Gear
Gear | |
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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, but it has been discussed on the forum.
Gear has quickly risen to fame as the new golden standard for Big Money strategies. According to simulators, Gear-BigMoney beats Wharf-BM and DoubleJack-BM, and has the ability to reach 4 Provinces in just 12 turns. There has to be an exceptionally strong engine, combo or rush strategy on the board in order to be able to beat Gear-BM. The main reason Gear is so strong, compared to similar cards such as Courtyard and Haven, is its flexibility. Courtyard looks at more cards, but you're forced to put a card back that doesn't even increase the size of your next hand, and Haven decreases the size of your current hand. Gear, on the other hand, makes it possible to streamline your draws - set aside any extra Gears you have, and any Treasures not needed to hit the next critical price point ( if you want Gold, for Province). If you do need all the cards you draw, or just don't want your Gear to miss a reshuffle, just don't set aside any cards with it and you can discard your Gear as if it wasn't actually a Duration.
When playing Gear-BM, it is advised to get your Gears as quickly as possible, opening double Gear if possible (if you open 5/2: cry), and a third one after the first reshuffle. Then, stock up on Silvers and Golds, and you'll be able to start buying Provinces in no time.
Gear can also work with other cards and/or outside of Big Money contexts. It is very helpful in aligning cards that go together (Tournament + Province, Baron + Estate, Treasure Map), not unlike sifters such as Warehouse and Dungeon. 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. Gear is also a prime target for Lost Arts.
Synergies
- Cards that depend on each other: Tournament + Province, Baron + Estate, Treasure Map, Market Square + trasher, Tunnel + discarder
- Treasure Trove is an amazing Big Money card as well and makes Gear-BM playable even on a 5/2 opening
- Lost Arts
- Fool's Gold
Alternate versions
Digital version for Dominion Online
Trivia
In other languages
- Dutch: Uitrusting
- French: Équipement
- German: Ausrüstung
- Japanese: 道具 (pron. dōgu, lit. tools)
Secret History