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Vagrantsong v1

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0% found this document useful (0 votes)
74 views7 pages

Vagrantsong v1

Uploaded by

benoitcassignol
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

RIC OR

TE

DE
ES

R OF
THE
or Lusum Meliorat
Lab
GA S
M ER

ORDEROFGAMERS.COM
H
ello! I’m Peter (‘Universal Head’), and for more than 10 years I’ve been
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v1
Jan 2022

Game: VAGRANTSONG
Publisher: Wyrd Games (2023)

Page 1: Rules summary front


Page 2: Rules summary back
Page 3: Rules summary Camp Phase
Page 4: Play reference x2 front
Page 5: Play reference x2 back
Booming boxcars: If you roll a natural 6 when performing an HAINT TURN Toward and away
action, you may immediately roll an additional bone for that action. When subject to an involuntary move effect, vagrants always
Each scenario details the rules that apply to one of move the maximum distance.
You can continue to roll additional bones if you roll more 6s.
the 2 moods that haints switch in and out of. They
These bones are considered part of the initial roll and not a When an effect states to move toward something, the character
always begin a scenario in the topmost mood
SETUP separate action. moves in the direction of the point of reference, so long as they
(unless otherwise specified).
Passives provide special effects during the scenario phase for are not breaking any other movement rules and never move
Set up the train board. The board is divided into 3 train car Haints are only ever in 1 mood at a time: ignore the actions, further from the point of reference (from the perspective of the
sections (A, B, and C), and the connecting spaces between them. your vagrant. Some provide a benefit that is always in effect, while
effects, and special rules from the other mood. vagrant) at any point during the move.
The connecting space closest to the humanity track is part of others require a condition to be met. When the passive’s condition
is met, its effect automatically occurs. Coins cannot be placed on Place the mood token near the scenario book with the appropriate When an effect states to move away something, the character
the train car to its left, and the connecting space closest to the
passives, unless otherwise specified. side faceup to keep track of a haint’s current mood. moves in the direction opposite from the point of reference, so
cycle track is part of the train car to its right. Connecting spaces
do not have a wooden border, are not edge spaces, and are not Track a haint’s HUMANITY with the humanity token on the long as they are not breaking any other movement rules and never
Skills
considered adjacent to any edge. board’s humanity track. Ignore any humanity gained beyond the move closer to the point of reference (from the perspective of the
Vagrants may have up to 4 skills, in 2 types: vagrant) at any point during the move.
threshold token and ignore any lost below 0.
Each player chooses a vagrant and takes their 3 coins, their
Common: These skills are available to every vagrant. Most are If a vagrant is forced to complete a move toward a haint that
standee(s), their vagrant card, and their 2 starting skills. If a haint gains humanity during their own turn, they continue their
obtained by spending coins on them during the camp phase. would result in them stopping on the haint’s space, the vagrant
Common skills can be exchanged between vagrants during the action as normal, even if they break (in which case they resolve
Place the 27 rummage tokens into the bindle and give it a shake. instead stops adjacent to the haint, does not perform any
camp phase as well, or held in the belongings. any break effects after their action is complete).
Effects throughout a campaign may modify this default setup. additional movement, and becomes haunted.
After the game, return the bindle to the default state, taking into When a haint’s humanity token moves onto the threshold token,
Exclusive: Only the vagrant that matches the symbol and color
account any permanent changes the game has made. that haint breaks. Lower the haint’s BREAK value on the break RUMMAGE
of this skill can use it. They do not cost coins and are obtained
throughout the campaign. Exclusive skills cannot be traded, but track by 1 and place their humanity token on 0, ignoring any
Shuffle the tier I junk cards to form the starting junk deck. Special Draw 1 rummage token from the bindle for each coin
vagrants may hold onto them as personal belongings, and may additional humanity gained from the effect that caused them to
junk cards are only acquired through playing scenarios, and are placed on this icon. Regardless of how many coins were
swap them out during the camp phase. break.
never shuffled into the junk deck. placed, you may only keep 1 of the tokens you draw
The next turn a haint would take immediately ends without any (return the unchosen tokens to the bindle).
Follow the setup rules of the scenario. When the instructions say Summons
of their actions performed or effects resolved, and all vagrants in
to place a haint, that haint’s art is usually found in the bottom-left Some skills may place previously saved souls on the train board A vagrant’s RUMMAGE value is how many rummage tokens they
play gain 1 humanity.
of that scenario’s first page. to assist vagrants, called summons. They may not be placed on can have at once. If this limit is exceeded, you must put excess
terrain. Vagrants may move through a summon (but not end in If a haint has a BREAK value of 1 and they break again, they are rummage tokens of your choice back into the bindle. Event tokens
If you are instructed to read an event, flip the page of the scenario
its space), and haints may haunt it (to remove it from the train no longer trapped on the train and are finally saved. This usually that are treated as rummage tokens cannot be put back into the
book to see that scenario’s event page, then read out loud and
