|Type(s)||Action - Duration|
Set aside up to 2 cards from your hand face down. At the start of your next turn, put them into your hand.
- You may set aside zero, one, or two cards from your hand. Put them face down under the Gear; you may look at them. They do not have to be cards you drew with Gear.
- If you set aside zero cards, Gear will be discarded the same turn you played it; if you set aside one or two cards, you put them into your hand at the start of your next turn, and Gear is discarded at the end of that turn.
There is no strategy article for Gear yet, as Adventures is the newest expansion, and the community is still discussing how best to use it. If you have ideas, please share them on the forum!
Gear is a no-risk opening card; it provides a little bit of draw, and if it collides with another opening terminal, it can just save it for next turn. Unlike Courtyard, the card saved for next turn does not bump out the fifth card you would have drawn, but is instead added to your normal 5-card hand. Gear also plays well with Big Money, since any excess Treasures (or other Gears) can just be saved for later.
In Kingdoms with good engine potential, but no cards that can trash Victory cards, Gear can essentially hide them away once your engine is running. Even if there is heavy trashing, Gear can still hide away Provinces, so that your engine doesn't stall.
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