- NB: ArkhamDB now incorporates errata from the Arkham Horror FAQ in its card text, so the ArkhamDB text and the card image above differ, as the ArkhamDB text has been edited to contain this erratum (updated August 2022): Erratum: This card's effect should read: "One at a time, play..." - FAQ, v.2.0, August 2022
Permanent. Limit 1 per deck. Purchase at deck creation.
Forced - When your first turn of the game begins: One at a time, play any number of Item assets from your hand, reducing the cost of each by 1. During this turn, you have 3 fewer actions to take.
There is now an official response on if this works with backpack.
'To answer your question(s):
We are planning to address “Geared Up” in future errata, which should help in clearing up any confusion about the way it interacts with other cards. “Geared Up” will then say: “Permanent. Limit 1 per deck. Purchase at deck creation.
Forced - When your first turn of the game begins: One at a time, play any number of Item assets from your hand, reducing the cost of each by 1. During this turn, you have 3 fewer actions to take.”
In this sense, “Geared Up” will work similarly to “Ever Vigilant”, and each card put into play with “Geared Up” will resolve fully before the next one is played.'
A word of caution: do not repeat my mistake and think thrice before putting this in Joe Diamond’s deck. If your weakness comes up on top of the hunch deck on turn 1, that’s -2xp instantly. Now, since there are 11 cards in the hunch deck, this should on average happen only once per standard campaign, but it feels so incredibly bad.
Of the six deck creation talents, this one feels the swingiest and therefore the weakest.
Having a first turn of Ever Vigilant, in theory, sounds amazing. And ANY number of assets? Holy cow!
...but two things give me pause.
One: if, even after your mulligan, you have very few assets in your hand, then this really is just a worse Ever Vigilant that you're FORCED to use. At least with Ever Vigilant, you can keep it in hand until you're able to slam down some assets.
Two: you lose your first turn. If that was going to be a turn of just putting down stuff, then I guess you've broken even, or even won out depending on if you have three or more items in hand (and, of course, the cash to pay for them). But if you're putting down only one or two assets, then that's a whole turn gone that you could have also used moving forward and potentially picking up clues. And that just feels... really, REALLY bad.
So I think personally I'm gonna reach for any of the other talents before this one. Maybe go for the Neutral one instead? That way you can spend the immediate XP on Ever Vigilant and just have that in your deck in Scenario 1.
This card can be amazing if you chain it properly.
There are two things that can bring an end to your turn 1 item binge: running out of resources, and running out of items to play. Here are some cards that can extend the party.
Another Day, Another Dollar: This is especially helpful if you're looking to put down expensive assets, like 4 and above.
Studious: Reaaaaally helpful. For this card to really be good, you want to be able to put down at least three items. And for every additional card you're able to start with, you increase the chances you start with those three items. As a side note, if someone else goes first, maybe they can help you with card draw with a card like Scroll of Prophecies.
Schoffner's Catalogue: Here's the way to REALLY gear up. If you're lucky enough to pull Schoffners in turn 1, it goes straight into play at 1 cost, taking up no slots. And it gives you five resources to spend on other things, for a net gain of 4. This means that if this card shows up in your opening hand, your funds for that first turn spending binge increase from 5 to 9. That likely enough to pay for everything else in your hand.
Backpack: If you get this in your opening hand, you put it right into play, and possibly gain three more playable items.
In sum: if you are running this card, don't think you're at the mercy of your opening five-card draw, and that 5 resources is your ceiling. Load your deck with cards that allow you to start with MORE resources and MORE cards, and you can really go gangbusters in that first turn.
Not saying that this is a great card, but it's a fun challenge during deck buildung (and upgrading) and makes every opening hand draw exciting. I had some success with Geared Up and Rex Murphy, but most things I noticed should work with different investigators as well.
1.) Try to find cheap items rather than pricy ones. Costs of 1-3 are the right spot. In fact, my Rex' deck contained no items more expensive than 3. You should be able to pay for ALL your items from your starting hand.
2.) Upgrade your items as soon as possible. Not only will it makes your early game more powerful, upgraded items also have better icons for committing into skill tests. Sometimes they get cheaper too or have abilities.
3.) Mulligan hard for items, even if it hurts.
4.) Because you pack lots of items and often two copies, clever ways of discarding copies (with bad icons) from your hand or from play helps your mid-/late-game where you already have your assets out. Examples are Cornered, Occult Invocation, Blood-Rite, Act of Desperation or even mitigating discard effects like in Divination or Mists of R'lyeh. I paired Geared Up with Forced Learning to get rid of double items during upkeep. Items which go away or go empty like Disc of Itzamna or Scroll of Secrets allows you to refill the slots. Investigators like "Ashcan" Pete and Wendy Adams (Hello In the Thick of It / Versatile) for discarding cards from hand, but also William Yorick and Dexter Drake should find ways to utilize left over items.
