Tips & Strategy
How to teach The Gallerist, a first game, early commissions, selling versus exhibiting, Influence, kick-outs, the International Market, player counts and the Lacerda solo mode.
How to teach it
- The goal: most money. Show the money loop — discover (commission) → buy cheap → promote → contract → sell high.
- A turn: move, one Location action, one optional Executive action.
- Visitors: Plaza → Lobby → Gallery with tickets; what each colour gives; the Collectors limit.
- Kick-outs and leaving Assistants behind.
- The four Locations, two actions each, with the player aid in hand.
- The end: two of three conditions, then the scoring order printed on the board.
Your first game
- Read the action steps off the player aid as you play: every action is a short ordered list.
- Don’t hoard Influence: dropping back for money or Fame at the right moment is usually worth more than its endgame value.
- Hire a few Assistants early — two are not enough to leave behind, hold contracts and reach the Market.
Early game
- Commissions are your cheapest art: the first work from an Artist you discovered costs their starting Fame however famous they become. Discovering also gives the bonus tile.
- Others buying from “your” Artist is fine: each purchase raises that Artist’s Fame and the value of your work.
- Buy where Fame is low and rising; Collectors in your Gallery add Fame to every purchase and promotion.
Selling or exhibiting
- Selling gives cash now, frees a slot, raises your Collectors limit and feeds the Art Dealer card.
- Exhibiting pays the full value at the end and feeds the Curator card — and a Masterpiece unlocks the 4th slot.
- Line up the contract before the sale: the Sales Office is crowded late in the game.
Kick-outs and Assistants
- Leaving an Assistant behind turns other players’ moves into your extra actions. Chaining kick-outs is the strongest skill in the game.
- With all four desks full, an Assistant that goes home is lost — keep a desk free when you expect a kick-out.
The International Market
- Plan your Lobby: the columns need specific Visitors there, and the third column (Collector plus VIP or Investor) pays the biggest majority (15/10/6).
- Reputation tiles give a bonus now and money later; auction offers win a renowned work that can complete a Curator or Art Dealer goal.
Player counts and solo
- Three players is often called the sweet spot. With two, the middle Market column is out and every promotion of a shared Artist helps your only rival.
- Solo against Lacerda: his route is fixed and clockwise, so plan your kick-outs around it; every time you kick his pieces out a ticket is discarded, which shortens the game.
Host game
Use one opponent’s Assistant to demonstrate a Kicked-Out Action before play starts. Have the active player finish their turn before offering the displaced player a choice. Ask whether they want an Executive Action or can afford the Influence cost of a Location Action, then send the piece home even if they decline. Repeat once with a player displacing their own Assistant so nobody plans a bonus action from that move.
Videos versus the rulebook
The rulebook wins where they differ.
- Some reviews say you need Visitors in your Gallery for the International Market; the rule is your Lobby.
- The numbers printed in the money icons of the Influence track are endgame values only: dropping back always gives 1 money per icon.
- Tickets you spend go to a discard pile, never back to the box office.
- The renowned work won at auction goes beside your Curator or Art Dealer card, not into a Gallery slot.
Sources
YouTube: The Gallerist - How To Play and The Gallerist - How To Play Solo, by Watch It Played; The Gallerist - Rules Overview, by Gaming Rules!; The Gallerist - Playthrough & Review, by Before You Play. BGG: rulings are linked by thread in the FAQ; fan aids, including the alternate solo bot, are on the files page.