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VAGABOND

Adventure & Relationships Strategy Guide

Faction Overview

The Vagabond is Root's most unique faction - a solo adventurer who operates through relationships, quests, and item management rather than territorial control. You'll explore the woodland, complete quests, aid other factions for rewards, and pursue your own mysterious agenda through flexible, opportunistic gameplay.

Solo Adventurer

Unlike other factions, the Vagabond doesn't rule territory or build armies. Instead, you have a single meeple that moves freely, managing items and relationships to score points through quests and adventures. This makes you both flexible and vulnerable.

Choose Your Character

Each Vagabond character has unique starting items and special abilities that define their playstyle. Choose based on your preferred strategy and the current game state.

🦝
Thief

Starting Items: Boots, Torch, Tea, Sword

Special Action - Steal: Take a random card from a player in your clearing

Playstyle: Aggressive, mobile, card advantage

Best For: Experienced players who like risk/reward

🦎
Tinker

Starting Items: Boots, Torch, Bag, Hammer

Special Action - Day Labor: Take a card from discard pile matching your clearing suit (can always take bird)

Playstyle: Card management, utility, supportive

Best For: New players, economic strategies

πŸ¦…
Ranger

Starting Items: Boots, Torch, Crossbow, Sword

Special Action - Hideout: Repair three items, then immediately end Daylight

Playstyle: Item management, defensive, recovery-focused

Best For: Players who like defensive strategies

🐺
(No Fourth Character)

Note: The base game includes only three Vagabond characters: Thief, Tinker, and Ranger.

Expansion Characters: Additional characters are available in Root expansions.

Choose Based On: Your preferred playstyle and the current game situation.

Item Management

Items are the core of Vagabond gameplay. They provide actions, enable quests, and determine your capabilities. Managing your limited item capacity is crucial to success.

Essential Items

πŸ‘’
Boot
Move action
Essential for mobility
🏹
Crossbow
Battle action
Key for combat
βš”
Sword
+1 hit in battle
Combat enhancement
πŸ”¨
Hammer
Repair items
Quest requirements
πŸ”
Torch
Explore ruins
Quest requirements
πŸ’°
Coins
Aid other factions
Quest requirements
🍡
Tea
Refresh exhausted items
Action economy
πŸ’Ό
Sack
Extra item capacity
Inventory management
Item States

Undamaged: Can be used for actions and abilities
Damaged: Still counts for quests but can't be used for actions
Exhausted: Face-down, can't be used until refreshed with tea

Relationship Management

Your relationships with other factions determine how they interact with you and what benefits you can gain. Managing these relationships is key to Vagabond success.

Relationship States

Hostile
They can attack you
No benefits
Can improve to Neutral
Neutral
Cannot attack you
Can aid for cards
Default state
Allied
Cannot attack you
Can aid for points
Share victory condition

Relationship Benefits

Neutral Factions:

  • Cannot attack you in battle
  • Aid actions give you cards
  • Safe interaction baseline

Allied Factions:

  • Aid actions give you victory points
  • Shared victory (win if they win)
  • Strong strategic partnership

Relationship Strategy

Early Game: Keep most factions neutral for safety

Mid Game: Ally with the strongest faction or underdog

Late Game: Consider going hostile for dominance victory

Key Decision: Alliance gives shared victory but limits your independence

Turn Phases Guide

1
Birdsong

Refresh: Flip two exhausted items face up for each Tea face up at start of Birdsong, then flip up three more exhausted items

Slip: You may move into adjacent clearing or forest without exhausting any boots

Strategy: Plan your actions based on available items

2
Daylight

Actions: Take up to 3 actions using items:

  • Move: Exhaust one boot to move (plus one boot if destination has Hostile warriors). Cannot move into forest. If in forest, may only move to adjacent clearing
  • Battle: Exhaust one sword to initiate battle
  • Explore: Exhaust one torch to take item from ruin in your clearing
  • Aid: Exhaust any item, give card matching your clearing's suit to any player there, may take item from their Crafted Items box
  • Quest: Exhaust required items to complete quest for victory points
  • Strike: Exhaust one crossbow to remove warrior or building/token
  • Repair: Exhaust one hammer to move damaged item to undamaged
  • Craft: Exhaust hammers matching suits to craft cards
  • Special Action: Exhaust one torch for character-specific action

Exhaust: Used items become exhausted (face-down)

3
Evening

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

Draw Cards: Draw one card, plus one card per Tea face up on the matching track

Discard Cards: If you have more than five cards in your hand, discard cards of your choice until you have five

Check Item Capacity: If you have more items total in your Satchel and Damaged box than your item limitβ€”six plus two per Bag face up on the matching trackβ€”remove items from your Satchel and Damaged box until you have items equal to your item limit, and return them to the box

Quest Completion

Quests are your primary source of victory points. They require specific items and may have additional requirements. Completing quests efficiently is crucial for victory.

