Vagabond

Symbol

## Overview

**The Vagabond** plays all sides of the conflict while going on quests to increase his renown throughout the wood. Each time the Vagabond improves his relationship with another faction, or removes a warrior belonging to a faction hostile toward him, he scores victory points. He can also complete quests to score victory points. To move and act effectively the Vagabond must manage his pack of items, expanding his selection by exploring the forest ruins and providing aid to other factions.

## Faction Rules and Abilities

**Crafting:** The Vagabond exhausts  to craft. All of his  match the suit of his current clearing. If the Vagabond crafts an item, he may immediately take it, face up.

**Lone Wanderer:** The Vagabond pawn is not a warrior *(so he cannot rule a clearing or stop another player from ruling one).* The Vagabond pawn cannot be removed from the map.

**Nimble:** The Vagabond can move regardless of who rules his origin or destination clearing.

**Defenseless:** In battle, the Vagabond is defenseless if he has no undamaged .

**Items:** The Vagabond's capabilities depend on the items he acquires. Instead of a Crafted Items box, he has a Satchel and various item tracks. Items on the Vagabond's faction board can be face up or face down. The Vagabond exhausts face-up undamaged items, flipping them face down, to take many actions.

1. **Item Tracks:** When gained, , , and  are placed face up on their matching tracks. Each track can only hold three matching items.
2. **Satchel:** When gained, , , , , and  are placed face up in the Vagabond's Satchel.
3. **Moving Items:** The Vagabond can freely move face-up, undamaged , , and  between their tracks and the Satchel.

**Maximum Rolled Hits:** In battle, the Vagabond's maximum rolled hits equals his undamaged , face up or face down, in his Satchel.

**Taking Hits:** Whenever the Vagabond takes a hit, he must damage one undamaged item, moving it to his Damaged box. If no undamaged items remain to damage, the Vagabond ignores any remaining hits.

**Dominance Cards and Coalitions:** The Vagabond cannot activate a dominance card for its normal victory condition. Instead, in games with four or more players, the Vagabond can activate a dominance card to form a coalition with another player, placing his score marker on that player's faction board. *(The Vagabond no longer scores points.)* That player must have fewer victory points than each other player except the Vagabond forming the coalition, and that player cannot be in a coalition. If there is a tie for fewest victory points, he chooses one tied player. If the coalitioned player wins the game, the Vagabond also wins.

**Relationships:** Your faction board shows a Relationships chart, which has four spaces on the Allied track and one Hostile box. It holds a relationship marker for each non-Vagabond faction.

1. **Improving Relationships:** You can improve a relationship with a non-Hostile faction by taking the Aid action.
	1. **Cost:** Aid a non-Hostile faction the number of times listed between their current Allied space and their next Allied space during the same turn. *(A given Aid action counts toward only one improvement in relationship.)*
	2. **Effect:** Advance that faction's relationship marker one space right on the track. Score the victory points listed in the new space.
2. **Allied Status:** If a relationship marker reaches the final space on the Allied track, you are now allied with the faction shown by that relationship marker. *(Their warriors trust you!)*
	1. **Aiding Ally:** Each time you Aid an Allied faction, score two victory points.
	2. **Moving with Ally:** Whenever you move to an adjacent clearing, you may also force warriors of one Allied faction to move from your origin clearing to your destination clearing along with your Vagabond pawn.
	3. **Attacking with Ally:** At the start of battle as the attacker, you may treat the warriors of one Allied faction in the clearing of battle as your own. The maximum hits you can roll equals the number of their warriors there plus your total undamaged . You cannot treat Allied warriors as your own when attacking the same Allied faction.
	4. **Taking Hits with Ally:** In a battle where you treat Allied warriors as your own, you can take hits by removing them. However, if you take more hits by removing Allied warriors than by damaging items during the same battle, that Allied faction becomes Hostile at the end of the battle. This rule overrides the condition for becoming Hostile in 9.2.9.III.
3. **Hostile Status:** If you remove a warrior of a non-Hostile faction, move their relationship marker to the Hostile box. This faction is now Hostile. Then, if this happened in battle during your turn, check for Infamy scoring (9.2.9.IIIa).
	1. **Infamy:** Score one extra victory point for each piece of a Hostile faction you remove in battle during your turn, except the warrior that made the faction Hostile. *(Add this to points scored for enemy buildings and tokens.)*
	2. **Moving into Hostile Clearings:** You must exhaust an extra  to move into a clearing with any warriors of any Hostile faction.
	3. **Aiding Hostile Factions:** You cannot move a relationship marker out of the Hostile box by using Aid, but you can still Aid a Hostile faction to take crafted items.
	4. **Coalition with Hostile Faction:** You can form a coalition with a Hostile faction. If you do, move their relationship marker to the Indifferent space.

