Dominion Strategy Forum

Dominion => Dominion General Discussion => Let's Discuss ... => Topic started by: Beyond Awesome on February 22, 2016, 09:45:38 pm

Title: Let's Discuss Adventures Cards: Gear
Post by: Beyond Awesome on February 22, 2016, 09:45:38 pm
(http://wiki.dominionstrategy.com/images/thumb/e/ec/Gear.jpg/373px-Gear.jpg)

Some points of discussion to start with. Other discussion points relating to the card are welcomed:



My thoughts. This card is super fast. It's only weakness is against discard attacks. I think a lot of engines can have
trouble going off against Gear, the same way that most engines have trouble competing against Rebuild. I do think though in some engines, Gear can compliment it well. My biggest fear though is that when this is on the board, the majority of the time, the correct thing is to open triple Gear and play Big Money.
Title: Re: Let's Discuss Adventures Cards: Gear
Post by: Roadrunner7671 on February 22, 2016, 09:48:36 pm
open triple Gear
Seems legit.
Title: Re: Let's Discuss Adventures Cards: Gear
Post by: Limetime on February 22, 2016, 09:53:45 pm

Some points of discussion to start with. Other discussion points relating to the card are welcomed:

  • According to Geronimoo's Simulator, Triple Gear is the single best Big Money strategy, beating out Wharf and Jack
  • When do you use Gear in an engine vs. Big Money? Is Triple Gear faster than Rebuild.


My thoughts. This card is super fast. It's only weakness is against discard attacks. I think a lot of engines can have
trouble going off against Gear, the same way that most engines have trouble competing against Rebuild. I do think though in some engines, Gear can compliment it well. My biggest fear though is that when this is on the board, the majority of the time, the correct thing is to open triple Gear and play Big Money.
Although not as good as wharf in a engine gear can make unreliable engines great.
Title: Re: Let's Discuss Adventures Cards: Gear
Post by: ConMan on February 23, 2016, 12:08:54 am
open triple Gear
Seems legit.
Ball/Alms. Or Travelling Fair/Borrow/Baker/opponent opens Port.
Title: Re: Let's Discuss Adventures Cards: Gear
Post by: Kirian on February 23, 2016, 12:28:56 am
open triple Gear
Seems legit.
Ball/Alms. Or Travelling Fair/Borrow/Baker/opponent opens Port.

Or, you know, on the first three turns instead of the first two.
Title: Re: Let's Discuss Adventures Cards: Gear
Post by: gkrieg13 on February 23, 2016, 01:11:36 am
open triple Gear
Seems legit.
Ball/Alms. Or Travelling Fair/Borrow/Baker/opponent opens Port.

Wait why do they open port?
Title: Re: Let's Discuss Adventures Cards: Gear
Post by: Davio on February 23, 2016, 07:43:17 am
This poor man's Wharf is great due to its cheapness.

If you can get +Buy from anything else, it's great.
Title: Re: Let's Discuss Adventures Cards: Gear
Post by: Donald X. on February 23, 2016, 12:34:08 pm
Gear looks innocent. +2 Cards, I can get that from Moat.

It has the coin token effect of helping you hit exactly $8, or whatever number. Only better because coin tokens don't stop you from overshooting. It reduces terminal clash issues a little. And there's a subtle benefit in making VP cards miss shuffles.

It is a prime Lost Arts target.
Title: Re: Let's Discuss Adventures Cards: Gear
Post by: Chris is me on February 23, 2016, 12:49:07 pm
I have lots to say about Gear that I can't do right now since I'm at work (I'm trying to write an article on it in my "spare time", which I have none of), but I'll say a few things now.

I think Gear is actually the best card in Adventures. Not Page, not Magpie, not Hireling, but Gear. "Best" in that adding Gear to a deck is very rarely the wrong move, and if it is, it's because you wasted terminal space on cards that aren't Gear.

