8 minuto(s) de lectura

7/10
Modern Art: The Card Game (CMON 2023) Review

A card game called Modern Art that has no auctions in it

If you know Reiner Knizia’s Modern Art, you know it as an auction game: five fictional artists, a table of dealers talking over each other, and a market whose prices you set by buying into it. So it is reasonable to open Modern Art: The Card Game expecting a compressed version of that, and it is worth saying plainly up front that this is not that game. There is no bidding in it. Not a fast auction, not a simplified auction, none at all.

What CMON reprinted in 2023 is a different Knizia design that has been circulating since the mid-2000s under two names. As Masters Gallery it prints reproductions of Vermeer, Degas, Monet, Renoir and Van Gogh. As Modern Art: The Card Game it prints invented modern artists instead. The rules are identical and only the pictures change, which is genuinely useful information: the Masters Gallery rulebook is far easier to find online than the CMON printing’s, and every word of it applies.

What this shares with the board game is the market, not the auction. The value of an artist is decided by how much of their work ends up on the table. Everything else is different.

What is actually in the box

Five Artist cards, and a deck of masterpiece cards divided between them. The division is the first thing worth noticing, because it is deliberately uneven: the artists carry 17, 18, 19, 20 and 21 works respectively, 95 cards in total. That asymmetry is not decoration. The number printed on each Artist card is also the tiebreak, and the lower number wins ties, so the scarcest artist is quietly the most reliable one to back when the counts are close.

Alongside the cards there are value tokens, four each of 1, 2 and 3, and five award tokens worth 2 apiece. There is no board, no play money, no bidding paddles and no scoring track. You keep score with a pen and paper, which the box does not supply. CMON lists the game at 2 to 5 players and around half an hour.

How a turn works

Deal 13 cards to each player. The rest becomes a face-down draw deck, and one card is flipped face up beside it. That is the extra card: it belongs to nobody, and it counts toward ending the round.

On your turn you play one masterpiece card face up in front of you, grouped by artist. That is the entire turn. You are not buying it, nobody is bidding against you, and it stays in your display until the round is scored. The tension is in which artist you are willing to commit to, and how early.

The round ends the moment the sixth work by any single artist is on the table, counting every player’s display plus the extra card. At two players it ends on the fifth. This makes the round a race you can deliberately accelerate: if the artist you have loaded up on is sitting at five, you can end the round yourself before anyone else has time to build a rival stack.

The symbols, which are where the game actually lives

Most masterpiece cards are plain. A minority carry symbols, and each artist has the same distribution of them. There are five:

  • Draw one card from the deck (one per artist).
  • Play a second card face up, but it must be the same artist, and that card’s own symbol is ignored (one per artist).
  • Play a second card face down, any artist, symbol ignored (two per artist).
  • Simultaneous play: everyone secretly picks a card and all reveal at once, symbols ignored (one per artist).
  • Place an award token on any Artist card you choose (one per artist).

The face-down card is the interesting one. It counts toward its artist’s total at scoring, but nobody knows which artist until the reveal, so the six-card trigger can fire on a count half the table has been guessing at. Simultaneous play is the other real lever: it forces everyone to spend a card at a moment you picked, which is how you push an artist past the line before the rest of the table can respond.

A symbol on the card that ends the round is ignored. The round stops instantly.

How a round is scored

Face-down cards are revealed and filed under their artists. The top three artists by number of works displayed take the value 3, value 2 and value 1 tokens, with ties broken by the lower Artist card number. Each of those three is then worth the sum of every value and award token sitting on it, including tokens carried over from previous rounds.

The bottom two artists are worth nothing. Not a reduced amount: nothing, even if they are carrying award tokens placed in an earlier round. Every card you played for them is dead paper.

Each player then totals their own display and records it. There is a bonus at this point that is easy to miss on a first read: for every different artist you have displayed, you may add one extra card from hand and score that too. Spreading across artists is therefore not only a hedge against a collapse, it is a small payout in its own right.

Why the hand sizes collapse after round one

Round one gives everyone 13 cards. From round two the refill depends on the player count, and it drops sharply: 6 cards at two or three players, 4 at four, 2 at five. Round four refills 3 cards at two players and nothing at all for everyone else.

This is the part of the design doing the most work, and it is invisible if you only read the turn rules. By round three you are largely playing out a hand dealt in round one, having already spent the obvious cards. Meanwhile value tokens accumulate on artists across rounds, so an artist that placed third twice can be worth more per card than a fresh leader. Everyone at the table can see that, and not everyone still has the cards to act on it. The game gets tighter and more deterministic as it goes, which is the reverse of how most filler card games finish.

Between rounds the displayed masterpieces are discarded permanently, a new extra card is flipped, and the player to the left of whoever ended the last round begins the next.

The award token is the sharpest thing in the deck

Five cards in the deck, one per artist, let you drop an award token worth 2 onto any Artist card you like. It is the only effect in the game that changes what a card is worth rather than where it goes, and its timing is what separates a careless play from a good one.

Put an award token on an artist that finishes in the top three and you have raised the price of every single work by that artist on the table, including the ones sitting in your opponents’ displays. Put it on an artist that finishes fourth or fifth and it does nothing at all this round. The token stays on the card, though, and carries into the next round, which is where it gets genuinely interesting: an artist nobody backed in round two arrives in round three already carrying a 2, and the first player to notice that is the one who quietly wins.

That carry-over is the reason the scoring rule about the bottom two artists is worded so harshly. An artist can accumulate tokens across two rounds and still pay out zero because they finished fourth again. The tokens are a promise, not a guarantee, and the game asks you to decide every round which promises are worth spending cards on.

Where the sealed in the listing comes from

Copies of this game are frequently listed as sealed, and it is worth being clear that the word describes the shrink wrap and nothing else. There is no sealed-deck format here, no draft, no limited variant. It is marketplace shorthand for an unopened copy. That matters to a collector deciding what to pay and matters not at all to how the game plays.

Who this is for

The honest comparison is not with the Modern Art board game. That is a heavier, louder and more social experience, and it remains the better game if you have 45 minutes and four opinionated people. This one is a filler. It runs about half an hour, it teaches in five minutes because the turn is “play a card”, and nearly all of its depth sits in reading the table rather than in rules anyone has to memorise.

It suits players who like Knizia’s tight scoring puzzles, groups who want something short between longer games, and two-player households in particular, since the modified round-end trigger and the extra round-four refill mean two-player was designed for rather than tolerated. It is a poor fit if you came specifically for the auction, or if what your group enjoyed about Modern Art was the shouting.

One practical note before buying: the full rules are freely available under the Masters Gallery name, so you can read the whole thing and decide before spending anything. And if you find a copy of Masters Gallery cheaper on a shelf somewhere, it is the same game with old paintings on it.

Where to read more

The publisher keeps a product page for Modern Art: The Card Game, which confirms the player count at 2 to 5 and the playing time at around 30 minutes.

For a contrast inside the same shelf space, Trio is another small-box filler that keeps its rules to a single page, which makes it a useful yardstick for judging how much complexity Knizia actually left in a game whose entire turn is one card.

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