board). It cannot be targeted by skills other than the skill that means the vagrants have won the scenario, but check the win bindle this way and are put aside instead.
resolve the appropriate text.
placed the character. condition for any additional requirements.
Vagrants may use rummage tokens at any point during a round,
PLAYING THE GAME If a summon is on the train board while that skill that placed it but each vagrant may only use 1 rummage token per round. Using
becomes wounded, the summon stays on the train board and its
TARGETING AND RANGE a rummage token does not require any coins and is not an action.
A scenario consists of a series of rounds, each of which is made
effects remain active until it becomes haunted. Most actions require a target, often a specific type of If a vagrant uses a rummage token during a haint’s turn, it can
up of alternating vagrant and haint turns.
character: V for vagrant, H for haint, and any for any only be used after the haint has performed their action (or in the
At the start of each round, players decide which vagrant takes Junk
character. There may be additional targeting information. case of salt, in response to the action). It is then discarded.
their turn first. After that vagrant has completed their turn, it is the Each vagrant can only hold 1 junk card at a time (in their junk
slot). These provide passive effects (and occasionally actions or If an action has a range value, count the number of If a character must draw a rummage token and none are available
haint’s turn, then another vagrant’s turn, and so on, ending with
other bonuses). As long as a junk card is not broken, its passive orthogonal spaces from the character attempting the action in the bindle, immediately cycle the rummage tokens (as if a limit
the last haint turn of the round. Players may alter the order of the
effects are always active; they do not require a coin to use. to the target, starting with a space adjacent to the character on the cycle track had been reached) and then draw.
vagrant turns from round to round.
attempting the action and ending on the target’s space. A
When all characters (vagrants and haints) have taken their Some junk gives you additional benefits if you place a coin on its range of 0 means that the vagrant can target themselves. If a rummage token is discarded, place it on the cycle track. This
turn(s), the round is over. Move the round marker to the next card. Coins can only be placed on junk if there were no coins on does not count as using a rummage token.
that card during the previous round. Characters (both haints and vagrants) can draw range through
highest number on the round track. If the marker is on the 6th
other characters. Event tokens
space at the start of a round, it instead moves back to the 1st Junk cards can be traded during the camp phase.
space on the track. Players may be asked to put specific event tokens in the bindle.
When junk would become wounded (flipped), it instead becomes TERRAIN If these are drawn during a vagrant’s turn, the vagrant who drew
Rounds continue until the scenario’s victory condition is met or all broken. Broken junk can only be fixed (flipped back over) during the event token immediately reads and resolves the event text. If
vagrants have become westbound. Then go to the camp phase. the camp phase. Vagrants can never draw range through terrain (they may target multiple event tokens are drawn, resolve them numerically, from
characters in the same space as it), or move into or through it. lowest to highest.
VAGRANT TURN Humanity
Haints can draw range through terrain, and can move into or Then, the vagrant who drew the token draws another rummage
Each vagrant has a HUMANITY value on their vagrant card (the through it, or end their turn on it.
At the start of your vagrant’s turn, take back any coins that were solid heart), which is the maximum number of humanity they may token to fulfill their rummage action.
placed on skills, general actions, or the train board. have at a time. A haint has no humanity by default, and vagrants If drawn during a haint’s turn, the effects are resolved (on the
During your turn, perform actions by placing your coins on skill attempt to save a haint by giving them back their lost humanity. VAGRANT GENERAL ACTIONS vagrant that drew it for the haint, if required) immediately, and a
cards and/or general actions. You may perform as many actions When a vagrant gains or loses humanity, they move their MOVE new rummage token is drawn for the haint to perform an action.
as you like as long as you have a coin available for that action. humanity token on their humanity track. Ignore any humanity For each coin placed on this icon, a vagrant may move Trading and giving rummage tokens
A vagrant usually has 3 coins available on their turn. They gained beyond a vagrant’s HUMANITY value. If a vagrant’s orthogonally a number of spaces up to their MOVE value. Vagrants may trade a rummage token for another or give one to
may be placed freely on general actions, but may only be humanity token moves from 1 to 0, they suffer a wound, then they You may split your move however you like. an adjacent vagrant during their turn. Either is considered ‘using’
placed on skills (and junk cards that require coins) if that card place their humanity token on the space equal to their maximum the rummage token for that round, except the rummage token is
humanity. Ignore any additional humanity that would be lost from Vagrants may move through open spaces or spaces occupied by
had 0 coins placed on it during the previous round. not discarded when it is traded or given. The vagrant who gave
a single effect after suffering a wound. a haint, vagrant, or token, but may not end their move on a space
You may perform multiple actions by placing individual coins on occupied by a haint or another vagrant. away the rummage token is the one considered to have used
different actions, or place multiple coins on a single action to Wounds a rummage token; if 2 vagrants trade rummage tokens, both