Gear in engines is actually quite a bit like Gear BM: it has a similar net effect of speeding up development. You can pass cards you don't need to next turn, make Victory cards miss shuffles / line up with trashers, line up excess money with +Buy, etc. Dominion is fundamentally a game of (among other things) probability management ("you make your own shuffle luck"), and Gear manages those probabilities better than most things.

Gear is of course best with cards that need to collide. Gear / Tournament is incredible, and things like Gear / Baron or Gear / Tunnel / Enabler or Gear / Market Square / Trasher are all pretty good.
Title: Re: Let's Discuss Adventures Cards: Gear
Post by: werothegreat on February 23, 2016, 12:54:03 pm
The best part about Gear is that the saving for next turn is optional.
Title: Re: Let's Discuss Adventures Cards: Gear
Post by: Chris is me on February 23, 2016, 01:25:10 pm
The best part about Gear is that the saving for next turn is optional.

This is particularly important because Gear isn't set aside if you don't set aside any cards. So if you would rather your Gear not miss the shuffle (i.e. You have no victory cards) then you can choose to include it. How many other Durations do this?
Title: Re: Let's Discuss Adventures Cards: Gear
Post by: Accatitippi on February 23, 2016, 02:10:56 pm
The best part about Gear is that the saving for next turn is optional.

I've been wondering, how good would Haven be if it also was optional?
Title: Re: Let's Discuss Adventures Cards: Gear
Post by: Limetime on February 23, 2016, 06:42:24 pm
The best part about Gear is that the saving for next turn is optional.

I've been wondering, how good would Haven be if it also was optional?
Close to the same. It would just prevent people from having a bad taste in their mouth from overbuying it.
Title: Re: Let's Discuss Adventures Cards: Gear
Post by: Accatitippi on February 24, 2016, 05:35:24 am
The best part about Gear is that the saving for next turn is optional.

I've been wondering, how good would Haven be if it also was optional?
Close to the same. It would just prevent people from having a bad taste in their mouth from overbuying it.

Yeah, but would overgaining Havens become a good strategy? (assume you have plenty of gains, of course)
I mean, with a couple extra components you can ensure that an engine goes off every turn, without having Havens drawn at the wrong time stopping you. I'm asking because I'm curious, I don't really have an opinion on the subject.
Title: Re: Let's Discuss Adventures Cards: Gear
Post by: gkrieg13 on February 24, 2016, 10:47:48 am
I just realized the card name is gear as in stuff instead of gear as in cog
Title: Re: Let's Discuss Adventures Cards: Gear
Post by: Limetime on February 24, 2016, 10:49:23 am
I just realized the card name is gear as in stuff instead of gear as in cog
The name fits into the analogy of a engine. Gears make your engine go round.
Title: Re: Let's Discuss Adventures Cards: Gear
Post by: LastFootnote on February 24, 2016, 10:57:45 am
I just realized the card name is gear as in stuff instead of gear as in cog

It's named "Gear" because "Supply" is a key word in Dominion. Otherwise it would likely be named "Supplies". No joke.
Title: Re: Let's Discuss Adventures Cards: Gear
Post by: GendoIkari on February 24, 2016, 11:11:51 am
I just realized the card name is gear as in stuff instead of gear as in cog

Woah... I never thought of this either! It's always been gear as in cog to me.
Title: Re: Let's Discuss Adventures Cards: Gear
Post by: jaybeez on February 24, 2016, 11:34:45 am
I just realized the card name is gear as in stuff instead of gear as in cog

It's named "Gear" because "Supply" is a key word in Dominion. Otherwise it would likely be named "Supplies". No joke.

