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Vagabond (Adventurer) badge

Vagabond (Adventurer)

Treat every item as a tool for the task at hand, roam the forest completing quests, and turn a life of wandering into a trail of victory points.

Easy
Starting items Torch Boot Hammer

Background

The Vagabond is unlike any other faction on the board. You have no territory, no buildings, and no warriors — just a single wandering figure picking through the forest for useful items and forging quiet alliances with whoever is willing. Where others fight over clearings, you slip between the battles and collect the spoils.

The Adventurer is the quest-dedicated variant of this wandering life. Where others might raid or craft, the Adventurer throws herself into the woodland's side-tasks — the posted quests that other factions ignore entirely. Your signature ability, Improvise, removes the usual restriction on what items a quest demands: once per turn while completing a quest, you can damage any unexhausted item and have it count as whichever item the quest actually requires. That starting Hammer is no accident — it's there to repair the items you burn on the way.

You begin with a Torch, a Boot, and a Hammer — a lean kit that prioritizes mobility, ruin exploration, and self-repair over early aggression.

How you win

You score points through several independent channels, and the Adventurer is particularly strong at one of them:

  • Complete quests by reaching a matching clearing and exhausting the required items — or Improvising with whatever you have on hand. Each completed quest scores VP or draws extra cards, and finishing multiple quests of the same type scores progressively more each time.
  • Aid other factions by giving them a card that matches a clearing you share; this advances your relationship with them, and hitting higher relationship tiers scores VP directly.
  • Remove enemy buildings and tokens in battle — you score VP for this, rewarding you for picking opportunistic fights.

The Adventurer's path to 30 leans on quests more heavily than any other Vagabond. Improvise means you are almost never blocked from completing a quest by the wrong item combination — the item economy is the obstacle, and your Hammer is the solution. Keep your item tray healthy, keep moving, and keep clearing quests.

How they play

Your turn runs on item exhaustion. Moving between clearings costs a Boot; most actions — Aid, Quest, Battle, Craft with Hammers — exhaust the relevant item. After you act, exhausted items sit face-down until your Refresh step, and any hits you take in battle damage items instead of removing your figure.

The Adventurer's rhythm is travel-then-quest. You arrive in a clearing that matches an active quest's suit, check the required items, and if you have them ready you exhaust and collect your reward. If you're one item short, Improvise lets you damage any unexhausted item in its place — but that item is now out of service until you repair it, so use the ability deliberately rather than reflexively.

Building your item pool is critical. Explore ruins early with your Torch to uncover hidden items; every new item is an additional action available each turn. The Hammer you start with is a rare resource in the early game — it lets you bring damaged items back into service in Daylight rather than waiting to stumble into a forest for a full Rest.

Relationships slide between Hostile and Allied as you aid or battle factions. A Hostile faction can attack you freely and costs extra movement to navigate around — watch each track carefully and give Aid proactively to avoid being locked out of the map.

Strengths

  • Improvise means you are almost never completely blocked from completing a quest. As long as you have any unexhausted items available, you can fulfill a missing requirement — turning a near-miss into a finish and keeping your VP engine ticking even when your item tray is imperfect.

  • Quests, relationship tiers, and battle VP run simultaneously. Opponents can disrupt one stream but rarely all three, giving you consistent forward progress even in a hostile game state. The Adventurer's quest focus makes that channel unusually reliable.

  • Starting with a Hammer means you enter the game with a built-in repair loop. Every item you damage through Improvise can be restored during Daylight without waiting for a forest clearing, keeping your action count higher than other Vagabonds in the same damage situation.

Weaknesses

  • !

    You are exactly one figure on the board — you can only be in one place at a time. Every quest, Aid opportunity, and ruin you cannot reach in time is a VP you leave behind. Routing efficiently across the map is a constant puzzle.

  • !

    Your entire turn depends on having undamaged, refreshed items available. Improvise accelerates item damage on purpose, so if you lean on it aggressively without repairing, you can hollow out your own action count over two or three turns.

  • !

    Your starting kit of Torch, Boot, and Hammer is lean. Until you've explored enough ruins to build a fuller item pool, your actions per turn are limited and other factions are already scoring aggressively. The early game demands careful prioritization.

Tips & tricks

  • Tip

    Make a beeline for ruins in the first few turns — the Torch you start with is precisely for this. Every item you pull out is one more action available each turn for the rest of the game. Skipping ruins leaves you item-starved right when quest targets start filling the board.

  • Tip

    Improvise shines when you are one item short of completing a quest — use it to close out a finish you'd otherwise miss, not to substitute for building a real item pool. Each damaged item is a future action you've borrowed against; keep borrowing and you'll have nothing left to spend.

  • Tip

    Your starting Hammer is most valuable right after a turn where you've leaned on Improvise. Repair the damaged item in the same Daylight if you can — restoring it immediately means you pay only one turn of downtime instead of carrying the damage forward into your next Refresh.

  • Tip

    Quest VP scales with how many quests of the same type you've already completed. Plan your route around clearing multiple quests of the same suit rather than hopping between types — the later quests in a matching run score significantly more and reward sustained focus.