Tabletop Companion
en

Vagabond (Vagrant) 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.

You start the game with one Coin already on your tracker, so your opening Refresh limit is 4 — higher than any other starting Vagabond.

  • Hint Your starting Coin isn't just an Evening scoring piece — it immediately pushes your Refresh limit to 4. Protect that Coin from damage; losing it drops your refresh by one every single turn for the rest of the game.
  • Hint There is almost never a reason to skip Refresh. Use your full limit every Birdsong so your Daylight actions are never needlessly constrained.

Slip (optional)

Move yourself into an adjacent clearing without spending or exhausting any items, even if a Hostile faction has pieces there and would otherwise require you to exhaust a Sword to enter.

  • Hint Use Slip to inch toward a clearing where two factions are both present. A free step now means your Torch is available for Instigate rather than wasted on an extra Boot move.

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 with a ruin to draw the item hidden inside.
  • Aid — Give a card from your hand to a faction in your clearing, exhausting one item whose type matches any item depicted on that 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. Aid is especially powerful right after you Instigate — the battered faction is grateful, and you stay out of the blame.
  • 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. Manage your relationships carefully — you want to be the observer of conflict, not its target.

Instigate (Vagrant's Special Action)

Exhaust your Torch to Instigate a battle between two other factions present in your clearing.

You control the entire sequence: choose which faction is the attacker and which is the defender, roll the dice on their behalf, and remove pieces for each side as required by the rolls.

You score 1 victory point for every building or token removed from either faction during this battle. Warriors removed earn no VP.

You are not a combatant — you take no hits and your items are not at risk. Once the battle resolves, both factions deal with their losses and you pocket the points.

  • Hint You only score VP for buildings and tokens, not warriors. Position yourself in clearings where at least one faction has a building or token at stake — a clearing with only warriors is a battle that earns you nothing.
  • Hint The attacker rolls the higher die. Force the faction with more warriors to attack so their numbers apply maximum pressure against the defender's structures. You control this choice — use it to maximize the piece count removed from both sides.
  • Hint Your Torch is both your Instigate trigger and your only tool for exploring ruins. In the early game, ruins usually win — the item inside expands your actions for the rest of the match. Once ruins run dry and contested clearings multiply, Instigate should become your default Torch use.
  • Hint Instigate is not the same as you starting a battle — the two factions fight each other, not you. As long as you don't directly attack a faction yourself, your relationship with them is unaffected by Instigate. This is what makes it possible to Aid the same faction you just pitted against an enemy.

Evening

Rest (if in a forest)

If you are currently in a forest (not a clearing), 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, especially if you've been Instigating costly fights that drew retaliation.

Score by Coins

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

  • Hint Your starting Coin scores you 1 VP every single Evening and keeps your Refresh limit at 4. Each additional Coin you acquire multiplies both benefits. Keeping your Coins undamaged is one of the highest-leverage things you can do to maintain the Vagrant's edge.

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 Aid requires exhausting an item that matches one depicted on the card you give — not the card's suit. The broader your mix of ready items, the more cards in your hand are usable for Aid. Keep a varied hand so you can always Aid whichever faction you need to shore up a relationship with after an Instigate.