(http://i56.tinypic.com/27y9ves.jpg)
Title: Re: Let's Discuss Adventures Cards: Gear
Post by: markusin on February 24, 2016, 11:39:57 am
The card art itself looks like a mini biplane in the works or something from afar, which just adds to the confusion. The name initially made me think of a cog gear, but then I thought it had to be some other definition of Gear because why would you make a card about a cog gear.
Title: Re: Let's Discuss Adventures Cards: Gear
Post by: GendoIkari on February 24, 2016, 11:57:32 am
I just realized the card name is gear as in stuff instead of gear as in cog

It's named "Gear" because "Supply" is a key word in Dominion. Otherwise it would likely be named "Supplies". No joke.

SO he could have gone with "Stuff" instead...
Title: Re: Let's Discuss Adventures Cards: Gear
Post by: Chris is me on February 24, 2016, 06:36:45 pm
open triple Gear
Seems legit.
Ball/Alms. Or Travelling Fair/Borrow/Baker/opponent opens Port.

Wait why do they open port?

Just caught this post. Opening Port is actually far better than it looks - much better than opening Village for sure. That's because not losing the Port split is super important. If you lose the Port split, you only have 4 Villages and your opponent has 8 - so you barely have enough terminal space to do anything while they can build a solid engine. Racing to drain the Port pile is not all that uncommon. It's like the Fool's Gold of Villages in a way.

It's by no means a sure thing to open Port by any means, but you want to buy it more aggressively than most Villages. More on this exciting topic once we finally get to P. Any bets on whether or not Adventures will be out online before then?
Title: Re: Let's Discuss Adventures Cards: Gear
Post by: Beyond Awesome on February 24, 2016, 06:41:31 pm
open triple Gear
Seems legit.
Ball/Alms. Or Travelling Fair/Borrow/Baker/opponent opens Port.

Wait why do they open port?

Just caught this post. Opening Port is actually far better than it looks - much better than opening Village for sure. That's because not losing the Port split is super important. If you lose the Port split, you only have 4 Villages and your opponent has 8 - so you barely have enough terminal space to do anything while they can build a solid engine. Racing to drain the Port pile is not all that uncommon. It's like the Fool's Gold of Villages in a way.

It's by no means a sure thing to open Port by any means, but you want to buy it more aggressively than most Villages.

If WM or FV is on the board, I doubt this logic holds. Heck, more often than not, there will be another village on the board, so even of you do lose the spilt, there is still another village left to buy.
Title: Re: Let's Discuss Adventures Cards: Gear
Post by: Chris is me on February 24, 2016, 06:42:33 pm
open triple Gear
Seems legit.
Ball/Alms. Or Travelling Fair/Borrow/Baker/opponent opens Port.

Wait why do they open port?

Just caught this post. Opening Port is actually far better than it looks - much better than opening Village for sure. That's because not losing the Port split is super important. If you lose the Port split, you only have 4 Villages and your opponent has 8 - so you barely have enough terminal space to do anything while they can build a solid engine. Racing to drain the Port pile is not all that uncommon. It's like the Fool's Gold of Villages in a way.

It's by no means a sure thing to open Port by any means, but you want to buy it more aggressively than most Villages.

If WM or FV is on the board, I doubt this logic holds. Heck, more often than not, there will be another village on the board, so even of you do lose the spilt, there is still another village left to buy.

It's actually somewhat rare for two Villages to be on a Dominion board! Rare enough that you shouldn't plan around it for a random, arbitrary kingdom. But obviously if there is no Village scarcity issue, the Village scarcity issue goes away.
Title: Re: Let's Discuss Adventures Cards: Gear
Post by: eHalcyon on February 24, 2016, 07:21:23 pm
open triple Gear
Seems legit.
Ball/Alms. Or Travelling Fair/Borrow/Baker/opponent opens Port.

Wait why do they open port?

Just caught this post. Opening Port is actually far better than it looks - much better than opening Village for sure. That's because not losing the Port split is super important. If you lose the Port split, you only have 4 Villages and your opponent has 8 - so you barely have enough terminal space to do anything while they can build a solid engine. Racing to drain the Port pile is not all that uncommon. It's like the Fool's Gold of Villages in a way.