Explore Ruins
Requirement: 1 torch
Reward: 1 VP + draw cards
Location: Forest clearings
Craft Items
Requirement: Crafting pieces
Reward: 1 VP + item
Location: Workshops
Aid Factions
Requirement: Matching items
Reward: Cards or VPs
Location: Faction pieces
Complete Ambush
Requirement: 2+ items
Reward: 2+ VPs
Location: Specific clearings
Quest Management

Don't hoard quest cards! Complete them as soon as you have the required items. Quest cards in hand don't provide value - only completed quests give victory points. Balance immediate quests with long-term item needs.

Early Game Strategy (Turns 1-3)

Opening Priorities

Turn 1: Explore ruins with torch for cards and potential items

Focus: Build your hand size and item collection early

Movement: Stay mobile with boots - don't get trapped

Relationships: Keep everyone neutral initially for safety

Item Acquisition

Priority order for new items:

  1. Tea: Essential for action economy
  2. Sack: Increases carrying capacity
  3. Extra boots: More movement flexibility
  4. Combat items: Sword, crossbow for battles

Craft when possible - workshops provide easy item access

Quest Selection

Easy Quests: Complete simple quests for early points

Ruin Exploration: Use torches in forests for card draw

Aid Actions: Help factions for cards and relationship management

Avoid: Complex multi-item quests until you have more items

Mid Game Strategy (Turns 4-6)

Alliance Decisions

Consider Allying With:

  • The faction closest to victory
  • The faction you've aided most
  • The faction that controls areas you frequent

Benefits: Aid actions give points instead of cards

Risk: Shared victory - they win, you win

Combat Strategy

When to Fight:

  • Clearing ruins blocked by enemy pieces
  • Protecting allied faction pieces
  • Hostile relationships for dominance setup

Combat Setup: Need crossbow + sword for effectiveness

Retreat: Use slip rule to escape dangerous situations

Item Optimization

With 6-8 items, optimize your loadout:

  • 2-3 Boots: Maximum mobility
  • 1-2 Tea: Action economy
  • Combat Set: Crossbow + sword
  • Utility: Hammer, torch, coins for quests

Damaged Items: Provide hand size - don't always repair immediately

Late Game Strategy (Turn 7+)

Victory Paths

Quest Victory: Score 30 points through completed quests

Dominance Victory: If you have 10+ victory points and rule 3+ clearings of one suit, you can craft a matching dominance card to win immediately

  • Focus on high-value quests
  • Aid allied factions for points
  • Complete ambush cards

Shared Victory: Win when allied faction wins

  • Aid your ally extensively
  • Protect their key pieces
  • Disrupt their enemies

Dominance Victory

Requirements: Rule 3+ clearings of one suit with hostile relationships

Setup:

  • Make all factions hostile
  • Battle to control clearings
  • Use superior mobility

Risk: Everyone can attack you - high risk, high reward

Endgame Tactics

Point Acceleration:

  • Complete multiple quests per turn
  • Aid allied factions for guaranteed points
  • Focus on ambush and complex quests

Defense: Stay mobile, use slip rule, maintain tea supply

Late Game Flexibility

The Vagabond's strength is adaptability. If your ally is losing, consider switching strategies. If quest victory seems slow, consider going hostile for dominance. Always have a backup plan!

Character-Specific Strategies

Thief Strategy

Special Action: Exhaust torch to take random card from player in your clearing

Tactics:

  • Battle frequently for card advantage
  • Target players with large hands
  • Use mobility to hit-and-run
  • Great against card-dependent factions

Best Against: Alliance, Eyrie

Tinker Strategy

Special Action: Exhaust torch to take card from discard pile matching your clearing (always bird)

Tactics:

  • Focus on item acquisition and crafting
  • Prioritize hammer and sack
  • Craft rare items other players can't access
  • Support role through item economy

Best For: New players, item-heavy boards

Ranger Strategy

Special Action: Exhaust torch to repair three items, then immediately end Daylight

Tactics:

  • Aggressive combat approach
  • Control key clearings through battle
  • Support allies by clearing their enemies
  • Consider dominance victory path

Best Against: High warrior-count factions

Common Mistakes to Avoid

Poor Item Management

Don't exhaust all your boots in one turn - you'll be stuck! Always keep at least one boot available for emergency movement. Plan your actions to maintain mobility.

Ignoring Relationships

Relationship management is crucial. Don't accidentally make factions hostile by battling them carelessly. Plan your relationships based on your victory strategy.

Hoarding Quest Cards

Quest cards don't give points until completed. Don't save them for "perfect" moments - complete them as soon as you have the required items. Action economy is crucial for the Vagabond.

Overcommitting to Combat

The Vagabond is not a military faction. Don't waste actions on unnecessary battles. Fight only when it serves your quest objectives or relationship goals.

Advanced Vagabond Tactics

Tea Timing

Don't use tea immediately after exhausting items. Wait until you need those items again. This maximizes your action economy over multiple turns.

Relationship Manipulation

Use aid actions strategically to move relationships. Aid a faction once to become neutral, twice to become allied. Time these transitions to match your victory strategy.

Item Damage Strategy

Sometimes keep items damaged for the hand size bonus. If you have enough undamaged items for your needs, damaged items increase your card capacity without repair costs.

Slip Rule Mastery

Use the slip rule tactically. Enter clearings with 3+ enemy warriors to complete quests, then slip away automatically. This provides safe quest completion in dangerous areas.