Four things, in the order a collector meets them.
Name the chase — a set, a player’s run, a rainbow. Quest builds the checklist and keeps it, so you always know what’s left to find.
The wall. Everything you’ve run down, full bleed, each card read from a photograph.
Build a show and hand it to exactly who you choose — a person, a room, or a link.
Find a collector by handle, follow, join a room, make the offer. Opt-in the whole way down.
Nothing you own is visible until you show it — then you pick exactly who: one person, a room, or a link that opens for as long as you like. Whoever you sent it to sees it, for as long as you leave it open.