and it bothers me less, since it's interwoven with how the influence track works. This influence track is a very bril
kick-out thing plays a major role as one of the benefits playing the influence track well. Also I don't mind having more time to
since I feel as an AP player I can use all the downtime to think ahead.

About theme.

It's a complex theme to make a game about, and maybe people expected a more artsy game about art itself. The Gallerist is n
different kinds of art but about the monetization / popularization of the product art. It definately has abstract mechanisms an
some of my players were dissappointed this is not so much a game about art, but as art as a product. However i'm fine with th
didn't feel it is a tacked on theme. The artwork of the game also attracts me into playing it and loving it.
I'm not sure if a 3 is to high or to low for this. I wouldn't put it below a 2 for sure, and I doubt it should be over a 4. If they didn
your meeples, I might give it as high as a 5.

The board looks decent. The pieces representing the art are awesome. The game play is ok, if clunky and not at all interesting.
individually fairly easy to understand, if not memorize for the sheer number. There are a number of elements that make this g
war game than what you would really want it to be. It is way to long for the random and direct conflict pvp aspects that it inco

The first few actions seemed to highly encourage people to purchase art. This might not have to be one of your earliest action
like one of the best options, nearly to the only real option. At any rate, the first player gains a significant lead here from gettin
then potentially able to buy a 2nd before the 3rd player even gets to go. Its all very clunky and feels very unfair.

People can steal, or lure away your patrons in your lobby, which hurts both players at least to a certain degree, often the oppo
player he wants to attack in this way. This type of needless stealing from other players is always a mark of a bad game. Its tota
game or a short light game, but a 2 hour "Euro" type game, it made me hate the game before I even took my first move.

The bonus you receive for buying a painting varies dramatically, again mostly just from luck of the draw. You can get 1 or 2 tick
before or after you may well just receive double what you got. Additionally, the bonus you give to the artist ranges from 0-2, a
as to if the better bonus is available to you or not, hey free money/points.

There is more direct player combat in the area of which artists get promoted. If other players simply buy from the other availa
severally handicapped by the end of the game. There is a similar serious just design flaw to container, it isn't anywhere near a
Because of the general lack of options, most artists do get bought up. Though I will say, no one bought the 2nd piece from one
definitely stick the artist in the mud to be worth half the other ones (it was randomly the only artist not to get a 2nd art bough

The free actions didn't seem particularly fair/balanced either. There were a large number of times that player were able to get
essentially paid for themselves in prestige, again, because people just happened to kick them out in a timely manner. The parti
the full actions that then sometimes even gain prestige for taking them was a bit ridiculous. I guess there is an argument that
because everyone can do it.

The sales cards again come out randomly, and almost everyone chose to take 4 random ones and get stuck with one instead o
over cards. So it seemed over 80% of the time, the more attractive play was to play the lotto.

There is a fairly sizable first player advantage. Considering they tend to get better early choices, they get pushed out of the spo
the early rounds, allowing for potentially more actions and again, better actions. The later players get a token benefit of choice
don't feel this is nearly enough to make up for the first mover bonus earned in the very early rounds. The later players don't e
later in the game for taking the last turns. There probably should be at least some small bonus to later players, perhaps prestig
If there is one boardgame to describe myself, it would be The Gallerist! Boardgames with personal player board (and a beautif
excites me and The Gallerist is no exception.
Everything you do in the game is full with theme. You can only commissioned one artist at a time and you can buy their work o
cost. An artist can only have at most 2 work of art on display because of their inspiration limitation (haha). As you buy their wo
come to the plaza & the artist fame will increase as well, and it also depends on how many collectors in your gallery & how mu
icon) you want to use to increase his fame. You can promote the artist using influence (per fame icon) at the media center. On
contract, sell the work of art & the buyer (1 of the visitor in your gallery) will go back to plaza. The more you sell works of art, t
flock your gallery! When you have visitors in the lobby, you can send your assistants to the international market to build reput
work of art and gain you more money at the end of the game the more assistants you have there. It's all very thematic & full w
There's one time during the game where I was almost out of options, I don't have anymore money thus I cannot do auction or
have anymore assistant to build reputation at international market, I have 3 unfulfilled contracts, I have 3 work of arts in my g
contracts thus I cannot sell them and none of the artists is a celebrity so I cannot use the masterpiece slot for any of my existin
buying a new one and I can't discover any artist because I still have one commissioned artist under me. Luckily after calculatin
have enough influence (per fame icon) to promote an artist, thus opening up new options for me. Stuff like this really makes T
through with its richness in theme.
During the final rounds of the game, I promote 1 of the artist I discovered to celebrity status because I have his work of art, fo
has his work of art at her gallery, which gave her extra money as well. A mistake that shows how connected the gameplay and
was our first play, especially for my sister, since I did read the rules & watched some videos prior to playing the game, our scor
from each other 161 to 139! Sign of a good and balanced game, unlike FCM.
Our first play concluded in about an hour plus and we did some mistakes like putting the starting reputation tile at the wrong p
our gallery), using each influence to increase artist fame instead of per fame icon, wrong interpretation of collectors rule, assis
office or other location but not from contract bonus which can only be used once and probably we didn't send the visitor from
plaza one or two time after selling work of art/take reputation tile, and also forgot to increase influence at the international m
great learning game!
The downside of the game is that the kicked-out actions & executive actions make the game longer, more complex & complica
Probably after some playtesting, the designer decided to make the action to move visitors & use contract bonus as exec action
quite innovative but it does make the gameplay a bit messy & befuddling.
I also learned that the symbol of both VIP & collector increasing influence is called a "party" and the symbol of both investor &
money is called a "meeting". The brown investor is related to money, the pink VIP is related to influence & the white collector
little details!
Discover artists, buy works of art, promote artists, sign contracts, sell works of art, hire & send assistants to international mark
reputation or bid for renowned work of art. it's all in a day's job of The Gallerist! This is a boardgame to be played in a sophisti
environment. One of my personal favourite alongside Terra Mystica! Absolutely the perfect birthday present for myself!
consistency. That can't have been an easy thing to accomplish, nor done on a single rainy Sunday afternoon. Well done, Ian.