It's by no means a sure thing to open Port by any means, but you want to buy it more aggressively than most Villages. More on this exciting topic once we finally get to P. Any bets on whether or not Adventures will be out online before then?

I thought the point of the question was, "how does the opponent opening Port matter in gaining 3 Gears in the first two turns?"
Title: Re: Let's Discuss Adventures Cards: Gear
Post by: ConMan on February 24, 2016, 08:32:59 pm
I may have done the calculations wrong, but it's to get you all the coins you need to afford the Travelling Fair and double Gear on one turn, and probably also have a chance of getting the coins for the third gear on the other turn but I never actually checked my reasoning.
Title: Re: Let's Discuss Adventures Cards: Gear
Post by: eHalcyon on February 24, 2016, 08:40:38 pm
I may have done the calculations wrong, but it's to get you all the coins you need to afford the Travelling Fair and double Gear on one turn, and probably also have a chance of getting the coins for the third gear on the other turn but I never actually checked my reasoning.

But your opponent buying Port is independent of anything you do.  It doesn't affect you at all.  Did you mean Lost City?
Title: Re: Let's Discuss Adventures Cards: Gear
Post by: gkrieg13 on February 24, 2016, 09:36:59 pm
open triple Gear
Seems legit.
Ball/Alms. Or Travelling Fair/Borrow/Baker/opponent opens Port.

Wait why do they open port?

Just caught this post. Opening Port is actually far better than it looks - much better than opening Village for sure. That's because not losing the Port split is super important. If you lose the Port split, you only have 4 Villages and your opponent has 8 - so you barely have enough terminal space to do anything while they can build a solid engine. Racing to drain the Port pile is not all that uncommon. It's like the Fool's Gold of Villages in a way.

It's by no means a sure thing to open Port by any means, but you want to buy it more aggressively than most Villages. More on this exciting topic once we finally get to P. Any bets on whether or not Adventures will be out online before then?

I thought the point of the question was, "how does the opponent opening Port matter in gaining 3 Gears in the first two turns?"

This is what I was referring to
Title: Re: Let's Discuss Adventures Cards: Gear
Post by: Limetime on February 24, 2016, 09:49:21 pm
I may have done the calculations wrong, but it's to get you all the coins you need to afford the Travelling Fair and double Gear on one turn, and probably also have a chance of getting the coins for the third gear on the other turn but I never actually checked my reasoning.
Inheriting gear does effectively the same thing except you have three less stop cards in your deck.
Title: Re: Let's Discuss Adventures Cards: Gear
Post by: ConMan on February 25, 2016, 12:03:35 am
I may have done the calculations wrong, but it's to get you all the coins you need to afford the Travelling Fair and double Gear on one turn, and probably also have a chance of getting the coins for the third gear on the other turn but I never actually checked my reasoning.

But your opponent buying Port is independent of anything you do.  It doesn't affect you at all.  Did you mean Lost City?
Yes, yes I did. I still haven't played a game with either, which is probably why I've confused them in my mind as they both kind of fall under "Adventures Villages".
Title: Re: Let's Discuss Adventures Cards: Gear
Post by: werothegreat on February 25, 2016, 12:08:07 am
I may have done the calculations wrong, but it's to get you all the coins you need to afford the Travelling Fair and double Gear on one turn, and probably also have a chance of getting the coins for the third gear on the other turn but I never actually checked my reasoning.

But your opponent buying Port is independent of anything you do.  It doesn't affect you at all.  Did you mean Lost City?
Yes, yes I did. I still haven't played a game with either, which is probably why I've confused them in my mind as they both kind of fall under "Adventures Villages".

