Tabletop Companion
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Vagabond (Adventurer) turn

Birdsong

Refresh Items

Flip exhausted items on your tracker back to their ready side, up to your Refresh limit. Your Refresh limit is 3, plus 1 for each Coin-class item you have on your tracker.

If you used Improvise last turn to damage an item, this is when you feel that cost — damaged items are not refreshed here and remain unavailable until repaired.

  • Hint Use your full Refresh limit every turn. Leaving items face-down when you could flip them is wasted action potential — there is almost never a reason to skip.

Slip (optional)

Move yourself into an adjacent clearing without spending or exhausting any items, even if the destination is controlled by a faction that would otherwise require a Sword to enter.

  • Hint Slip is completely free. Use it to close the gap toward your next quest target without spending a Boot — one free step each turn compounds into significant map coverage over a full game.

Daylight

Take Actions

Take as many actions as you like, in any order, as long as you have the required ready items to exhaust. Each action exhausts one or more items:

  • Move — Exhaust a Boot to move to an adjacent clearing. If the destination is currently Hostile, also exhaust a Sword.
  • Battle — Exhaust a Sword to initiate combat in your current clearing against a faction present there.
  • Explore — Exhaust a Torch while in a clearing that contains a ruin to draw the hidden item inside it.
  • Aid — Exhaust an item matching a card you play to that faction, then give them the card. Improves your relationship with that faction and scores you VP at higher relationship tiers.
  • Quest — Exhaust the items listed on an active Quest card while in the matching clearing to complete the quest and claim its reward. You may use Improvise once per turn during this action.
  • Repair — Exhaust a Hammer to move one of your damaged items back to your tracker.
  • Craft — Exhaust the item(s) matching a card's craft cost to craft that card from your hand.
  • Hint If you damaged an item through Improvise on the same turn or a previous turn, use your Hammer to repair it during Daylight rather than carrying the damage forward. A Hammer in hand is a powerful buffer against your own ability's costs.
  • Hint Your starting Torch exists specifically to unlock ruins. Hit ruins early — items you pull out now will fuel more actions per turn for the rest of the game.
  • Hint Each Aid action advances your Relationship track with the faction you help. Hostile factions can attack you freely and cost extra Sword exhausts to move near — staying warm with at least the dominant military faction keeps the map open for your questing routes.

Improvise (Adventurer's Special Action)

Once per turn while taking the Quest action, you may damage any one unexhausted item on your tracker and treat it as whichever item the quest actually requires. Exhaust the stand-in item to satisfy that quest requirement, then place it in your damaged pile.

This lets you complete a quest even when your tray is missing one of the listed items — any ready item can serve as a substitute at the cost of putting itself out of service.

You may only use Improvise once per turn, and only during the Quest action.

  • Hint Improvise is most efficient when you are one item short of an otherwise completable quest. Using it to substitute two items on a single quest doubles the damage and quickly hollows out your tray — plan your item stock so you usually need it for only one slot.
  • Hint When picking which item to damage, favor items you won't need for your next planned action. If you intend to move immediately after questing, don't damage your only ready Boot — damage a Sword or a second Torch instead.
  • Hint Because you start with a Hammer, every item you damage through Improvise is one repair action away from being useful again. If you have a Hammer ready, you can Improvise and immediately repair the damaged item in the same Daylight — a costly but occasionally worthwhile loop.

Evening

Rest (if in a forest)

If you are currently in a forest, move all your damaged items back to your tracker and flip all exhausted items to their ready side — a full item reset at no cost.

For the Adventurer, Rest is especially valuable after a turn where Improvise generated multiple damaged items. Routing through a forest after a heavy Improvise turn restores your full capacity at no Hammer cost.

  • Hint Rest heals every damaged item at once, including those you put there via Improvise. If you've been leaning on Improvise across several turns and your tray is battered, a single forest stop resets everything rather than burning multiple Hammer actions.

Score by Coins

Score victory points equal to the number of Coin-class items on your tracker.

  • Hint Coin items both raise your Refresh limit during Birdsong and score VP directly each Evening. Picking up Coins from ruins or crafting is worthwhile even for a quest-focused Adventurer — they pay dividends every single round.

Draw and Discard

Draw 1 card, plus 1 additional card for each Bag-class item on your tracker. Then discard down to a maximum of 5 cards.