Tabletop Companion
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Vagabond (Tinker) turn

Birdsong

Refresh Items

Flip exhausted items on your tracker back to their ready side, up to your Refresh limit. The Tinker's Refresh limit is 3.

  • 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 — it costs nothing. Use it to reposition without burning a Boot when you just need to shift one clearing.

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 or forest. If the destination clearing is currently Hostile, also exhaust a Sword.
  • Battle — Initiate combat in your current clearing against a faction present there. Exhaust any number of Swords; each deals one hit.
  • Explore — Exhaust a Torch in a clearing with a ruin to take the item beneath it.
  • 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 with a Hammer.
  • 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.
  • Hint A faction becomes Hostile toward you after you battle them at Indifferent or higher standing. While they are Hostile, every time you move into a clearing they occupy costs an extra Sword exhaust.

Day Labor (Tinker's Core Action)

Once per Daylight, take a card from the discard pile whose suit matches the clearing you are currently in (a bird-suited card can be taken from any clearing). The card goes straight into your hand at no item cost — your defining source of card advantage.

  • Hint Only one Day Labor per Daylight. Position yourself in a clearing whose suit matches a card worth pulling back — opponents' discards are your shopping list.
  • Hint Day Labor is the Tinker's defining edge: free cards every turn fuel crafting and keep your hand full. Watch what the other players discard so you can scoop up the cards you need.

Evening

Rest (if in a forest)

If you are currently in a forest (a space between clearings), 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 Outside a forest, you can only repair items one at a time during Daylight by spending a Hammer. Resting in a forest fixes everything at once — plan your routes to pass through forests when your item load is battered.
  • Hint To reach a forest, use your Move action and target a forest space adjacent to your current location — it costs one Boot and is never blocked by Hostile factions, since factions cannot occupy forests.

Score by Coins

Score victory points equal to the number of Coin-class items on your tracker.

  • Hint Coin items score 1 VP each in Evening — their only tracked effect. Accumulate as many as possible for a reliable VP engine that fires every turn.

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 Your draw formula is the same Bag-driven count every vagabond uses, but the Tinker's strong crafting access means hand turnover tends to be higher — you cycle through items and cards faster than other vagabonds, so plan around regularly refilling your hand.