Adventure Village

Action-Reserve-Duration

+1 Card
+2 Actions

Put this on your Tavern mat and throw all your tokens into the air.
Title: Re: Let's Discuss Adventures Cards: Gear
Post by: Donald X. on February 25, 2016, 12:18:48 am
Adventure Village

Action-Reserve-Duration

+1 Card
+2 Actions

Put this on your Tavern mat and throw all your tokens into the air.
Adventurer Village: Action, $6
+1 Card
+2 Actions
Reveal cards from the top of your deck until you reveal two cards that give +2 Actions. Put them into your hand and discard the rest.
Title: Re: Let's Discuss Adventures Cards: Gear
Post by: spiralstaircase on February 25, 2016, 02:45:23 am
Advent Village: Action, $8
+1 Card
+2 Actions
Reveal cards from the top of your deck until Christmas.  Put the revealed cards into your hand.  Happy Christmas!
Title: Re: Really bad card ideas
Post by: Limetime on February 25, 2016, 07:28:14 am
Since when has the Lets discuss Adventures cards: gear thread became the really bad card Ideas thread?
Title: Re: Really bad card ideas
Post by: terminalCopper on February 25, 2016, 07:35:41 am
Since when has the Lets discuss Adventures cards: gear thread became the really bad card Ideas thread?

Here's one more:

Adventurer: Action, $6
Reveal cards from your deck until you reveal 2 Treasure cards. Put those Treasure cards in your hand and discard the other revealed cards.
Title: Re: Really bad card ideas
Post by: Donald X. on February 25, 2016, 02:17:55 pm
Since when has the Lets discuss Adventures cards: gear thread became the really bad card Ideas thread?

Here's one more:

Adventurer: Action, $6
Reveal cards from your deck until you reveal 2 Treasure cards. Put those Treasure cards in your hand and discard the other revealed cards.
I dunno, that seems like a reasonable premise. Maybe only find one card, and make it a treasure worth $1 for $5? And just play the treasure it finds.
Title: Re: Let's Discuss Adventures Cards: Gear
Post by: Witherweaver on February 25, 2016, 03:03:07 pm
Adventure Village

Action-Reserve-Duration

+1 Card
+2 Actions

Put this on your Tavern mat and throw all your tokens into the air.
Adventurer Village: Action, $6
+1 Card
+2 Actions
Reveal cards from the top of your deck until you reveal two cards that give +2 Actions. Put them into your hand and discard the rest.

I think it should be Adventurous Villager. 
Title: Re: Let's Discuss Adventures Cards: Gear
Post by: eHalcyon on March 07, 2016, 09:45:37 pm
Was looking at some old Adventures threads and stumbled on this:

The more I think about Gear, the more I'm convinced that it's going to be one of the stronger $3 cards.  I think the most relevant comparison is actually Courtyard, not Haven.  Courtyard lets you look at more, but Gear can match it for final hand size if you don't set aside any cards.  Also note that if you set aside 0, Gear gets discarded right away.  If you do set aside a card, your next turn is better than it would be with Courtyard because it's a Haven effect, not a topdeck.  Moreover, you can set aside a second card if you wish.  Consider that if you set aside 2 cards, your next turn is comparable to a Wharf turn!

I'm glad I was on the right side of history on that one. ;)
Title: Re: Let's Discuss Adventures Cards: Gear
Post by: JW on May 04, 2016, 01:24:22 pm
Gear/Potion is fantastic at hitting $3P. It's also great to set cards aside to trash with Ratcatcher/Transmogrify/Amulet. This is particularly valuable for Ratcatcher, which you'll often want to use to trash all of your Coppers/Estates, but since you need them in your starting hand that gets progressively tougher as the game goes on.
Title: Re: Let's Discuss Adventures Cards: Gear
Post by: Kirian on May 07, 2016, 06:50:07 pm
I just realized the card name is gear as in stuff instead of gear as in cog

It's named "Gear" because "Supply" is a key word in Dominion. Otherwise it would likely be named "Supplies". No joke.

(http://i56.tinypic.com/27y9ves.jpg)

+1 for UHF reference.