Tabletop Companion
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Vagabond (Scoundrel) badge

Vagabond (Scoundrel)

Burn a path through the forest, drive out whoever stands in your way, and let the wreckage score your victory.

Easy
Starting items Torch Boot Boot Crossbow

Background

The Vagabond is unlike any other faction on the board. You hold no clearings, field no army, and answer to no banner — just a lone wandering figure weaving through a forest already torn apart by larger powers. Your currency is items: boots carry you across the map, swords let you fight, torches unlock ruins and fuel your most destructive trick, hammers let you repair, and crossbows let you eliminate targets without the mess of a full battle.

The Scoundrel is the incendiary side of the Vagabond life. Where the Thief picks pockets and the Tinker tinkers, you burn things down. Your signature move — Scorched Earth — lets you exhaust your torch to place it in your current clearing, removing every enemy piece there and permanently blocking anyone from placing new pieces or moving into that space. It is a one-time-use nuclear option on each torch you carry, and it reshapes the board in ways that no other single Vagabond action can match.

You arrive with two Boots, a Crossbow, and a Torch — a kit built for rapid movement, precise surgical strikes, and the threat of scorching any clearing you pass through. You are not here to build a kingdom. You are here to ensure no one else keeps theirs.

How you win

Your scoring engine is the same three-pronged machine every Vagabond runs, but the Scoundrel is slanted toward the violent end of each channel:

  • Complete quests by reaching a matching clearing and exhausting the required items. Each finished quest scores VP or draws extra cards, and chaining quests of the same type scores more per completion.
  • Aid other factions by giving them a card that matches the suit of your shared clearing. This advances your relationship track with them, and hitting higher tiers scores VP directly — often your steadiest income stream early on.
  • Remove enemy buildings and tokens in battle — unlike most factions you score VP for destruction, which means the chaos you spread with Scorched Earth and your Crossbow pays dividends on the victory track.

The Scoundrel's path to 30 usually runs through targeted disruption: use Scorched Earth at the right moment to cripple a leader's key clearing, collect VP from the rubble, then slide somewhere else before you become the table's primary target. Quests and Aid fill in the gaps between conflagrations.

How they play

Your entire turn runs on item exhaustion. Moving costs a Boot (two Boots if the destination is Hostile), battling costs a Sword, crafting costs the symbols on a card, and everything else costs whatever the action specifies. Items damaged in battle sit off your tracker until repaired with a Hammer, so your effective action count on any given turn is exactly how many undamaged, un-exhausted items you have ready.

The Scoundrel's distinctive feel comes from the Crossbow and the Torch. The Crossbow lets you exhaust it to Strike — removing one enemy warrior or building from your clearing without initiating a full battle. That matters because it scores VP without the risk of a dice roll. The Torch, when used for Scorched Earth rather than Exploring a ruin, is permanent: once placed in a clearing, pieces can no longer enter or leave through it. Timing that decision — burn a ruin chance now, or lock out a critical clearing forever — is the central tension of playing the Scoundrel.

Relationships still matter. Going Hostile with a powerful faction means they can attack you unprovoked and your Boot cost to move through their territory rises. The Scoundrel is naturally confrontational, which makes managing those dials harder than it is for a more diplomatic Vagabond. Aim Aid at factions you're about to help score, and fight factions you're about to disadvantage — that way the VP from burning their stuff offsets the relationship damage.

Strengths

  • Scorched Earth is the most disruptive single action any Vagabond can take. Locking a clearing permanently removes it from an opponent's supply chain, cuts off movement corridors, and can strand pieces on the wrong side of the map — effects that compound for the rest of the game.

  • Starting with two Boots means you can cover more ground per turn than any other base-game Vagabond. That speed lets you thread across the map hunting quests, disrupting multiple factions in a single turn-cycle, and escaping retaliation before anyone can pin you down.

  • The Crossbow lets you pick off lone buildings or warriors for VP without the unpredictability of a dice battle. Against a faction nursing a near-empty clearing, a Strike delivers the VP you need while preserving your Swords and Hammer for more dangerous situations.

Weaknesses

  • !

    You are one piece on one clearing. Every quest, Strike, and Scorched Earth opportunity that exists outside your current position is an opportunity you are physically incapable of taking this turn. Your two Boots help, but you still cannot be in two places at once.

  • !

    A bad combat exchange that damages your Torch and both Boots in the same round can reduce you to near-zero useful actions for an entire turn. The Scoundrel's power comes from items, and items break — always be aware of where your nearest forest is for a full Rest.

  • !

    You start with one Torch and can only get more by exploring ruins or crafting. Using that Torch for Scorched Earth means losing it from your item tracker permanently — you can no longer use it to explore ruins or refresh it on future turns. Every torch you burn is an item you will never get back.

Tips & tricks

  • Tip

    Scorched Earth is most punishing when it severs a chokepoint clearing that a dominant faction relies on for moving pieces or spreading structures. Study the map at the start of the game and mentally mark one or two clearings that, if locked, would genuinely hurt the leader — then move to position yourself there when the moment is right.

  • Tip

    Strike with your Crossbow before you commit to a full battle whenever possible. Removing one piece beforehand lowers the defender's roll maximum, which can swing an otherwise unfavorable fight. It also scores VP outright even if you choose not to fight at all — sometimes a Strike is everything you need.

  • Tip

    The Scoundrel's aggressive style makes it easy to slide into Hostile standing with two or three factions at once, which throttles your movement and invites constant unprovoked attacks. Drop Aid cards on factions you've just hurt — even a single Aid after fighting them can hold back the Hostile threshold.

  • Tip

    If a ruin sits in a clearing you're planning to Scorch, explore it first. You only have so many Torches, and a ruin might hand you items that improve every subsequent turn. Burning the clearing before looting it is one of the cleaner ways to waste your own resources.