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[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:

  1. Treasure-heavy BM plan.
  2. Gold/Silver-heavy expected purchases.
  3. Special-Treasure synergies (Bank, Jewel, Baker).
  4. Deck thinning by 1-2 copies.

Skip when:

  1. Pure engine with minimal Treasures.
  2. Action-rich decks where discarding Actions hurts.
  3. 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.