Background
The Vagabond is unlike any other faction on the board. You hold no clearings, field no army, and answer to no lord. You are one figure moving through a forest being torn apart by bigger powers, collecting items and weaving alliances wherever it suits you.
The Ranger is the most combat-ready and self-sufficient variant of this wandering life. Where the Thief steals and the Tinker crafts, the Ranger endures. Your starting kit — Torch, Boot, Sword, and Crossbow — is built for aggression: you can fight your way into contested territory, strike surgically without committing to a full battle, and explore the wilderness all from day one.
Your signature move is Hideout: once per turn during Daylight, you may repair three damaged items at once, then immediately close the phase. That single ability reframes the whole game for you. Where other Vagabonds dread a bad battle, you treat it as a temporary setback — hit the factions hard, absorb their counterattack, then hole up and emerge next turn at full strength.
Torch
Boot
Sword
Crossbow
Hammer, you lose the precision strike option until you can repair it — either via Hideout (which takes it out of combat use for the turn) or by finding a