While playing I found myself drawing more and more parallels to the older Vinhos. The games share quite a few characteristic
it's not too difficult to imagine how Vinhos could be developed further until you end up with something The Gallerist-like. Vinh
negative undertone (paying for an action already taken, paying for taking steps) has been replaced by a positive structure whe
receives a bonus action. The wine renown cubes are now more elaborate fame tracks. The three wine experts who were alwa
vinegar off of your hands are now the three kinds of visitors... but visitors have also subsumed the various estate-enhancing as
oenologists. The weird domestic and international markets plus the wine fair have been amalgamated into a single internation
scoring mechanism) plus simple sales based on fame. The money track with its emergency withdrawals has been given a doub
money can be had here), but its chief purpose of emergency withdrawals remains. I'm sure there are other things I haven't co
with is a game which does many things in a way reminiscent of Vinhos, but is more straightforward about it rules-wise. That is

But the core of a buy low-sell high system remains; and has been augmented with so many subsystems (discovery, fame incre
contracts, international 'competition', assistants, ...) that one ends up with a system with Lots Of Stuff To Do. Which is exactly
craves. Just as with Vinhos there doesn't seem to be an alternative approach to playing the game: you're tied to the cycle that
can alter the sequence a little, and have to do better than your opponents. In that there is a strong component of simulation t
is not, in any way, a sandbox.

Initial progress is glacial. You get but meager resources and have to slowly make your way to riches and fame so you can launc
impunity and profit even more off them. This is nice for half an hour or so. Not for two hours. Also annoying is that the game r
actions, but in all the little bonus actions you receive or take for doing something. And there are many such little bonuses. See
eventually make from them is unsettling. It's probably thematic and all, but seeing that many of these windfalls enter the gam
they simply couldn't have been designed out of the game. As is it all feels messy and even underhanded. You earn a living whe
closely.

The execution is lavish to the point of discomfort. What purpose does it serve to print the game bits on stock twice as thick as
there easels included when these do nothing but serve as thematic sauce for 'work of great renown'? Why are visitors in comp
appeals to those who confuse 'production quality' with 'game quality', but frankly, a regular box which isn't so big and doesn't
have been a solid alternative. I will say one positive thing, though: the plastic cover to hold all bits in place works. That's a nice
copied elsewhere.

All in all I do not plan on holding onto this game for long. I bought it because I could afford to do so; and because I had wanted
the doubt (as Vinhos and CO₂ arrived early in my gaming 'career')... but alas, this kind of design just doesn't resonate with me.

[b]Update[/b] Rematch focused much more on the grifts rather than the works of art as per above. The game ended rather qu
tickets were almost flying out the box office. With only a few works of art sold in the entire game I'm going to think of this gam
rather than [i]The Gallerist[/i].
(-) Tracking who owns works of what artists is important and is a little fiddly with the signature tokens.

(-) Minor luck of the draw elements when drawing contract cards. Maybe it would have been a good idea if the display row wo
card? However, this is also a minor complaint as normally you should be able to find an interesting card (be it for the matching
executive action).

(-) Players looking for intense 'in your face' player interaction will probably not find very much of that here (this could happen
of each others lobby's before your opponent gets the chance to go to the foreign market - but this will probably not happen fr
don't mind this at all and I think the subtle player interaction and the possibilities to create synergies are actually a big plus for
player interaction won't appeal to everyone.

