Tabletop Companion
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Vagabond (Harrier) 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.

The Harrier starts with one Coin, so your opening Refresh limit is 4 — slightly above average from the first turn.

  • Hint Skipping Refresh leaves your items unavailable for the turn. There is almost never a good reason to skip it — always use your full Refresh limit.
  • Hint If your Torch is exhausted, refreshing it should be your highest priority — no Torch means no Glide, and no Glide guts your mobility. Make sure a Torch is always in your refresh window.

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 moves you one adjacent clearing for free; Glide moves you anywhere for a Torch. Use Slip for short repositioning that doesn't justify spending a Torch — save Glide for the long-distance leaps that actually change your turn.

Daylight

Glide (Harrier's Special Action)

Exhaust a Torch to move only your Vagabond pawn to any clearing on the entire map — ignoring adjacency, paths, and forest connections — without exhausting any Boots. You may land in a Hostile clearing using Glide without paying the extra Sword cost that normal movement into a Hostile clearing demands.

You may Glide multiple times in a single Daylight phase as long as you have Torches to exhaust. Glide moves only your pawn; any other pieces you may have acquired do not travel with you.

  • Hint Normal movement into a Hostile clearing costs a Boot plus a Sword. Glide bypasses that entirely — you arrive in the Hostile clearing for one Torch and nothing more. This makes the Harrier the only Vagabond that can reliably operate inside an enemy stronghold without draining two items per entry.
  • Hint Every Glide spends a Torch. Torches are also used to Explore ruins and trigger other effects, so weigh each teleport against what else you need that Torch for. If you have only one Torch left and an unlooted ruin is on your route, consider whether Exploring first is worth the detour.
  • Hint Glide is powerful but not free — it costs a Torch each time. Adjacent clearings are cheaper to reach by Slip (free in Birdsong) or by a Boot once you acquire some. Reserve Glide for situations where the destination genuinely cannot be reached by cheaper means in time.

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. (Acquire Boots from ruins or crafting — you start without them.)
  • Battle — Exhaust a Sword to initiate combat in your current clearing against a faction present there.
  • Explore — Exhaust a Torch while in a clearing containing a ruin to take one item from that ruin.
  • 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.
  • Quest — Exhaust the two items listed on an active Quest card while in the matching clearing to complete the quest and claim its reward.
  • Strike — Exhaust a Crossbow to remove one enemy warrior or building from your clearing without starting a full battle.
  • 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 You start with no Boots, so normal Boot-based movement is unavailable until you acquire some from ruins or crafting. You are not stuck — Glide handles distance — but you cannot make incremental adjacent moves without spending a Torch. Finding at least one Boot early gives you cheap short-hop flexibility.
  • Hint Your starting Crossbow lets you remove one warrior or building without initiating a full battle — which means no relationship damage from fighting. Use Strike to pick off isolated targets and score VP cleanly, then Glide away before the faction you struck can respond.
  • Hint Each Aid action advances your Relationship track with the faction you help, unlocking better bonuses and higher VP per Aid as the relationship improves. The Harrier can Glide to any faction's clearings on demand, making Aid easy to deliver wherever it scores most.
  • Hint Items get damaged during battle and from attacks by Hostile factions. A damaged Torch means no Glide until repaired. If your Torch is at risk, either avoid battle or prioritize finding a Hammer to repair it.

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 Harrier, Resting in a forest is especially valuable: it restores your Torches without spending a Hammer, so you wake up next turn with full Glide range restored.

  • Hint If your item tray is battered — especially if your Torch is damaged — plan to end Daylight in a forest: use a Boot to move from your clearing into an adjacent forest. Resting in a forest overnight repairs everything, including your Torch, and you begin next Birdsong at full strength.

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 contribute directly to your Evening score. The Harrier starts with one Coin already on the tracker — accumulate more to compound your advantage each turn.

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.

  • Hint Your base draw is just 1 card per turn. Acquiring Bags from ruins increases that, giving you more options for Aid, crafting, and activating quest chains. Finding a Bag early meaningfully upgrades your card flow for the rest of the game.