A Wild Venture

Gear cards

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Gear cards are played from your hand to the top row of your player area. They cannot be activated. Instead, each Gear card lists a Trigger condition shown across the belt in the middle of the card.

Whenever any player meets the condition, remove 1 Supply from the Gear card (if able), and the player who caused the condition to trigger adds it to their player area as a Coin.

For example, you have the Postal Contract in play. Your opponent plays a Crow card. Remove 1 Supply from the Postal Contract and give it to the other player, who adds it to their player area as a Coin.

At the end of your turn, if you have any Gear cards in your play area that have no Supplies on them, resolve the Relic effect of each of them (in an order of your choice) and then Tuck those cards.

Gear cards with conditions that trigger when you play a Gear card do not trigger themselves, as they are not in play yet.

If you Tuck a Gear card through some other means (e.g., a card effect instructing you to Tuck a Gear card from hand or a Consider effect), do not perform the Gear card’s Relic effect.