Tabletop Companion
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Vagabond (Ranger) 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.

  • 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.

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 your only fully free movement. Use it to close the gap to a battle target or quest clearing before Daylight begins — arriving one clearing closer before spending any items is a meaningful efficiency gain for a fighter.

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 in a clearing that contains a ruin to draw the item hidden inside.
  • 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 Items get damaged during battle and from attacks by Hostile factions. Damaged items sit off your tracker and cannot be used until repaired — either by a Hammer action during Daylight or by using Hideout.
  • 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. Even a combat-focused Ranger needs warm relationships to move freely.
  • Hint Each time you battle a faction, your relationship with them drops one step. A faction only reaches Hostile when you battle them while the relationship is already at Indifferent — battling at Friendly drops to Indifferent, not Hostile. While a faction is Hostile, every move into a clearing they occupy costs an extra Sword exhaust. The Ranger can absorb this cost better than other Vagabonds, but it still drains your action fuel quickly.
  • Hint Strike removes exactly one enemy piece without a dice roll, guaranteeing the outcome. Use it to thin a well-defended clearing before committing a Sword to full battle, or to remove a building for VP without exposing your items to retaliation hits.

Hideout (Ranger's Special Action)

Once per turn during Daylight, you may trigger Hideout: repair three of your damaged items, moving them back onto your tracker, then immediately end Daylight. You cannot take any more actions after using Hideout — the phase is over.

Hideout is your defining ability. It lets you fight hard, absorb the damage that comes back at you, and then emerge next Birdsong with a fully operational item rack instead of grinding through turns on a crippled set of items.

  • Hint The moment you use Hideout, Daylight ends — no exceptions. Finish every action you want to take first: move, battle, strike, Aid, quest. Hideout is your exit, not your opener.
  • Hint Hideout repairs exactly three items. If you have fewer than three damaged items, it repairs all of them. If you have more than three damaged, choose which three to bring back — prioritize items you need for the next turn's actions.
  • Hint Hideout and the Evening Rest are both repair tools, but they serve different situations. Evening Rest in a forest resets everything for free — but only at the end of the turn. Hideout lets you recover mid-turn after a fight, then end Daylight on your own terms, which is often more valuable than waiting.

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.

  • Hint Evening Rest in a forest repairs everything at once — more thorough than Hideout's three-item cap. When you expect a light Daylight next turn and your item load is battered, routing through a forest for the night is often the better call over burning Hideout.

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 Ranger's starting kit lacks Coins, so pulling them from ruins or crafting them is a priority as the game develops.

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 The Ranger has no card-draw special ability — you rely entirely on this standard draw formula. Without Bags, you draw only one card per Evening. Finding and keeping Bag-class items in your tracker is important for maintaining the hand size you need to fuel Aid and crafting.