5.) Remember that you still can play fast cards or use actions on your items in turn one. That's why I love Eon Chart, because as a item it grants free move and/or investigate actions right at the start. The tabooed Scroll of Secrets (all versions) helps you refilling your hand for the mythos. Fast Events like Working a Hunch or Shortcut (2) also are playable in turn one. Funny: If you happen to find No Stone Unturned (5) in your opening hand, you could play it right at the beginning of the investigation phase (but before your turn begins) to catch Schoffner's Catalogue, a critical weapon or signature item or Backpack (2) for playing it for free with Geared Up.
6.) To get the most out of it economy wise, non-fast items comes to mind. But don't be afraid to include fast items like Magnifying Glass, Ice Pick or Segment of Onyx. You will get the resource reducing anyhow. Also fast items don't slow down your mid-/late-game if you draw them late.
7.) The most difficult part for me to make Geared Up work is to find items with different or no slots. Because if you have a pile of cards which required hand slots you'll end up drawing them as essentially dead items slowing down your game. Relic Hunter is a possibility to play more accessories. If you look closely, there are neat items with no or odd slots: Dream-Enhancing Serum and Talisman of Protection just use arcane slots, if you have no spells to prepare. Slotless mentions are Handcuffs, Mk 1 Grenades, Bandages, Tennessee Sour Mash and Liquid Courage. And then there are the great Schoffner's Catalogue and the footwear items, of course. The true winners in my Rex Murphy deck though were 2 Strange Solution, which I upgraded with the help of Into the Rabbit Hole and Shrewd Analysis. 3 Segment of Onyx (also slotless) were fun, too. You shouldn't play much body slot items, because Backpack is the best option here (if it works with Geared Up, playing the item assets one at a time, which I think it should). Once I were able to play all items from one Backpack, followed by another Backpack.
8.) Be aware that there could be a few locks in scenarios, but also cheesy benefits to consider. In Curse of the Rougarou I started the game at a location were I was not allowed to play any assets at all. If you use the tarot deck from Return to Circle Undone, there are all sorts of silly interactions: One tarot card that forbids to play assets turn one, another steals slots or cards in your opening hand, starting resources or your mulligan. On the other hand, “2 fewer actions” don't hurt you at all, and 2 additional mulligans or 2 additional cards in the opening hand get very powerful.
You just need two items to break even.
But there's an additional downside to taking this that neither of the existing reviews have pointed out: this card makes your mulligan feel terrible.
Even in the most item-heavy decks, you have other events or assets that you'd really like to open with. That Beat Cop (2) or Safeguard would be great to have in your opening hand, but if you've only a single item to put down, are you going to mulligan away your ally? Your tarot? That Stand Together or Enchant Weapon or Pathfinder? Sure, you can say you won't take those cards, but that's a lot of good cards you're leaving in your binder just because they don't play well with Geared Up.
Two copies of Studious and backpacks later, an asset heavy Joe Diamond can be fairly reliable at getting efficiency out of this card. The problem is how it cripples him before he gets those two copies of Studious and his Backpacks. Neither of those cards are high priority upgrades for any investigator, and yet they are mandatory for Geared Up to function at all. If it weren't for the "Purchase at Deck Creation", this would be much more playable.
Seems like Leo Anderson's ability to play an ally at the beginning of the turn is not lost since it is a reaction to the start of a turn. So with Geared up and Leo you could play an ally plus up to 4 items.
I will try to elaborate on the interaction with Backpack, and why it might or might not work.
This permanent creates a forced reaction, much like a the optional reaction skills on many cards, that allows you to play Item assets during its timing window. Backpack does its thing after it entered play.
One viewpoint is that you play all the items, then backpack triggers. The second viewpoint is that each items is played, then the play reaction is triggered, and then you can play further items.
The second viewpoint is directly countered by the 'Ability' rules, under triggered abilities, stating "A [icon] ability with a triggering condition beginning with the word "after..." may be used immediately after that triggering condition's impact upon the game state has resolved.". The Geared Up ability affects the game state. Therefor I conclude that Backpack only gets items after the Geared Up ability is already done.
Anyway, I still like it. If you have an item heavy deck, playing 3+ items at a discount is great!
Now that we know the Aug 22 erratum updated the text to "One at a time, play..." And this enabled Backpack to work (you can play the found items). Does this allow fast events, specifically Well-Maintained, to be used between each played event.
- Geared Up uses the word Play (treated as a play action, but you'er not getting an play "action").
Rules for Effects
- Suggests 'play" would be treated as an action using the Framework event detail. Specifically 2.2.1
Rules for 2.2.1 timing
- indicate there is a player window before (and after) each action ( in our case, a played item).
Rules for fast
- Indicate I can play Well-Maintained in this player window.
Am I missing anything? Any exception overlooked?
This would also be true with Ever Vigilant as wording is similar.