## Faction Setup

**Step 1: Choose Character:** Choose a character card and place it in your Character Card slot.
**Step 2: Place Pawn:** Place your Vagabond pawn in any forest.
**Step 3: Get Quests:** Shuffle your quest deck, draw 3 quest cards, and place them face up near you.
**Step 4: Populate Ruins:** Take the 4 ruins from the map, and take the , , , and  items marked with an "R." Place one beneath each ruin and then shuffle each ruin stack. Then, return each stack to an empty ruin slot on the map.
**Step 5: Take Starting Items:** Take the items marked with "S" listed on your character card. Place any listed , , and  items face up on the matching tracks of your faction board. Place all other listed items face up in your Satchel. Return any remaining "S" items to the box.
**Step 6: Set Relationships:** Take a relationship marker for each non-Vagabond faction and place them all on the Indifferent space of your Relationships chart.

## Faction Turn

### Birdsong

Your Birdsong has two steps in the following order.

1. **Refresh:** Flip two exhausted items face up for each  face up on the Refresh Track at the start of your Birdsong. Then flip up three more exhausted items.
2. **Slip:** You may move into an adjacent clearing or forest without exhausting any , even for moving into a Hostile clearing. This move ignores all effects that prevent movement out of a clearing *(such as the Corvids' snare)*.

### Daylight

You can exhaust items to take the following actions, in any order and number. If you exhaust a , , or  on a track, move it to the Satchel.

1. **Move:** Exhaust one  to move, plus one  if the destination clearing has any Hostile warriors. You cannot move into a forest. If in a forest, you may only move into an adjacent clearing.

1. **Battle:** Exhaust one  to initiate a battle. *(Check your relationship with the defender.)*

1. **Explore:** Exhaust one  to take one item under a ruin in your clearing, reveal it, and place it face up in your Satchel or on its matching track. If you take an item, score one victory point. If you remove the last item from a ruin, remove the ruin.

1. **Aid:** Exhaust any one item, and give one of your cards matching your clearing to any player with faction pieces there *(even Hostile)*. Then, you may take one item, if any, from that player's Crafted Items box, and place it face up in your Satchel or on its matching track. *(Check your relationship with that player's faction.)*

1. **Quest:** Choose a quest whose suit matches your clearing, and exhaust the two items listed on the quest to complete it. Place the quest in your play area, and then draw a new quest and place it near the map. You may score one victory point per quest of matching suit you have completed, including this one, or draw two cards from the deck.

1. **Strike:** Exhaust one  to remove an enemy warrior from your clearing. If that enemy has no warriors there, you may instead remove one of their other faction pieces there. *(Check your relationship with that player's faction.)*

1. **Repair:** Exhaust one  to move one damaged item to the Satchel or to its matching track (if face up , , ), keeping the item on its current side.

1. **Craft:** Play a card from your hand, and exhaust the  of listed suit to craft it. All of your  match the suit of your clearing. If a card requires multiple of one suit to craft, you must exhaust the listed number of . If you craft an item, you may place it face up in your Satchel or on the matching track.

1. **Special Action:** Exhaust one  to take the action listed on your character card.

### Evening

Your Evening has four steps in the following order.

1. **An Evening's Rest:** If you are in a forest, move all items in your Damaged box to your Satchel or their matching track, and flip them face up.
2. **Draw Cards:** Draw one card, plus one card per  face up on the matching track.
3. **Discard Cards:** If you have more than five cards in your hand, discard cards of your choice until you have five.
4. **Check Item Capacity:** If you have more items total in your Satchel and Damaged box than your item limit—six plus two per  face up on the matching track—remove items from your Satchel and Damaged box until you have items equal to your item limit, and remove them from the game permanently.

## Characters

**Thief**
Start with , , , .
**Steal:** Exhaust one  to take a random card from any player in your clearing.**Tinker**
Start with , , , .
**Day Labor:** Exhaust one  to take a card from the discard pile whose suit matches your clearing. *(You can always take a bird card.)***Ranger**
Start with , , , .
**Hideout:** Exhaust one  to repair 3 items. Then, immediately end Daylight and begin Evening.**Vagrant**
Start with , , .
**Instigate:** Exhaust a  to initiate a battle in your clearing. You choose the attacker and defender, you choose the order in which they each remove buildings and tokens, and you remove pieces for each. *(Score a victory point per building or token of either player removed, and per Hostile piece of either player removed.)***Arbiter**
Start with , , , .
**Protector:** Immediately before dice are rolled in a battle, the defender may enlist the Arbiter in the clearing of battle. The Arbiter scores one victory point and adds all of his undamaged  to the maximum rolled hits of the defender. The Arbiter cannot enlist himself or be enlisted against himself.**Scoundrel**
Start with , , , .
**Scorched Earth:** Exhaust a  and place it in your clearing. Remove all enemy pieces from that clearing. Pieces cannot be placed in or moved into the clearing with the . *(You remain in this clearing. Once you move out, you cannot move back in. The  cannot be removed with a "Favor of the..." card because it is not an enemy piece.)***Adventurer**
Start with , , .
**Improvise:** Once per turn while taking the Quest action, you may treat one unexhausted item as any other item. When you exhaust it to complete the quest, also damage that item.**Ronin**
Start with , , , .
**Swift Strike:** You may exhaust a  to deal an extra hit in battle *(after rolling)*.**Harrier**
Start with , , , .
**Glide:** Exhaust a  to move only your Vagabond pawn *(not other pieces)* to any other clearing *(even Hostile)* on the map without exhausting any .