Prototype for playtesting. 2 players, identical 40-card decks built from the 10 sample cards.
The Catalog / On the block
Your hand
Game log
Pass the device
How to play
Goal: collect Sets — 3 Lots sharing a Set icon (Key, Clock…). Complete 3 Sets to win instantly. If a deck runs out at Income, the game ends after that round: most Provenance wins (+3 per Set; ties → most Chips).
Setup: 8 Chips, 7 cards each. The House (middle pile) starts with 10 Chips. Random First Paddle.
1 Income (skipped in round 1 — setup is round 1's income): Appraise first if you have Appraiser No. 12, then +2 Chips and draw 2.
2 Consign: put one Lot from hand up for sale face-down. Pay 1 Chip to Seal it: stays hidden, Reserve becomes 1.
3 Preview: play Agents (max 3, unique by name) and Fixtures (max 2), costs to the House. Unsealed Lots are revealed.
4 Auction: First Paddle's Lot first. The non-consignor Opens at the Reserve or passes (then the consignor may Buy In at the Reserve, paid to the House, or the Lot goes Unsold). Then players alternate, consignor first: optionally play one Ploy, then Raise (+1 or more) or Pass. A pass drops the hammer. Hammer window: Ploys marked Hammer (Encore!).
Payment: the winner pays the consignor — every Chip you spend makes a rival richer. Win your own Lot and you pay the House. Only a Lot that was Opened and hammered is won (triggers When won); Buying In is not a win.
5 Closing: Regift window, Curses resolve, Petra's 0-Chip check, discard to 8, First Paddle passes.