|Type(s)||Action - Duration|
For the rest of the game, when another player plays an Attack card, it doesn't affect you, and when you play an Action, +1 Action.
(This stays in play. This is not in the Supply.)
Champion is an Action-Duration card from Adventures. It stays in play permanently, protecting you from all Attacks and making every Action you play non-terminal. It is not in the Supply, but can be exchanged for from a Hero. There are only 5 copies of Champion in the Champion pile.
 Official FAQ
- Champion stays in play for the rest of the game once played.
- For the rest of the game, it provides you with an additional +1 Action each time you play an Action, which means you will always be able to play all of your Actions; and it protects you from all further Attacks played (whether you want the protection or not).
- Champion only protects you from Attacks played after it; for example it does not stop a previously played Swamp Hag from giving you Curses that turn.
 Other Rules clarifications
- Champion does not protect you from Possession as that card is not an Attack card.
- Trashing Champion from play (such as with Procession) does not end the effect.
There is no strategy article for Champion, but it has been discussed on the forum.
At first glance, Champion looks absolutely ridiculous. Unlimited actions AND immunity to all Attacks for the rest of the game? The game is now officially broken, right? Thankfully, Champion does suffer from a very high opportunity cost, preventing it from actually making the game unplayable. Nevertheless, it is still a force to be reckoned with.
Champion completely eliminates the need for Villages in your engine, by just giving you the opportunity to play every action card you can get your hands on. Assuming no shenanigans, you will need at least 5 shuffles before you can get there, though - you'll need to buy a Page, exchange it four times, and then play the Champion. By then, a lot of things could have gone wrong, since every step adds a bit of complication.
Page itself is just a vanilla cantrip, nothing too exciting. Treasure Hunter, the next step in the process, is more of a liability than an asset in most engines. It has the unfortunate tendency to give you heaps of Silver when you actually prefer more draw. If your opponent gained two Silvers with his Treasure Hunter and buys two cards, then playing your Treasure Hunter next turn will give you FOUR Silvers, for example. Unless your draw is Magpie, you don't want that in an engine. Silver clogs up your engine, which is never good, but it's even worse now as you're racing towards getting a Champion as soon as possible.
Warrior is the most dangerous step along the way. If you're going for Champion, odds are your opponent is doing the same thing. Eventually, you will both have a Warrior or two. Since Warrior can trash other Warriors (and also Treasure Hunters), you risk losing your precious Traveller at this point, at which point you would have to start all over. What's more: if your opponent gets a Champion before you, your Warriors will now no longer attack them. Warrior is more dangerous if your opponent has a lot of Pages; every extra Page is an extra possibility to hit your key cards.
Finally, there's Hero, which is similar to Treasure Hunter except for the fact that it only gives you one Treasure, which you can choose, so it's not quite as bad. Once you finally get your Champion, your deck will explode in no time. Add tons of terminal draw and +Buy; you will have enough money already from Hero and Treasure Hunter.
Finding the balance between Villages and terminals is more difficult than it usually is. You might think that you can just buy a heap of Smithies, but you should be careful with that. Dead-drawing your Traveller is very painful, and you will still risk terminal collision before you reach the Champion. On the other hand, buying too many Villages is also not the best idea ever, as they become almost useless once you activate your Champion.
- Sifting: Warehouse, Guide, Dungeon, Cellar
- Terminal draw (but don't overbuy it early on)
- Inn and Herald overpay can get you back to your Travellers earlier
- Cards that skip other cards might discard your precious Traveller: Loan, Venture, Adventurer, Advisor, Envoy
- No good engine and strong Big Money, combo or rush options
- Lack of strong terminals make it not worth the opportunity cost
 English versions
|+1 Action. For the rest of the game, when another player plays an Attack, it doesn't affect you, and when you play an Action, +1 Action. (This stays in play. This is not in the Supply.)||Adventures 1st Edition||April 2015|
|+1 Action. For the rest of the game, when another player plays an Attack card, it doesn't affect you, and when you play an Action, +1 Action. (This stays in play. This is not in the Supply.)||Digital version has a cost ofrather than .||Adventures 2nd Edition||August 2017|
 Other language versions
|French||Championne (note: explicitly feminine)|
|German||Champion|| +1 Aktion|
Immer wenn ein Mitspieler eine Angriffs-
karte spielt, bist du davon nicht betroffen.
Immer wenn du eine Aktionskarte spielst:
(Diese Karte bleibt bis zum Spielende im
Spiel und gehört nicht zum Vorrat)
|Japanese||チャンピオン (pron. chanpion)||+1 アクション。 ゲーム終了まで、他のプレイヤーがアタックカードを使用するとき、その影響を受けず、あなたがアクションカードを使用するとき、+1 アクション。(これは場に残り続ける。このカードはサプライに置かない。)|
|Russian||Чемпион (pron. chempion)|
 Secret History