|Name a card. Reveal cards from your deck until you reveal 3 cards without that name. Put those cards into your hand and discard the rest.|
Journeyman is an Action card from Guilds. It is a terminal draw card that allows you to skip a specific card you don't want to draw, thus fitting into the minor "naming cards" theme of Guilds.
- This draws you three cards that are not a particular card.
- First name a card. It does not have to be a card being used this game.
- Then reveal cards from the top of your deck until you have revealed three cards that are not the named card, or have revealed all of your cards (after shuffling).
- Put the revealed cards that were not the named card into your hand and discard the rest.
Journeyman is a terminal draw card that sifts past copies of one card you choose. Like many similar terminal draw cards, Journeyman is best when you can use it alongside villages to create reliable draw. Journeyman's sifting is usually only a minor benefit, but does mean that Journeyman can have an edge as compared to other sources of draw when used in junkier decks. The effectiveness of the sifting effect is highest when the number of different kinds of junk in your deck is low. Most often, this means that Journeyman is most relevant in the early midgame, when it is particularly effective at cycling past your starting cards (usually Copper). Later in the game, Journeyman is less useful as the diversity of your deck increases and the amount of junk decreases, but it does give you a small amount of deck control that you can use to, for example, find your draw before your payload.
There are a few considerations to make when deciding what card to sift past with Journeyman:
- Generally, you’ll want to name and sift past Copper or whichever other junk card is most common in your deck, as doing so will help you cycle to more important cards. Occasionally, it may be worth naming something else, if for example you want to draw those Coppers to hit a price point this turn.
- It is a good idea to use deck tracking to know the remaining cards in your shuffle, and the overall contents of your deck. For example, if you know you have no Coppers remaining in your shuffle, you might instead opt to sift past the Estates. Similarly, in the late game, you may switch to sifting past Provinces once those are the most common junk cards in your deck. Less frequently, you might also be able to use information from effects such as Cartographer or an opponent’s Chariot Race.
- When Journeyman is used to put large amounts of stop cards into your discard pile, it is important to avoid an unfavorable reshuffle containing mostly or exclusively those cards. If you have at least three cards in your deck, you can always avoid triggering a reshuffle, if desired, by naming a card such as Curse that you know you do not have in your deck at all.
Journeyman is less effective in Kingdoms with multiple kinds of junk (e.g. Shelters or Ruins). Because it reveals and discards cards, it can sometimes be effective at triggering the effects of cards such as Patron or Village Green.
External strategy articles
Note: Article(s) below are by individual authors and may not represent the community's current views on cards, but may provide more in-depth information or give historical perspective. Caveat emptor.
|Name a card. Reveal cards from the top of your deck until you reveal 3 cards that are not the named card. Put those cards into your hand and discard the rest.||Guilds||June 2013|
|Name a card. Reveal cards from your deck until you reveal 3 cards without that name. Put those cards into your hand and discard the rest.||Guilds & Cornucopia (2017 printing)||March 2018|
Other language versions
At one point the 13-card Guilds somehow squeezed in a minor third theme, which was "name a card." I didn't end up including much of it, but Doctor and Journeyman give you a taste of it. Name a card; draw three cards that aren't it. During playtesting we sometimes called this one Bigot Parade. "We hate Estates!" they chant, marching past the Jagiellonian University, which Casimir III established.Early in the game, Copper and Estate are the popular options. Later on you might name another card, or Curse, or maybe a Village you've got that you feel like you'll be so unlucky as to draw now with no actions left. Too many Journeymen? Just name Journeyman.