From DominionStrategy Wiki
|Type(s)||Action - Duration|
|At the start of each of your turns for the rest of the game, choose one: Gain a card costing up to, setting it aside on this; or put a card from this into your hand.|
Quartermaster is an Action-Duration card from Plunder. It is a gainer that stays in play for the rest of the game, gaining cheap cards and setting them aside to save for later, and letting you put the gained cards directly in your hand on the turns when you're ready for them.
 Official FAQ
- Quartermaster stays in play for the rest of the game.
- Each turn you either gain a card and put it on the Quartermaster, or take one of the cards you've already gained with that Quartermaster and put it into your hand.
- If you play two Quartermasters, they each have their own set of cards. However if you Throne Room a Quartermaster, you just have one set of cards for it, and twice on each of your turns, either add one or take one.
 Other rules clarifications
- Cards that were gained and set aside on Quartermaster are still yours at the end of the game. So you can gain Estates and leave them set aside forever (effectively exiling them).
- The card you gain is immediately set aside, and doesn't visit your discard pile. So if you gain a Ghost Town, it will be set aside on this (instead of going to your hand).
- However, abilities that move cards when you gain them can move a card that's gained with Quartermaster. So if you gain a Siren with this, it will still trash itself (unless you trash an Action from your hand).
- If you use Throne Room on Overlord, and have it play 2 Quartermasters, there will be 2 sets of cards that cards are gained to. Overlord will stay in play forever, while Throne Room won't. 
 English versions
|At the start of each of your turns for the rest of the game, choose one: Gain a card costing up to, setting it aside on this; or put a card from this into your hand.||Plunder||December 2022|
 Other language versions
 Secret History
Early on I had a Duration card for and get one each turn. Then I thought of the final card. It's an old idea in a form that finally works - having a stash of cards that you add to or take from. 's,that gained a Copper, a Silver, and a Loot, setting them aside, and doled them out one per turn. You don't want Copper, right, so, how about a Silver, a Loot, and a card costing up to ? This was briefly fun, but too strong. Then back to the Copper, but wait we hadn't liked that and still didn't. Then I tried, gain two differently named