Cost: $5
Type: Action
Text: You may reveal a Province card from your hand. If you do, gain a Gold card, putting it into your hand. Otherwise, gain a Silver card, putting it into your hand.
Explorer is a fascinating $5-cost card from Seaside that offers guaranteed treasure gaining with an interesting Province-revealing mechanic. This comprehensive guide will explore how to effectively utilize Explorer in your Dominion games.
Key Characteristics: - Always gains at least a Silver to hand - Can gain Gold to hand if you reveal a Province - Costs $5 - Action card (important for action-counting) - Immediate hand improvement - No +Action, +Card, or other bonuses
Core Benefits: - Guaranteed treasure gaining - Treasures go directly to hand (can be used immediately) - Flexible gaining based on circumstances - No trash or discard requirements - Works even with empty Supply piles
Good Times to Buy Explorer: - Early game when you need treasure density - Kingdoms lacking other treasure-gaining options - Games where Provinces are bought early - When hand-improvement is valuable - In engines that can handle extra actions
Poor Times to Buy Explorer: - When better $5 options exist - In Colony games (Provinces less important) - When treasure-gaining isn't critical - In very fast kingdoms - When actions are extremely limited
Early Game: - Usually better than Silver in early game - Can help reach important price points - Provides guaranteed economic improvement - Good first or second $5 buy - Helps build toward Province purchases
Mid Game: - Becomes stronger once you have Provinces - Helps maintain economy while greening - Useful for reaching $8 consistently - Can support multiple big purchases - Helps recover from attacks
Late Game: - Utility decreases as deck gets focused - Still valuable for immediate hand improvement - Less important when Provinces are priority - Can help in Province battles - Useful for reaching final key purchases
Strong Synergies:
Village Variants: - Native Village - Fishing Village - Worker's Village - Any village allowing multiple actions - Helps offset Explorer's action cost
Card Draw: - Laboratory - Smithy - Council Room - Allows finding Provinces to reveal - Increases chances of using Explorer effectively
Province Gainers: - Expand - Workshop - Multiple Explorers become stronger - Earlier Provinces enable Gold gaining - Creates positive feedback loop
Hand Management: - Haven - Courtyard - Royal Seal - Helps set up Province reveals - Increases Explorer efficiency
Throne Room Effects: - Throne Room - King's Court - Crown - Multiple immediate treasures - Increased economy boost
Problematic Elements:
Action Competition: - Terminal action (uses action without giving more) - Competes with other important terminals - Can clog action-light engines - May prevent playing key cards - Requires careful deck building
Province Tension: - Need Provinces for maximum benefit - Keeping Provinces reduces buying power - Creates awkward decisions - May delay greening strategy - Can be inefficient late-game
Opportunity Cost: - Takes $5 buy - Many strong alternatives at $5 - Could delay engine building - Might miss key kingdom cards - Investment may not pay off
Good Kingdoms:
Action-Rich: - Multiple villages available - Strong card draw present - Can support terminal actions - Engine building possible - Explorer fits naturally
Treasure-Focus: - Limited treasure gaining - Money-based strategies viable - Slower pace of play - Economic warfare present - Explorer provides advantage
Poor Kingdoms:
Rush Kingdoms: - Gardens strategies - Duke/Duchy focus - Province rush possible - Too slow for context - Better alternatives exist
Heavy Engines: - Strong payload cards - Better treasure alternatives - Action efficiency critical - Complex combinations - Explorer doesn't contribute enough
2-Player Games: - More consistent Province access - Easier to control pace - Explorer strength more reliable - Can focus on economy - Better than in multiplayer
3+ Player Games: - Provinces more contested - May see fewer Provinces - Gold gaining less reliable - Economy more important - Consider carefully before investing
Strong Openings: - Silver/Explorer - Explorer/Silver - Explorer/Village variant - Explorer/Card draw - Double Explorer (with +$2 token)
Situational Openings: - Explorer/Terminal action - Explorer/Treasure - Explorer/Attack - Explorer/Defense - Based on kingdom context
Engine Approach: 1. Secure action support (villages) 2. Add card draw 3. Include 1-2 Explorers 4. Build toward Provinces 5. Leverage Gold gaining
Big Money Approach: 1. Buy early Explorer(s) 2. Focus on treasure density 3. Add minimal actions 4. Buy Provinces when possible 5. Use revealed Provinces strategically
Hybrid Approach: 1. Balance actions and treasure 2. Include selective engine pieces 3. Use Explorer for economy 4. Maintain flexibility 5. Adapt to game flow
Strategic Errors: - Over-investing in Explorers - Ignoring action requirements - Keeping Provinces too long - Missing better alternatives - Inflexible strategy adherence
Tactical Errors: - Poor timing of Explorer plays - Suboptimal Province revealing - Ignoring hand composition - Missing immediate opportunities - Forgetting gained treasure options
Province Management: - Strategic Province buying - Timing of reveals - Balancing hold/spend decisions - Maintaining Province access - Maximizing Gold gains
Action Sequencing: - Optimal Explorer timing - Managing multiple Explorers - Combining with other actions - Treasure use timing - Hand optimization
Treasure Heavy: - Focus on Explorer's reliability - Use as economic supplement - Consider multiple copies - Balance with other treasures - Maximize immediate gains
Action Heavy: - Ensure action efficiency - Support with villages - Combine with draw - Maintain engine integrity - Use Explorer selectively
Direct Approaches: - Pressure Provinces early - Attack actions/hands - Race alternate victory paths - Build stronger engines - Control game pace
Indirect Approaches: - Deny key support cards - Manipulate Province availability - Focus on efficiency - Build alternative economy - Force awkward decisions
Prosperity Games: - Less valuable with Colonies - Consider Colony/Province balance - May need alternative strategy - Economy still important - Adapt gaining patterns
Campaign Games: - Value varies with conditions - Consider specific scenarios - Adapt to special rules - May have unique interactions - Balance risk/reward
Explorer is a solid economic card that requires careful consideration and strategic planning. Its success depends heavily on kingdom context, player count, and overall strategy. Key points to remember:
Strengths: - Guaranteed treasure gaining - Hand improvement - Flexible gaining options - Province synergy - Immediate use of gained treasure
Weaknesses: - Terminal action - Province tension - Opportunity cost - Kingdom dependence - Timing sensitivity
Best Practices: 1. Evaluate kingdom context carefully 2. Plan action support 3. Manage Provinces strategically 4. Time purchases appropriately 5. Adapt to game flow 6. Consider alternatives 7. Balance engine needs 8. Monitor efficiency 9. Maintain flexibility 10. Focus on timing
Explorer can be a powerful addition to many strategies when used correctly, but requires careful consideration of kingdom context and strategic planning to maximize its potential. Success with Explorer comes from understanding its role in your overall strategy and adapting its use to the specific circumstances of each game.