|Reveal cards from your deck until you reveal 2 Treasure cards. Put those Treasure cards into your hand and discard the other revealed cards.|
Adventurer is an Action card from the first edition of the Base set. It is a terminal Action that digs for Treasure cards in your deck. Since it costs as much as Gold, it is often difficult to find a good use for it: in the absence of efficient trashers, Adventurer is liable to just draw Coppers and therefore produce less money per turn than Gold; if trashing is easy, it is often possible to put together an engine deck that doesn't contain very many Treasure cards and can use cheaper cards than Adventurer to draw the Treasures it does contain.
 Official FAQ
- If you have to shuffle in the middle, shuffle. Don't shuffle in the revealed cards as these cards do not go to the Discard pile until you have finished revealing cards.
- If you run out of cards after shuffling and still only have one Treasure, you get just that one Treasure.
 Other Rules clarifications
 Strategy Article
There isn't a strategy article for Adventurer. It has been mentioned in this article by HiveMindEmulator, edited by theory.
If I asked you to enumerate the terminal draw cards, you’d probably forget Adventurer. I know I did at first. Technically, it’s terminal and it draws 2 cards, and like Library it guarantees no dead actions, and even no Victory cards! Sounds great, but the problem is that it costs and will rarely be better than Gold in a BM deck with 7 Coppers in it. In pure BM (and engines too, for that matter), it’s basically always better to spend your terminals and purchases on something else.
This card can fill a late-game niche, if the board supports it - namely, it helps you gain a late Province. The most important consideration is that Adventurer is almost never worth it if you can't get rid of your Coppers. When you can trash your Coppers, Adventurer reliably draws or more every time it is played. Late in the game when all of your Treasures are diluted by a large number of Victory cards, engines often grind to a halt and most terminals won't be as likely to earn you a Province. Relying on Adventurer to get you a late Province can be risky, though, since it's at its strongest precisely when the game is close to its end - and with that , you could've bought a Duchy instead, supply pile permitting.
Venture massively outclasses Adventurer on most boards and in most phases of the game, due to it costing less and being a Treasure rather than a terminal action. However, the two work together fairly well in any situation in which Adventurer would otherwise be viable, if you have +Buy to support it.
If the best strategy on the board is some sort of Counterfeit-BM hybrid, consider picking up an Adventurer or two to supplement it. Counterfeit clears away those nasty Coppers, does not compete with Adventurer's price, and can give a handy +Buy.
It is worth bearing in mind that, if using an Adventurer-Big Money strategy, this is liable to be weakened if other players are deploying Treasure-based trashing attacks or attacks that give Coppers (e.g. Mountebank, Noble Brigand).
- Trashing, especially trashing to get rid of Coppers - Moneylender, Spice Merchant, Counterfeit.
- In heavy curser (without Mountebank) games, Adventurer is better than other sources of terminal draw.
- High-value treasures, most notably Platinum and Bank, increase the value of this card.
- Bandit Camp increases the expected coin value generated by this card while also lowering the risk of a terminal collision. This combo is a natural fit for an engine strategy.
- Gaining this card with Procession is usually better than gaining nothing at all, and Action cards are scarce. If you manage to Procession your Adventurer, you will almost surely be able to buy a Province that turn, and possibly more if you have +Buy. You shouldn't mindlessly trash cards in favor of this one, though.
- An empty Duchy pile and a Estates and alternate VP cards as the main competition. - hand is often an Adventurer's best friend. At this point, the game has likely become a slog, and other drawing cards will have a hard time beating a late-game Adventurer's money output, leaving
- Gainers that add Copper to the deck, such as Ill-Gotten Gains or Treasure Trove, or where Copper-givers such as Noble Brigand or Mountebank are in use in the game.
- Typically is worse than other sources of terminal draw.
 English versions
|Reveal cards from your deck until you reveal 2 Treasure cards. Put those Treasure cards into your hand and discard the other revealed cards.||Dominion 1st Edition||October 2008|
 Other language versions
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