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 promote and nurture Artists; buy, display, and sell their Art; and build and exert your international reputation. As a result, you will achieve the respect needed to draw visitors 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 running the most lucrative 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;
achieving trends and reputation as well as curator and dealer goals.
- beautiful, elevated artwork and board design
- strong two-player interaction and strategic depth
- can be brutal against an opponent in two-player
- requires practice to optimize 'kicked-out' action timing
- art gallery ownership and curation
- art gallery / modern metropolis
- unknown
Mechanics (from transcript analysis)
- area control / worker placement — manage exhibitions and influence actions through the board layout
- kicked-out actions — placed actions lead to consequences and extra opportunities
Video topics + discussion points
Quotes (from this video)
- Lisboa such a good game
- The Gallerist was the first design that I saw that looked absolutely beautiful
- Kanban is a fantastic game
- it's a clean and elegant design
- Escape Plan is the outlier in this group
- On Mars is a great game, but it's hard to teach
References (from this video)
- beautiful production value
- dense, rewarding design
- heavy and long
- steep learning curve
- art market and gallery management
- art gallery / cultural economy
- strategic Euro
- Mercado de Lisboa
- On Mars
Mechanics (from transcript analysis)
- economic engine building — long planning with production and sales cycles.
Video topics + discussion points
Quotes (from this video)
- "Point City... looks like this really cool game about pretty tactical about building up a really streamlined engine and just trying to get a bunch of points"
- "I’ve been fatigued by rolling rights"
- "the more you pull back or pull me back from being like in instruction mode the faster you’re going to find I end up"
- "Nostalgia definitely does apply"
References (from this video)
- Extremely intuitive game design
- Theme perfectly integrated with mechanics
- Clear action logic (promoting artists makes narrative sense)
- Beautiful production
- Procedural flow creates natural decision trees
- Works well despite complex rules
- Host 1 won (bias appreciated)
- One of Vital Lacerda's better designs
- Holds up despite being older game
- Theme helps learning curve
- Can feel procedural/repetitive in structure
- Long play time
- Complex initial setup
- Art world theme
- Gallery/Artist promotion
- Economic simulation
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
References (from this video)
- tight economic decisions
- high tension pacing
- can be dry for some players
- Lisboa
- Welcome to the Moon
Mechanics (from transcript analysis)
- Worker placement / optimization — Economic/portfolio management in a gallery context.
Video topics + discussion points
Quotes (from this video)
- it's basically that we are we're not quite at the 10th anniversary yet, but we are in in the 10th year of the channel
- This is a very unfair top 10
- Welcome to the Moon is one of the best one of the first big flip and fill games
- I love it again like with me and Ra we've played like 60 70 games of it
- If you could only keep one, would you keep X or Y? It's a terrible question
- It's an unfair top 10. It's the same 10 L games with some Garfields
References (from this video)
- Wonderful thematic integration with robust mechanics
- Rich in strategic depth
- Heavy rules and lengthy playtime
- Economic engine-building through art and exhibition
- Art gallery management
- Tangible theme with deep strategic layers
- Babylonia
Mechanics (from transcript analysis)
- action selection / resource management — Trade-offs between different tracks to optimize income and prestige.
- Worker/asset management with marketplace dynamics — Manage artists, galleries, and sales to maximize revenue and reputation.
Video topics + discussion points
Quotes (from this video)
- I generally don't like table hog games; I prefer it to be a bit more concise and reigned in.
- I do enjoy teaching games and I feel a much more comfortable teaching games than learning games from other people.
- Luck vs Randomness—Luck is about controlling decisions; Randomness is when you have no control over what happens.
- Publishers underestimate negative reviews; sometimes a negative review can be positive for a publisher because it shows a different demographic that would enjoy the game.
- Babylonia is one of my highest rated games.
- Through the Desert is different enough from Babylonia; Babylonia allows you to place tokens anywhere, Through the Desert has a different scoring mechanism.
References (from this video)
- Gorgeous production
- Rulebook is clear and intuitive
- Rewarding flow and tension
- Can feel lengthy for some players
- Art dealing, fame, and gallery management
- Art gallery and global art market
- Thematic and elegant
- Lorenzo Magnifico
- Great Western Trail
Mechanics (from transcript analysis)
- Kick-out mechanism — An opponent can push you off a space and you can respond via influence
- worker placement — Assign workers to acquire contracts, art pieces, and market deals
Video topics + discussion points
Quotes (from this video)
- I like co-ops sometimes it's nice to not have bad blood between players and work together
- everything just rewards you gently little rewards that remind you you're doing well
- Underwater Cities really sings with the card system
References (from this video)
- Recommended by channel tester
- Art world
- Gallery management
- On Mars
- CO2
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
References (from this video)
- Solid interaction
- Good pacing for a Euro
- Some variants feel heavy or punishing
- Economic strategy
- Art gallery management
- Narrative of the art world
Mechanics (from transcript analysis)
- area_control — Controlling gallery space and artist slots with revenue scoring.
