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[Dominion] Quartermaster Card Guide - Permanent Gainer

Rating of the Plunder card Quartermaster. Cost 5 Action-Duration. Each turn: gain a card up to $4 set aside, or take one back to hand.

Quartermaster

Basic Info

  • Type: Action-Duration
  • Cost: 5
  • Effect: At the start of each of your turns for the rest of the game, choose one: gain a card costing up to $4, setting it aside on this; or put a card from this into your hand.

Rating

A premier permanent Duration. Cost 5 = "free gains every turn for the rest of the game." Even post-Province-line, $4-or-less gains continue.

Defining feature: permanent effect. One Quartermaster across 15-18 future turns = massive gain volume.

Gain target: $4 or less = Silver / Estate / Siren / Harbor Village / Workshop, etc.

Choice: gain and set aside vs. take aside-card to hand. Decouples gain timing from use timing.

Overall S tier. Plunder game-changer.

How to Play

Early: After buying Quartermaster, gain Silver each turn → set aside. Mid-game: take aside-cards to hand for use.

Mid: Gain Action cards $4 or less (Harbor Village, Siren, etc.). Stockpile for finisher turn.

Late: Each turn gain Silver / cheap card + use simultaneously.

Key Combos

Quartermaster + Harbor Village ($4): Each turn gain HV → stockpile.

Quartermaster + Siren ($3): Each turn extra Siren = Curse-spread acceleration.

Quartermaster + King's Cache ($7): Cache itself can't be gained, but Silver each turn boosts economy.

Quartermaster + Trickster: Duration + gain chain.

Quartermaster + Harbor Village + Mining Road: 3-piece engine.

Synergies

  • Harbor Village ($4): Gain target.
  • Siren ($3): Curse acceleration.
  • Mining Road ($4): +1 Buy +$2 stack.
  • Workshop ($3): Gainer overlap.
  • Silver: Economy.
  • Silver Mine (Plunder, $4): Gain target.
  • Enlarge: Cost conversion.

Counters & Bad Matchups

  • Already-built engines: +1 card/turn redundant.
  • Thinning-focused: QM bloats deck.
  • Short games: Long-term effect not realized.

Advanced Tips

Gain targets: Silver (3), Estate (2), $4-or-less Actions. Province/Gold not eligible.

"Set aside" power: Cards don't enter deck immediately. Use for finisher.

Second QM: One usually suffices. Two is overkill.

Multi-set-aside: One QM can hold multiple aside-cards. 10 turns = 10 cards aside.

Quartermaster-BM: QM + Silver BM = Silver each turn.