Gear
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* 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. | * 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. | ||
=== Other Rules clarifications === | === Other Rules clarifications === | ||
− | * If you {{Card|Throne Room}} a Gear, but don't set aside cards for both plays, you do not leave Throne Room in play. The same logic applies to other [[Throne Room variant]]s. | + | * If you {{Card|Throne Room}} a Gear, but don't set aside cards for both plays of Gear (either setting aside once or no times), you do not leave Throne Room in play. The same logic applies to other [[Throne Room variant]]s. |
== Strategy == | == Strategy == |
Revision as of 18:44, 30 March 2016
Gear | |
---|---|
Info | |
Cost | |
Type(s) | Action - Duration |
Kingdom card? | Yes |
Set | Adventures |
Illustrator(s) | Marco Morte |
Card text | |
+2 Cards Set aside up to 2 cards from your hand face down. At the start of your next turn, put them into your hand. |
Gear is an Action-Duration card from Adventures. It is a soft terminal draw card that can save other cards in your hand for next turn.
Contents |
FAQ
Official FAQ
- 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.
Other Rules clarifications
- If you Throne Room a Gear, but don't set aside cards for both plays of Gear (either setting aside once or no times), you do not leave Throne Room in play. The same logic applies to other Throne Room variants.
Strategy
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.
Trivia
In other languages
- Dutch: Uitrusting
- French: Équipement
- German: Ausrüstung
- Japanese: 道具 (pron. dōgu, lit. tools)
Secret History