Video topics + discussion points
Quotes (from this video)
- Shark Park, a memory kind of game.
- they're essentially just more complex versions of the last.
- it feels like it's a bigger game that was streamlined and streamline is often very good, but this one I felt almost a little streamlined too much.
- This one's almost there. And I know a lot of people love the Talisera.
References (from this video)
- intricate, multi-layered gameplay with meaningful planning
- kickback actions add strategic depth and interaction
- complex setup and rule familiarity required
- art dealing, curation, and artist management
- art world, galleries
- economic simulation with artistic milieu
Mechanics (from transcript analysis)
- visitor_management — manage visitors and curate exhibitions to maximize points
- worker_placement_with_kickback_actions — main curator plus assistants; kickback actions grant extra effects
Video topics + discussion points
Quotes (from this video)
- This game is all about balance and efficiencies with a good dose of theme.
- The race to get your stars out is kind of what's driving this game.
- The two main reasons why this game is on my list. First is the tech trees.
- This game offers me the perfect balance of euro mechanisms and card play combined with randomness of events.
- That patching mechanism is just so fun and engaging that patch history is my number 75 on my list.
- The production wheel. These wheels have rotating spokes that split the wheel into two sections.
- Kickback actions are one of the reasons why I love this game.
- The theme in this one is, well, to be fair, not exactly sure beyond being an empire looking to expand.
- What sets this one apart is you only draft once during the game at the very beginning.
References (from this video)
- most introductory lurer that's fun
- silky smooth rules
- easy to teach despite depth
- cool theme
- interesting gameplay mechanics
- well-produced deluxe edition
- complex for first-time players
- insert not optimized for quick setup
- art gallery management
- artist promotion
- art dealing
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- this is a really solid game and yet nobody's talking about it
- it's just a really really cool game I just like sandbox games
- this one is alongside psar 2849 probably my favorite underwater cities
- one of the coolest ideas for a Euro game I have ever come across
- can't help but play this without a smile on your face
- it's Marvel I love superheroes
- Seven Wonders it is one of the Evergreen classic drafting games
- one of the best examples of video game adaptation done right
References (from this video)
- Solid game
- Art
- Gallery
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- it's only a game
- Matt Leacock will you grow another thread of innovation in your skull and do something else
- we're done with pandemic
- I would rather be pessimistic and then pleasantly surprised then optimistic and then constantly disappointed
- I could rank something like Alice's garden a 9 10 out of 10 for how perfect a game for its genre it is but that doesn't mean I want to play it game after game
- this theme is going to speak to me heavily from a Nostalgia perspective
- you're not as good as you used to be mate
- this is why you've got to get your demos right
- head cubes on tracks is that really what I'm supposed to get excited for
- this one I think is the game that void fall should have been
References (from this video)
- Stellar art direction and production
- Deep strategic payoffs and replayability
- Fits well for players who like heavy, thematic euros
- Steep learning curve and lengthy teach
- Some may find the pace slower at lighter table sizes
- curation, display, and market value of artworks
- museum and art world; curator's moderate extent of operations
- highly thematic with heavy strategic underpinnings
Mechanics (from transcript analysis)
- set collection / optimization — As artworks and exhibitions grow, players optimize placement and scoring.
- Worker placement / action economy — Players allocate actions across a multi-layered board to acquire art, hire staff, and manage galleries.
Video topics + discussion points
Quotes (from this video)
- It's like a board game summer camp at a hotel.
- You just get so much gaming in.
- Board game goals. I like that.
- It's always a lot of fun when you find the right people.
References (from this video)
- Beautiful production and elegant rule structure
- Relatively approachable for a heavy euro
- Strong thematic integration with art world
- Steep learning curve for new players
- Can feel punishing with missteps in early rounds
- Running a high-end gallery and navigating the art market
- Art gallery world with artists, investors, and collectors
- Euro-heavy, storytelling through business actions
- Escape Plan
- Dale of Merchants
Mechanics (from transcript analysis)
- Auction/market dynamics — Invest in art and participate in market-driven scoring and incentives.
- Gallery management — Acquire artists, display artwork, and attract visitors and investors.
Video topics + discussion points
Quotes (from this video)
- it's a quirky game of underwater city
- the gallerist still brilliant I love it
- it's dripping in theme it's difficult it's gritty it's dark
- Surely you can't be serious I am serious and don't call me Shirley
- the crew is now in the top half of the top 100
- Star Wars Outer Rim got the expansion it deserved
References (from this video)
- Lots of color
- Modern art imagery
- Intriguing premise
- Makes player curious about game
- Really stands out
- Art curation
- Art gallery
- Contemporary
Mechanics (from transcript analysis)
- Strategy — Art gallery management game
Video topics + discussion points
Quotes (from this video)
- The box cover makes a promise to the customer
- Every box cover tells me what I'm going to be doing and how I'm going to be feeling
- This artist is one of the best board game artists working in the industry right now
- This is how you do it
- This cover is a mess
- Striking iconic design
- The box cover is not selling the game