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Vagabond (Arbiter) badge

Vagabond (Arbiter)

Plant yourself at the center of every fight, sell your sword arm to the highest bidder, and score points every time someone else's battle turns your way.

Easy
Starting items Torch Boot Sword Sword

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 winning. Where others fight over clearings, you slip between the battles and collect the spoils.

The Arbiter is the enforcer variant of this wandering life — a scarred fighter whose reputation precedes them. While other Vagabonds specialize in theft or craftsmanship, the Arbiter specializes in violence, or more precisely, in the threat of violence deployed on someone else's behalf. Your signature ability is Protector: whenever a faction is defending a battle in your clearing, they may call on you before the dice roll. You contribute all your undamaged swords to their maximum hits — and you pocket a victory point for the service.

You begin with two swords and a solid mobile kit, positioning you as the Vagabond most naturally suited to the front lines from the very first turn.

How you win

You earn points through several channels at once, and the Arbiter can run all of them while staying near the fighting:

  • Protector — each time a faction enlists you to defend in their clearing, you score 1 VP. A board with two or three active wars can generate a steady trickle of free points just for being in the right place.
  • Quests — reveal a quest in a clearing matching its suit, exhaust the two listed items, and score VP or draw cards. Your boot and swords let you complete quest combinations that reward combat-ready items.
  • Aid and relationships — hand a card matching a faction's clearing suit to give them Aid, climbing your relationship track toward Allied status. Every tier crossed scores VP directly.
  • Battle — removing enemy buildings and tokens in your own offensives scores VP too. Your twin swords make you the most potent Vagabond attacker on the board.

The Arbiter path to 30 is built around perpetual proximity to combat — you want to be where fights happen so Protector fires, then clean up damaged positions with your own attacks or drift toward quests when the front is quiet.

How they play

Your turn runs on item exhaustion, like every Vagabond. Moving between clearings costs a boot; attacking costs a sword; crafting costs the symbols shown on the card. Any hits you absorb in battle damage items rather than removing your figure, so keeping your swords healthy is directly tied to your scoring power.

The Arbiter's most distinctive feature is passive: Protector triggers on other players' turns. When any faction in your clearing is defending a battle, they can call you in before the dice roll. You add all undamaged swords to their maximum hits — potentially swinging a close fight — and score 1 VP. You cannot invoke this for yourself, and you cannot be enlisted against yourself, so the ability rewards neutrality or genuine alliance with at least one faction worth defending.

In Daylight you take the standard menu of Vagabond actions — Move, Battle, Explore ruins with a torch, Aid, Quest, Repair with a hammer, and Craft — plus the free Slip repositioning in Birdsong. Your two starting swords let you open fights immediately, and the torch keeps your ruin-clearing options alive in the early turns.

Relationships still matter enormously. A faction that trusts you is more likely to call your Protector ability instead of fighting you, while a Hostile faction turns off that income stream entirely and forces you to spend a sword just to move through their clearings.

Strengths

  • Protector scores 1 VP every time any faction enlists you in defense — no action required on your part. In a heated mid-game with multiple fronts, simply being present in contested clearings generates a steady VP income that costs you nothing but positioning.

  • Two starting swords make the Arbiter the most combat-capable Vagabond out of setup. You can challenge entrenched factions in the opening turns that other Vagabond characters would need several ruin-exploration trips to threaten.

  • VP flows in from Protector activations, quest completions, relationship tiers, and your own battles simultaneously. Opponents can slow one stream, but disrupting all four at once is nearly impossible — you will always be moving forward.

Weaknesses

  • !

    You are one figure in one clearing. Protector only fires where you actually stand — every fight on the other side of the map is a missed VP. You cannot be everywhere, so choosing which front to haunt is a constant strategic pressure.

  • !

    Your Protector value is directly proportional to how many undamaged swords you carry. A bad battle that damages both swords at once removes most of your passive scoring leverage until you can Repair them — ideally by resting in a forest.

  • !

    Protector only triggers when a faction wants your help — they choose to enlist you. A faction that has gone Hostile toward you has every reason to fight without calling you in, cutting off your passive income at the source.

Tips & tricks

  • Tip

    Study the board before your turn and position yourself in clearings where you expect other factions to clash on their upcoming turns. Protector fires before dice roll — being one clearing away means missing the VP entirely.

  • Tip

    Two undamaged swords means two extra maximum hits contributed to any defense you join. Route through forests whenever your swords are damaged — a full rest repairs everything at once and restores your Protector value before the next round of fighting.

  • Tip

    Factions are more likely to enlist you if your relationship with them is warm. Target your Aid actions at whichever faction controls the most-contested territory — keeping that relationship Friendly or Allied means they see your swords as an asset rather than a threat.

  • Tip

    After Protector fires and a defender wins, the attacker's pieces are often thinned and vulnerable. Follow up on your own turn with an offensive strike against the weakened position — you score VP from removing buildings and tokens, turning a defensive assist into a double-dip.