[Dominion] Venture Card Guide - Treasure-only Cycler
Rating of the Prosperity card Venture. Cost 5 Treasure. +$1 and reveal until you find a Treasure, discard the rest, play that Treasure.
Venture
Basic Info
- Type: Treasure
- Cost: 5
- Effect: +$1. Reveal cards from your deck until you find a Treasure. Discard the others; play that Treasure.
Rating
A "+$1 cycler that auto-finds Treasures". Increases turn velocity and effectively compresses the deck.
Mediocre at face value. $5 competes with Gold (+$3 guaranteed). Venture is +$1 + random Treasure — expected value depends on Treasure ratio.
In high-Treasure BM, equals or beats Gold. In low-Treasure engines, worse than Gold.
Tier C-B. Board dependent. Devalues somewhat in Colony games.
How to Play
Early: at $5, choose between Venture and Gold based on plan. BM → Venture; engine → Gold.
Mid: chain Ventures. Each fires the next Treasure for explosive turns ($10+).
Late: secures Province turns by reliably firing the deck's Treasures.
Discards Action cards as it digs (a side effect — engines don't lose Actions but lose deck momentum).
When to Pick / Skip
Pick when:
- Treasure-heavy BM plan.
- Gold/Silver-heavy expected purchases.
- Special-Treasure synergies (Bank, Jewel, Baker).
- Deck thinning by 1-2 copies.
Skip when:
- Pure engine with minimal Treasures.
- Action-rich decks where discarding Actions hurts.
- Heavy trash that cuts Coppers (Venture whiffs).
2-4 copies typical.
Key Combos
Venture + Venture: Chain detonation through Treasures.
Venture + Bank: Bank counts the chained Treasures, +$N grows.
Venture + Jewel: Jewel sets next Treasure on deck top, chain fires.
Venture + Talisman: Cost-4-or-less gain.
Venture + Grand Market: Treasure-focused engine.
Venture + Haven: Save Venture for next turn.
Venture + King's Court: Two consecutive plays.
Venture + Throne Room: Same idea.
Synergies
- Bank: Treasure count.
- Jewel: Treasure-deck-top synergy.
- Talisman: Gain enabler.
- Grand Market: Treasure focus.
- Haven: Timing.
- King's Court: Doubled.
- Copper-rich boards: Treasure-density.
- Baker: Carryover.
- Venture itself: Chains.
Counters & Bad Matchups
- Chapel: Trashes Coppers, Venture density drops.
- Pure engines: Action-heavy.
- Torturer: Venture in hand discarded.
- Short games: Venture's deck dig isn't fully utilized.
Advanced Tips
Treasure ratio EV: Copper 10 + Silver 4 + Gold 2 → Venture EV = +$1 + ~$2 = +$3, on par with Gold.
Chain power: 3 Ventures in a row + Silvers = $9+ with no village dependency.
Action discard side effect: Engine cards thrown to discard during dig — disrupting nothing immediately, but reducing draw next shuffle.
Jewel synergy: Jewel places a Treasure on deck top. Venture + Jewel + Venture chains both.
Haven: Save Venture for next turn when dig is more useful.
Province + Duchy: 3 Ventures + Gold = $10-12.
Mirror: Both running Venture — Treasure-density discipline wins.
KC: KC + Venture = double dig, double chain.
Shuffle timing: Venture digs deck, accelerating shuffle, smoothing next turn's draw.