Tabletop Companion
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Vagabond (Thief) badge

Vagabond (Thief)

Slip through every faction's shadow, steal what you need, and let their wars fill your pockets.

Easy
Starting items Torch Boot Sword Tea

Background

The Vagabond is a lone wanderer — a single figure drifting through a forest torn apart by bigger powers. You hold no clearings, command no army, and answer to no one. Instead, you make yourself useful (or dangerous) to whoever suits you in the moment.

Everything you do flows through your items: boots carry you across clearings, swords let you fight, torches light up ruins, hammers let you craft, and coins, bags, and tea expand what you can carry and do. Your item tray is your entire engine — keep it healthy and you can do almost anything; let it get choked with damaged and exhausted items and your turns grind to a halt.

The Thief is the roguish face of the Vagabond — quick-fingered, unpredictable, and deeply annoying to play against. Your starting item spread sets you up for an aggressive, mobile early game, and your signature trick lets you reach into an opponent's hand and pull out whatever catches your eye.

How you win

You score points through several independent channels, all of them gradual — your game is about stacking small gains rather than one explosive engine:

  • 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.

Reaching Allied status with a faction unlocks powerful combined actions and makes that faction a genuine partner. The trick is juggling all three income streams at once — no single one will carry you to 30 on its own.

How they play

Your turn runs on item exhaustion. Moving between clearings costs a boot (more in rugged mountain clearings); most other actions — Aid, quest, battle, craft with hammers — cost the relevant item. After you act, exhausted items sit face-down until your refresh step, and any hits you take in battle damage items instead of removing your figure.

Building your item pool is a priority in the early game. Explore a ruin by spending a torch when you're in a clearing that has one, and you pull out whatever item is hidden inside. More items means more actions per turn and more flexibility about what you do with them.

Relationships with each faction start at Indifferent and slide up toward Allied — or down toward Hostile if you fight them too often. A Hostile faction can attack you freely and you pay extra to operate in their clearings, so managing those dials carefully is just as important as managing your item tray.

Strengths

  • You earn points from quests, relationship tiers, and battles simultaneously. Opponents can disrupt one stream but rarely all three, giving you consistent forward progress even in a hostile game state.

  • The Thief's steal action lifts a random card from any player sharing your clearing once per turn — robbing a key card before an opponent's big move can completely derail their plans and top up your own hand in the process.

  • While other factions bleed warriors and buildings fighting each other, you slip in to finish off damaged tokens and buildings for VP, then walk away. The worse the war gets for everyone else, the more opportunities appear for you.

Weaknesses

  • !

    You are exactly one figure on the board — you can only be in one place at a time. Every quest, steal, and Aid opportunity you can't reach is a VP you're leaving on the table for someone else.

  • !

    Your entire turn depends on having undamaged, refreshed items available. A bad battle that damages several items at once can gut your action count for a round or two right when you need to be moving.

  • !

    Until you've explored enough ruins to build a full item pool, your turns feel thin. Other factions are already scoring aggressively by turn two; you're still laying groundwork.

Tips & tricks

  • Tip

    Make a beeline for ruins in the first few turns — the items you pull out are the foundation of everything you'll do for the rest of the game. Skipping ruins early leaves you item-starved when other factions are hitting full stride.

  • Tip

    Pick quests whose suits line up with clearings you already plan to visit for Aid or stealing — combining purposes on the same move is how you stay ahead on VP without burning extra boots.

  • Tip

    Going Hostile with a faction is usually an accident — you fought them one too many times and suddenly they can block your movement and attack you freely. Keep an eye on each relationship track and Aid proactively to stay out of the red.

  • Tip

    The steal shines most when you take it right before an opponent's turn, stripping a card they were holding to activate a powerful ability or craft something big. Position yourself in their clearing a turn ahead so you can strike at the right moment.