At the beginning of a round, the vagrants determine the order in which they will take turns. Each vagrant turn is followed by a haint turn.
A full explanation of rummage tokens and their rules is here.
Determine the haint's target in the following order:
After the action has been resolved, add the rummage token to the cycle track. If a threshold is met for that token, cycle the track. Then, the haint's turn is over.
Many victory conditions are, or include, saving the haint. See the victory conditions for the scenario for specifics.
Proceed to the camp phase.
There are many assorted rules in Vagrantsong. This collects all the various rules in this section.
Reminder: Only 1 rummage token may be used per round.
Symbol | Name | Effect |
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Iron Nails | Target a haint within range 2 to have the haint gain 2 humanity. | |
Candle | The candle is placed in an open, adjacent space. A candle in the same train car becomes the haint's highest target priority. Once the haint moves onto the candle, the haint ends its movement and the candle is discarded. After the movement, the haint targets a vagrant in range. | |
Salt | When used, the vagrant may ignore the effects of a haint's action that targets the vagrant. Salt does not nullify a haint's move, haunted effects, or effects that target another vagrant. | |
Rabbit's Foot | The rabbit's foot is treated as a 4th coin. This is discarded after use. | |
Apple | The vagrant using the apple may flip a wounded skill card face up so it can be used again. |
Booming boxcars (commonly referred to as "exploding dice") is a concept wherein, when dice are rolled, if a 6 is rolled, an additional die can be rolled.
Both vagrants and the haint (zero by default) have a humanity value. You are generally trying to restore humanity to the haint to win a scenario.
If a vagrant's humanity reaches zero:
If a vagrant would reach zero and all of their junk/skills are flipped to broken/wounded, they become Westbound.
Each character has an ability that is available in either the scenario or camp phase. These are always in effect regardless of whether or not it is the vagrant's turn.
When placing skills, note that the skills, when matched with the player card, will form a ◆. This limits you to 2 skills per side and 1 junk card (unless you are the wayfarer).
1 round consists of each character taking a turn (followed by haint turns). See turns for more info. If the round marker is on the 6th space and would move, move it back to the 1 space.
Turns in the game cycle back and forth between a character and the haint such that the haint has a turn after each character (unless the haint is broken).
If all of a vagrant's skills and junk are flipped to their wound/broken side, the vagrant becomes Westbound and does the following:
First, read the Moment for victory or defeat as appropriate.
Credit: | Jay Deiman |
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Version: | 1.0 |