Score 30 points through quests, improving relationships, and item manipulation
Craft during Daylight by exhausting items matching card cost (no VP from items)
One vagabond pawn in any forest with starting items based on character
Overview
The Vagabond is a unique solo faction that travels the woodland completing quests, managing items, and forming relationships with other factions. They score points through quests, aiding/battling factions, and crafting items. With only one piece on the board, they must carefully manage their item track to maintain mobility and power.
Faction Board

Faction-Specific Cards
Thief Character
Starts with: Boot, Boot, Sword, Torch. Special: Steal items from other players during battle.
Tinker Character
Starts with: Boot, Bag, Hammer, Hammer. Special: Day Labor - Gain extra cards when crafting.
Ranger Character
Starts with: Boot, Crossbow, Torch, Sword. Special: Hideout - Repair items in forests.
Arbiter Character
Starts with: Boot, Bag, Sword, Crossbow. Special: Arbitrate - Gain points from helping players in battle.
Scoundrel Character
Starts with: Boot, Crossbow, Torch, Bag. Special: Scorched Earth - Deal extra damage to buildings.
Vagrant Character
Starts with: Boot, Boot, Hammer, Sword. Special: Instigate - Gain points when opponents battle each other.
🎓 Step-by-Step Walkthrough
Vagabond Mastery Walkthrough
Character Selection & Setup
Early Game - Ruin Exploration
Mid-Game - Maximizing Scoring
Managing Table Aggression
End Game - Victory Push
💡 Tip: Hover over highlighted game terms to see detailed explanations and related mechanics.
Mechanics & Strategy
Relationships
Track relationships with each faction using Relationships chart (Hostile box and 4 Allied track spaces). Score VP when improving relationship. Score bonus VP (Infamy) when removing Hostile faction pieces in battle.
Law of Root 9.2.6
Items
Items are placed on tracks (Boots, Swords, Hammers - max 3 each) or in Satchel (Bags, Coins, Torches, Tea). Exhaust face-up items to take actions. Damaged items go to Damaged box.
Law of Root 9.2.3
Quests
Complete quests by exhausting items matching card requirements. Score VP equal to quest complexity.
Law of Root 9.5.3
Aid
Give cards to other factions to improve relationship. Allied factions can't attack you.
Law of Root 9.5.4
Nimble
Move regardless of who rules clearings. Only piece on board is the vagabond pawn.
Law of Root 9.2.2
Early Game
- Establish Allied relationship with 1-2 factions
- Acquire swords and boots from ruins
- Complete simple quests
- Build balanced item collection
Mid Game
- Maintain Allied status with key factions
- Complete medium-difficulty quests
- Craft high-value items
- Score from relationship improvements
Late Game
- Score 3-4 VP per turn consistently
- Complete difficult quests
- Strike key buildings
- Maintain safe Allied relationships
Strengths & Weaknesses
- +Extreme mobility across entire map
- +Can't be targeted by most factions when Allied
- +Flexible scoring through multiple paths
- +Character abilities provide unique strengths
- +Strong early-game presence
- +Can craft items without ruling clearings
- -Only one piece - vulnerable to focused attacks
- -Item management is complex
- -Exhausted items limit actions
- -Difficult to score consistently in late game
- -Relationships can be fragile
- -Limited items means limited flexibility
- • Can leverage any faction's success through aiding
- • Benefits from chaotic games
- • Coordinated attacks when exhausted
- • Marquise (many warriors to become Hostile)
- • Lizard Cult (can score from you becoming Hostile)
