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Subject: How does it compare to CO2? (semi-coop apart) rss

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The only game by Vital Lacerda we know is CO2. We have played it 5 times, all of them 2-players (most of our games are 2p). We like CO2 a lot and, even thou The Gallerist doesnt have the semi-coop aspect CO2 does, we'd like to know what similarities do you think they have (if possible from a 2-player game perspective)
Thanks very much!!!
 
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Stephen Lovell
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Robot74 wrote:
The only game by Vital Lacerda we know is CO2. We have played it 5 times, all of them 2-players (most of our games are 2p). We like CO2 a lot and, even thou The Gallerist doesnt have the semi-coop aspect CO2 does, we'd like to know what similarities do you think they have (if possible from a 2-player game perspective)
Thanks very much!!!
Well IMO CO2 is the most different of Vital's games. Strategically, Thr Gallerist is about maximizing the amount of times you get bonus actions, knowing when is the optimal time to sell works vs keeping them, and taking advantage of the myriad bonuses available from every action on the board.

CO2 is more about balance, and figuring out how to best help yourself while seeing to the needs of the different regions.
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Paul Grogan
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I don't think there are any real similarities between the games.
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in my opinion, the only similarities is a lot of bonus during the game in those two..
 
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CO2 is my favorite of his designs thus far. Hoping to see what The Gallerist brings to the table. Pun totally intended.
 
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Nicola Bocchetta
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I don't see many similarities between the two.

In the gallerist you can always take an action (you can't repeat the same action you had the previous turn), as it's not a worker placement game: you can take an occupied action normally, but the kicked-out opponent will get a "kicked-out" action, that can be minor (at no cost) or on par with the standard action (at a cost).

In CO2 sometimes you aren't able to take the action you need as the board state doesn't offer the action (e.g. you might need to propose a project to get money, but the only spaces available are in continents with few CPs).

One similarity is the middle-term period in which you're waiting for a conference to finish (CO2), and the period in which an assistant is unavailable because he's on a contract card. In both cases in a few turns you might get the scientist/assistant back, but it's more a random similarity than an intended one.

Note that in the Gallerist you have a maximum of 4 available assistant, with a max total of 12 available, instead in CO2 there's no limit to the scientist you can have at the same time (max 6).

Another similarity is that you can discover an artist (and get an advantage if you do), but then other players can "benefit" from that artist as well, but this is not as strong as in CO2, where a project proposed by you can be implemented by another player.
 
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Another element that might remind CO2 is the co-op aspect

If two players buy work of arts from the same artist they both have interest in raising his fame (and eventually making him a celebirty). This is the same sort of incentive to send a scientist to a conference, as both players will benefit from it (except that in CO2 you can send 2 of your own scientist to the same conference).
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