Tabletop Companion
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Vagabond (Vagrant) badge

Vagabond (Vagrant)

Sow discord between the powers of the wood, collect the spoils of their wars, and turn everyone else's conflict into your victory.

Easy
Starting items Torch Boot Coin

Background

The Vagabond is unlike any other faction on the board. You have no territory, no buildings, and no warriors — just a single wandering figure picking through the forest for useful items and forging quiet alliances with whoever is winning. Where others fight over clearings, you slip between the battles and collect the spoils.

The Vagrant is the most deliberately provocative face of this wandering life. You don't just profit from conflict — you manufacture it. Your starting kit of a Boot, a Torch, and a Coin sets you up to be everywhere at once: the Boot keeps you mobile, the Torch is the engine of your signature trick, and the Coin gives you a Refresh bonus that no other starting Vagabond enjoys from turn one.

Where other Vagabonds tolerate war as a backdrop, you are a Vagrant — a deliberate agitator who wanders into the middle of someone else's territory and lights a fuse, then steps back to count your points while the smoke clears.

How you win

You stack points through the same three channels every Vagabond uses, but your whole game is tilted toward creating the conditions that make two of them pay off simultaneously.

  • Battle VP — you score a victory point for every building or token removed in combat, including from battles you Instigate between other factions. A single well-placed Instigate in a clearing packed with enemy structures can score you three or four points without you throwing a single punch.
  • Quests — reach a clearing matching a revealed quest's suit and exhaust the listed items to complete it; each finished quest scores VP or draws you extra cards. Stack quests of the same type to climb the VP table faster.
  • Aid and relationships — hand a card matching a faction's clearing suit to give them Aid and advance your relationship with them. Higher relationship tiers score VP directly, and reaching Allied status unlocks powerful joint actions.

The Vagrant's edge is that Instigate VP arrives without spending your own Sword or spending a whole turn in a fight. You can trigger a damaging battle, collect the points, and then Aid the battered winner — advancing your relationship while they're too busy repairing losses to retaliate.

How they play

Your turn runs on item exhaustion. Moving costs a Boot, battling costs a Sword, and most other actions cost the matching item. After you act, exhausted items sit face-down until your Birdsong refresh — and hits absorbed in battle damage your items rather than removing your figure.

The Coin you start with immediately lifts your Refresh limit to four. That one-item head start means you're refreshing more items per turn than any other starting Vagabond, which translates into more actions before you need to rest or repair.

Your signature action, Instigate, is available during Daylight and costs your Torch. When you Instigate, you pick two factions present in your clearing and force them into battle — you designate who attacks and who defends, you handle the dice rolls and piece removal on their behalf, and you pocket a VP for every building or token that comes off the board from either side, plus one for every Hostile piece removed. You are not a participant; you are the one holding the match.

Relationships shape your whole strategy. Because you spend your Torch on Instigate rather than Explore, you'll rely on Aid, quests, and careful positioning to build your item pool. Hostile factions can attack you freely and cost you extra movement, so keep your diplomatic standing warm — even with the factions you just finished setting against each other.

Strengths

  • Instigate lets you score VP from other factions' battles without risking your own items in combat. A clearing loaded with buildings from two competing factions is a jackpot — force the fight, collect the points, and let them deal with the aftermath.

  • Starting with a Coin raises your Refresh limit to four from turn one — the highest of any Vagabond at the start of a game. That extra refresh slot compounds across every subsequent turn, giving you a small but persistent action advantage.

  • Because you orchestrate fights rather than start them yourself, you can Aid the same factions you just forced into battle — climbing their relationship track while they're distracted blaming each other. Staying friendly with everyone is far more achievable when the conflict isn't technically your fault.

Weaknesses

  • !

    Your Torch does double duty: it powers Instigate and it's the only tool for Exploring ruins. Every turn you Instigate is a turn you aren't pulling a free item out of a ruin, so you'll lag behind other Vagabonds in building out your item pool.

  • !

    You can only be in one clearing at a time. Instigate only fires in clearings where two other factions are both present — finding and reaching those flashpoints costs Boots, and you may arrive a turn too late after one faction has already swept the other out.

  • !

    Instigate only generates VP if there are buildings or tokens to remove. In a sparsely contested clearing, forcing a battle between two factions with just warriors produces nothing for you. You need to read the board and position yourself where the stakes are high — which takes planning and sometimes multiple turns of repositioning.

Tips & tricks

  • Tip

    Instigate is most valuable when two factions both have buildings or tokens in the same clearing. Study the board at the start of your turn and route toward clearings where multiple factions are invested — those are your payday locations.

  • Tip

    After Instigating a battle, the surviving faction is often weakened and short on cards. Drop an Aid on them immediately: you advance your relationship, they feel supported, and they're far less likely to turn their frustration toward you when they can't tell who started it.

  • Tip

    Decide each turn whether your Torch is worth more as an Instigate trigger or as a ruin-exploration tool. Early in the game, ruins are usually the better use — a ruin item expands your action economy for the rest of the match. Mid-to-late game, when ruins are dry and packed clearings appear, Instigate becomes the priority.

  • Tip

    When you Instigate, you choose which faction attacks and which defends — and attacker rolls the higher die. Force the faction with more warriors to attack, maximizing building and token removal on the defender's side. More pieces cleared means more VP for you and more damage dealt to the defending faction's engine.