Tabletop Companion
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Vagabond (Harrier) badge

Vagabond (Harrier)

Glide anywhere the forest will take you, strike hard from unexpected angles, and never let distance be the reason you miss a score.

Easy
Starting items Torch Coin Sword Crossbow

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 Harrier is the most mobile face of this wandering life. Where other Vagabonds trudge from clearing to clearing spending precious boots, the Harrier soars. Your signature ability — Glide — lets you exhaust a Torch to move your pawn to any clearing on the entire map at once, ignoring adjacency and paths, even landing in a Hostile clearing without paying the usual extra cost. No other character in the game moves like this.

Because boots are not part of your starting kit, Glide is your primary means of travel from the very first turn. You begin with a Coin, a Torch, a Sword, and a Crossbow — a combat-ready spread that makes you a credible threat anywhere you land. The Harrier is not a slow builder; it is a hawk that descends exactly where it wants to be.

How you win

You score points through several independent channels, and the Harrier's mobility lets you chase all of them simultaneously:

  • Complete quests by reaching a matching clearing and exhausting the required items; each finished quest scores VP or draws you extra cards.
  • Aid other factions by giving them a card that matches a clearing you share; this improves your relationship with them, and hitting higher relationship tiers scores VP directly.
  • Remove enemy buildings and tokens in battle — unlike most factions, you score VP for this, rewarding you for picking fights.

What sets the Harrier apart is that distance is never an excuse. A quest in the far corner of the map? One Glide away. A weakened building ripe for a quick battle? One Glide away. You can pivot to whichever scoring channel is most lucrative on any given turn without spending multiple actions repositioning. The constraint is Torches: every Glide costs one, so you need to keep your Torch supply healthy or earn more from ruins.

How they play

Your turn runs on item exhaustion, and Glide shapes every decision you make. Moving across the map costs a Torch via Glide rather than a chain of Boots; most other actions — Aid, Quest, Battle, Craft — cost the relevant item. After you act, exhausted items sit face-down until your Refresh step, and hits taken in battle damage items rather than removing your figure.

Because you start without boots, your opening game depends entirely on Glide for movement. This is powerful but comes with a cost: each Glide spends a Torch, and Torches also unlock ruins. Balancing when to fly across the map versus when to walk using boots you acquire later is the central skill of piloting the Harrier well.

Your starting Sword and Crossbow make you combat-capable from turn one. You can descend on weakly defended buildings, strike a warrior with the Crossbow, and depart — all in the same turn. Relationships still matter as much as for any Vagabond: a Hostile faction can attack you freely, but the Harrier's ability to teleport away limits how long you remain in a dangerous spot.

Strengths

  • Glide removes distance from your decision-making entirely. Any quest, any battle, any Aid opportunity anywhere on the map is reachable in a single action. No other faction — and no other Vagabond — can reposition this freely, giving you an enormous advantage in chasing VP wherever it appears.

  • Glide lets you land in Hostile clearings without paying the Sword penalty normal movement demands. You can drop into an enemy stronghold, strike, score VP, and slip away — the faction whose territory you raided has no way to use their Hostility to block you from arriving.

  • You earn points from quests, relationship tiers, and battles simultaneously. Because Glide lets you reach any of these opportunities on demand, you can play whichever engine is running hot rather than grinding one channel hoping the others catch up.

Weaknesses

  • !

    Glide is only as good as your Torch supply. Unlike Vagabonds who rely on Boots — a plentiful item — the Harrier's movement collapses when Torches run dry. You must manage your Torch count carefully and prioritize restocking through ruins and crafting, because running out means you move one clearing at a time with no Boots to spend.

  • !

    Even with Glide, you are exactly one figure. You can be in one place at a time, and every turn you commit to one destination means something else on the board goes uncontested. The Harrier's speed raises the stakes of each positional choice rather than eliminating them.

  • !

    Your entire turn depends on having undamaged, refreshed items available. A bad battle that damages your Torch renders Glide unavailable until you repair it. A damaged Sword removes your combat threat. Protect your item tray or you may find yourself grounded and toothless at the same time.

Tips & tricks

  • Tip

    Each ruin you explore potentially adds more items to your rack — including Torches that refuel your Glide engine. Prioritize clearing ruins early to deepen your item pool, but be mindful that Exploring also costs a Torch. Route your first few Glides through clearings with ruins to stretch that initial Torch as far as possible.

  • Tip

    The Harrier starts without Boots, but you can acquire them from ruins or crafting. Once you have even one Boot, short hops stop costing precious Torches — reserve Glide for long-distance leaps and use Boots for the adjacent move. This stretches your Torch supply dramatically over a long game.

  • Tip

    Not every Glide needs to be a continent-crossing leap. Its true value is precision: get to the exact clearing you need, right now, to complete a quest, finish a building, or deliver Aid to a specific faction. Plan two turns ahead so each Glide serves multiple purposes — landing where you can Quest today and Aid tomorrow without needing to move again.

  • Tip

    Your starting Crossbow lets you remove one enemy warrior or building without initiating a full battle, avoiding the relationship damage that comes from a formal fight. Use it on arrival to clear a building for VP, then Glide out before the faction can retaliate — you score without risking a Hostile standing from extended combat.