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Pairs well with
FroGames — Moments You'll Remember
That moment when the firefighter with tactical goggles steals the police officer's job. And everyone bursts out laughing while someone shouts 'But I really needed that jacket!'
WHAT IT IS ABOUT
The arsenal your working dogs were missing
Dogs With Jobs: Gear is the expansion that adds tactical equipment to the base game by John Gordon. Protective goggles, operational jackets, field tools: every dog can now equip themselves to tackle the most complex jobs. Illustrations by Jonathan Wesslund make each card a small canine portrait on a mission.
Every time you complete a job, you draw 3 Gear cards and choose 1. Each one gives you a special one-time action to play at the right moment. If you keep it until the end, it's worth 2 extra points. It's a simple system that adds a layer of planning: when to use the power, when to keep it for points.
What they say abroad
Gear adds that tactical depth we were looking for, without bogging down the flow. Each piece of equipment makes you think: 'Now or never?'
— FroGames
Dogs With Jobs: Gear - Expansion
The Equipment
What you'll find in the operational kit
Tactical Goggles
Protection and style. Each Gear card brings a special action that can turn the tide at the right moment.
Operational Jackets
Field equipment that gives your dogs new abilities. Choose when to use them: timing is everything.
Job Rewards
Complete a job, draw 3 Gear, and choose 1. Each choice shapes your strategy for the rest of the game.
Extra Points
Each unused Gear is worth 2 points at the end of the game. Keep or play? That is the dilemma.
At the end of the game, you count your points, but you mostly remember that goggle-wearing firefighter who stole the best job. And you still laugh.
🧤 BUSTINE
A game in five moments
What happens at the table
Not the rules. The experience.
The first equipment
You complete the first job and draw 3 Gear cards. You read the powers, trying to understand which will be most useful. Some choose immediately, others stare at the cards as if deciding the fate of the world.
The first power played
Someone plays the first Gear card and changes everything. An action nobody expected. The others look at their cards and start to plan their revenge.
The collection grows
Everyone now has 2-3 Gear cards in hand. The table is full of glasses, jackets, tools. Someone is doing mental calculations on points, someone else is waiting for the perfect moment to play the decisive power.
The perfect moment
There's always that turn where someone plays the right card at the right time. Steals an impossible job, blocks an opponent, turns the tide. Everyone bursts out laughing or yells 'No!'.
The final count
Find out who used all their powers and who saved them for the 2 extra points. Someone wins by a hair thanks to an unplayed Gear card. Someone else kicks themselves for not using that power three turns ago.
How to play
The flow of each turn (with Gear)
Dogs With Jobs: Gear integrates perfectly into the base game, adding a single moment of choice after each completed job.
You play your normal turn of Dogs With Jobs. When you complete a job, instead of just taking the basic reward, you move on to the Gear phase.
Take the top 3 cards from the Gear deck and read them. Each has a different single-use special power.
Choose which Gear card to keep and add it to your hand. The other 2 are discarded. It's a choice: which power do you need most?
During your subsequent turns, you can play Gear cards as single-use special actions. Or save them: each unused Gear is worth 2 extra points at the end of the game.
Why it's different from other expansions
Six reasons why Gear works
Instant integration
It doesn't change the base game, it enriches it. Additional rules in 2 minutes, intuitive mechanics. Draw, choose, play whenever you want. No extra complexity, just more interesting choices.
The points vs. power dilemma
Every Gear card is a crossroads: do you play it now for the tactical effect or save it for the 2 extra points? This micro-dilemma repeats every time you complete a job and is the heart of the expansion.
Balanced single-use powers
Every card is strong but limited: you use it only once. There are no broken combos or dominant strategies. Only well-dosed tactical moments that reward good timing.
Extreme variability
Every game offers you different equipment. There is no fixed strategy: you have to adapt to what you draw and seize opportunities. Replayability multiplied.
Scalable depth
It works great with both casual players (who use powers when they come up) and experienced players (who plan every choice). Everyone can add the depth they want.
Coherent theme
These are not abstract bonuses: they are real glasses, jackets, tools. Each card tells a visual story thanks to Wesslund's illustrations. The operative dogs really look equipped.
How it ends
How to win (and how to lose)
Dogs With Jobs: Gear maintains the victory conditions of the base game, but adds a new source of final points.
Victory
- The player with the most total points at the end of the game wins (as in the base game)
- Each unused Gear card is worth 2 extra points
- Played powers can give you tactical advantages that lead to more completed jobs (and thus more points)
Risks and traps
- Saving too many Gear cards without using them: the 2 extra points aren't enough if you lose tactical opportunities
- Using all powers too early: sometimes saving a card for the final score is the right choice
- Not adapting to the Gear drawn: each game requires a different strategy
Gear is the expansion that makes every game different without making the rules heavier. If you like Dogs With Jobs, this adds exactly the variability you were looking for.
Frequently asked questions
FAQ about Dogs With Jobs: Gear Dogs With Jobs: Gear - Expansion
Is the base game required to play?
Yes, Dogs With Jobs: Gear is an expansion. It is not playable on its own: you need the Dogs With Jobs base game. It integrates perfectly without modifying the main rules, only adding the equipment card mechanism.
How much does it change the base game?
Little in terms of complexity, much in terms of variety. The additional rules are explained in 2 minutes: you draw 3 Gear after each completed job, choose 1, use it when you want or save it for 2 points. The flow remains identical, but tactical choices increase.
How many Gear cards are in the deck?
The official description does not specify the exact number, but the system is designed to ensure variability in every game. You draw 3 and choose 1, so you see different options throughout the game. Each card has a different single-use power.
Are the powers balanced or are there dominant cards?
All powers are single-use, so there are no broken combos. The strength of the expansion lies in the dilemma: each card is useful, but you have to decide when to use it or whether to save it. There is no dominant strategy: it depends on the game situation.
Is it available in Italian?
Dogs With Jobs: Gear is an expansion with text on the cards. It is currently available in English edition. Always check the language of the edition for sale on FroGames before purchasing.
Dogs With Jobs: Gear is the expansion for the base game Dogs With Jobs by John Gordon and published by Lab 380. Designed for 2-5 players, 15-30 minutes duration, ages 7+, it adds equipment cards that give operative dogs special single-use powers. Each time you complete a job, you draw 3 Gear cards and choose 1 to keep: you can use it for a tactical action or save it for 2 extra points at the end of the game. Mechanics: hand management, push your luck, multi-use cards. Perfect for those looking for more variability and depth without complicating the rules. Available on FroGames.it.

Dogs With Jobs - Gear - Expansion
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