[u]Conclusion:[/u]
It must put quite some weight on Vital's shoulders: we have grown to expect mechanical masterpieces with ingeniously clever
in all his games. Does he deliver with 'The Gallerist'? Yes he does! I don't know where his inspiration keeps coming from, but a
players on a boardgame adventure filled with new interesting choices in which every step you take could open up potential do
to follow. The richness of tactical choices on the path of your greater strategic goal is stellar. However, on the flip side I feel th
losing some thematical grounding in these mechanisms, despite clear effort put into this game to thematically simulate runnin
business. In some important game elements and mechanisms, the theme shines through wonderfully, in others: the many littl
could detract from the art-investor fun - but I expect this could improve with more experience with the game.

Players will probably wonder how this game relates to Lacerda's other titles Vinhos, CO2 and Kanban. To me, the game holds t
and Kanban. It has Kanban's impenetrability in the huge amount of small but meaningful bonus aspects, to lesser extent the d
elements and to lesser extent the variable game length - but it certainly is more accessible compared to Kanban. It has some o
offered by Vinhos, but flows much more 'at ease' as players get many small actions compared to the very few 'big' actions play
Despite Vinhos remarkable elegant complexity in game mechanisms, it succeeds in grabbing all players by the neck and draggi
from the get go - this is something I don't see happening with first time players of 'The Gallerist', and that's why Vinhos will re

Despite its high price tag, I am very happy to own a copy of this nicely produced and clever game and despite its clumsy overs
more of the limited and hard fought for boardgame space than necessary - 'The Gallerist' sure conquered its place in our game

[u]Tips, should you be going in:[/u]


(*) Getting the right visitors in your gallery early will benefit you greatly. Spot some bonus tiles with meeples on them ;) Gettin
be nice, but requires one (or two?) early sales.
(*) At first, tickets will be flying all over the place, but in the second half of the game it might become a little harder to aquire t
(*) Use your influence wisely: there is no reason to hoard it painstakingly, but having too little during the game might limit you
(*) Try to start the game off with a greater plan, based on your curator and buyer cards and possibly even the first bonus tile y
the game.
is also no reason the gallery spaces need a lobby plus the gallery, that whole mechanic could have been simplified. Finally, the
meeples out of other people's galleries is, I find, simply a mechanic that was added to the game to complicate the game for no
to add to player interactivity.

The visual design is very nice (that's my job, btw, so I appreciate elegant visual and information design) but the gameplay itsel
are too many moving pieces again to get a handle on the mechanics that allow you to focus on playing the game, rather than t

For example, in The Gallerist, here's what I mean about simplifying to make game flow better: The design would have worked
smoothly if, when you are bumped from one of the four spots on the board, you simply get a specific "bonus" for each of thos
move your player marker back to your gallery. Money, prestige, increase and artist's reputation etc. Simpler and more elegant

After years of thinking about the game, I've decided that this isn't a game I will ever bother trying again.

I didn't find it anywhere near as enjoyable as other, heavier games I have been introduced to in the meantime such as 1846, w
designed and elegant game. Plus as I've been moving into my later-50s, I find myself reducing my collection to gems I absolute
on the shelf anymore for fiddly, complex, work>fun games that aren't elegant and deep that I don't absolutely love playing (I'v
1,000+ to 350 to "only" 80 in the past ten years).

I would love to see a design in the future from Vital that is far more polished and less complex. I would have liked to see Vital
that it was meant to be played in 90 minutes. I'd like to see him ask himself, as all of us designers must do in the course of any
he [i]remove[/i] from a design to make that game cleaner, more elegant, and flow better. But maybe he simply can't do this ty

However, if Rosenberg can create Merkator (which I enjoy) or the lighter delightful game that is Patchwork, surely Vital can re
try to break out of his unfortunate "kludgy-heavy" design patterns. A medium weight, elegant mechanic game from Vital woul
suspect.

Even more, in my fantasy land of "what-if?", I would have absolutely loved to see what The Gallerist [i]could have been[/i] if it
someone like Tony Boydell, Richard Breese, Mac Gerdts, or the brilliant Reiner Knizia (whose masterpieces include Tigris & Eup
simplest but most elegant art-related game ever made, Modern Art), or even what it would have liked like in the hands of a de
on, such as the "point-salad king" Stefan Feld.

The Gallerist is another (failed) case of complexity in mechanics pretending to be a deep/elegant game. The art/gallery theme
the game overall fails to be elegant or fun, sadly, as much as I really wanted to really love it. It is, thankfully, a better game tha
barest of considerations.

P.S. This is the only game that when I look at my Geekbuddy ratings, I wonder what game those folks were [i]actually[/i] playin
the same game I was playing. 8? 9? Clearly some sort of medication was messing with their judgements.
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