Reveal the top card of your deck. If it's a Victory card, Curse, Ruins, or Shelter, put it into your hand.
- You draw a card before revealing your top card.
- If the top card of your deck is a Curse, Ruins, Shelter, or Victory card, it goes into your hand; otherwise it goes back on top.
- A card with multiple types goes into your hand if at least one of the types is Curse, Ruins, Shelter, or Victory.
Other Rules clarifications
As Dark Ages is pretty new, there hasn't been much strategy discussion of Vagrant.
The card it's most similar to, of previously existing cards, is Pearl Diver. It's a cheap cantrip for , which might sometimes give an extra bonus. In the case of Vagrant, the bonus is that it might act like a cheap Laboratory, drawing you that second card - but only if that second card is likely to be dead, since Victory, Ruins, Curse, and Shelter cards are usually pretty bad. Vagrant is obviously going to be much better with Action-Victory cards, since it can draw you your Nobles, Islands, and Great Halls. It can also reveal the top card for you to draw it with Mystic, and can maybe help clear green off the top of the deck for Scrying Pool. It could also help keep an Apothecary engine humming.
- Cursers and Looters both give you the junk that you need Vagrant to clear out and will make you be stuck at so you have a good time to buy Vagrant
- +Buy, to pick up spare Vagrants during engine-building
- Action-Victory cards.
- Cards that want to get green off the top of your deck, so perhaps Apothecary and Scrying Pool
- Native Village likes having green left on top
Secret Historyhave to really look like they're just a