Trash a card from your hand. +1 Villager per it costs.
Recruiter is an Action card from Renaissance. It is a trash-for-benefit card that provides Villagers based on the trashed card's cost. If the trashed card cost more than when trashed, Recruiter may be non-terminal.
 Official FAQ
- First you draw 2 cards, then you trash a card from your hand.
- Trashing is not optional.
- For each Silver, you get +3 Villagers. the trashed card costs, you get +1 Villager; for example if you trash a
- You do not get anything for or amounts, just for .
 Basic Overview
Recruiter is everything one could wish for, it is a strong trasher without reducing hand size while providing Villagers. It excels at trashing Estates and allows your deck to rely far less on other villages. You will want to buy one the first time you hit in almost every game.
 Deck impact
Most of the time one Recruiter is all your deck will need, and will have many benefits:
- Consistency: Like all Villager cards, Recruiter alleviates the fear of terminal collision. If you are not drawing deck yet, and therefore not drawing your villages, you are now able to use up your saved-up Villagers to play your terminal Actions.
- Trashing: Removing your three Estates is a significant improvement to any deck; Recruiter does that better than any other card. Additionally, you can trash a Silver that you opened with to get to for +3 Villagers. Note that while you will trash Copper sometimes, it is encouraged to only do so if you have enough Villagers saved up already or have other strong sources of additional actions in your deck.
- Reduction in the need for villages: Having a Recruiter means you need fewer villages to play your deck to its potential. In general, not needing to gain villages allows you to instead gain the other cards you want even sooner. This can significantly speed up your deck building but should be done carefully; while trashing your starting Estates will create a buffer, those Villagers will run out, leaving you again unable to play all your Actions. Recruiter will usually not completely remove the need for other villages, so be sure to not rely on Recruiter entirely or you will be forced to trash valued cards just to be able to play your other Actions.
 In combination with gainers
Recruiter plays quite differently with gainers, because they gain fodder for your Recruiter. You can forego villages and build your deck in a more aggressively way that would normally be over-terminal with Recruiter alone. For example, trashing a Gold gives a net +5 Villagers (because playing Recruiter used an Action), which is quite powerful, even after accounting for the effort of gaining the Gold via a card like Bandit.
Unlike villages, you can stockpile Villagers and use them in one big turn with cards that become especially strong when played in multiples, like Bridge or Inventor. This can enable so-called megaturns, where you drain most or all of the Provinces or end the game by emptying three Supply piles, which would usually require a lot of villages. Playing toward a megaturn can often win faster than a more traditional approach, and should be considered in Kingdoms that promote megaturns.
- Terminal draw
- Flag Bearer
- Silk Merchant
- Spice Merchant
- Fortress and Rats
- Megaturn-enablers, like Bridge or Inventor
- Absence of Copper trashing
- Strong junkers, like Mountebank and Witch (however, these are usually terminal and benefit from Villagers)
- Cost-reducers, like Highway
 English versions
|+2 Cards. Trash a card from your hand. +1 Villager perit costs.||Renaissance||November 2018|
 Other language versions
 Secret History