Vagrants may not move into spaces occupied by terrain. vagrants are considered to have used a rummage token.
increase that action’s success rate, power, or potential. After all When a vagrant suffers a wound, flip over one of their skill cards;
coins are placed, perform your actions in any order you wish. they can no longer perform its action. You may choose instead to A space with something in it is occupied, and one with nothing in Negating haint effects
flip over a junk card (to make it broken). it is unoccupied.
When attempting an action that lists a number of bones Vagrants may gain negative haint effects; generally, rummage
or has a SUCCESS value ( ) that must be met in order to You may use an apple to flip a wounded skill card faceup, so long An adjacent space is one space either to the left, right, above, or tokens can be discarded to get rid of these effects. Unless
succeed, roll that many bones (dice). Each result that meets as the vagrant is not westbound. You may also spend 1 coin to below the given space (diagonal spaces are not adjacent). Two specified otherwise, only the vagrant with the haint effect may
or exceeds the action’s success value is a success. heal 1 wounded skill during the camp phase. objects in the same space are considered adjacent to each other. discard the rummage token to remove the effect.
Rummage token types Set aside the rummage token that was drawn for this action. 4. RESOLVE THE ACTION When a westbound vagrant gains their maximum humanity (either
Iron nails: When used, the vagrant may target a haint Place it onto the cycle track after the action is resolved. during a scenario or at the start of the camp phase), flip over
After a haint has finished moving, resolve the haint action’s
within range 2 to have that haint gain 2 humanity. any one of their wounded skills, flip their vagrant card back to its
Special target priority token effect(s). If the haint action moved the haint in such a way that it
normal side, and place their humanity token on their maximum
Candle: When used, place the candle token in an open If an effect states that a vagrant gains target priority, that vagrant isn’t able to perform the action against its target, it instead takes
humanity. Finally, put aside the westbound action card.
adjacent space. A candle in the same train car as a haint gains the special target priority token. While they have this token, the action targeting the next available target (listed in the target
becomes the haint’s highest target priority. Once it moves they become the target of the haint’s actions until they lose the priority) that is within the range of the action.
token (by the effect that gave them the token, another effect, or
EVENT TOKENS
onto the space occupied by the candle, the haint ends any If the haint action cannot be resolved, its effects are ignored.
remaining movement, and the candle is discarded. If there are any another vagrant gaining the special target priority token). If an event token is on a track, its effects are triggered when the
targets available for the haint’s action after the candle is removed If you lose target priority, put aside the token. It does not return to 5. ADD THE RUMMAGE TOKEN TO THE marker on that track enters, or moves past, that space. If the
(or if the candle has not been removed due to the haint not CYCLE TRACK marker moves past an event token on the humanity track, the
the vagrant who had it last.
reaching it), continue the action with the appropriate new target. event is immediately resolved after the humanity is gained.
The rummage token that was drawn for that action is now added
Salt: When used, the vagrant may ignore the effects of a 2. DETERMINE THE TARGET PRIORITY to the cycle track. The haint’s turn is now over. If an event token is drawn from the bindle, resolve its effects
haint’s action that targets them. Salt does not nullify a When a haint’s action requires a target, if the first option in the immediately, then draw a new rummage token.
following order is not available, move to the next available option. Cycling and the cycle effect
haint’s move, haunted effects, or effects that target An event token on the board can be investigated by a vagrant with
another vagrant. If a haint’s action affects multiple vagrants, only If multiple targets qualify, use the next option to pick between Many haints have a cycle effect, which may change depending on
an investigate action.
ignore the effects impacting the vagrant that used the salt. those qualifying targets. a haint’s current mood. When the number of any rummage token
on the cycle track equals (or exceeds) its CYCLE value, the cycle When an event is triggered, read and resolve the text in the
Rabbit’s foot: Treated like a fourth coin that the 1. Special priority: The vagrant with the special target priority
effect is resolved at the end of the current character’s turn. Then, scenario that corresponds to the event token’s number. Unless
vagrant may use during their turn on any skill or action. token (in any train car).
return all rummage tokens on the cycle track to the bindle. Shake otherwise stated, then discard the associated event token.
After the action is resolved, discard the rabbit’s foot. 2. Action specific: The vagrant or a (non-candle) token that is the bindle to shuffle the tokens.
Apple: When used, the vagrant may flip a wounded skill considered the target priority according to an action or effect WINNING AND LOSING
(in any train car). Haunted
card faceup so that the skill can be used again. After the current move is resolved, if any vagrants become If players met the victory conditions of a scenario, read the
3. Candle: The closest candle in the same train car. Haints only
haunted, resolve the haunted effect written in the haint’s current victory moment at the start of the camp phase.
INVESTIGATE target a candle with actions that would move the haint a
mood in the scenario book. The haint continues to move, if able,
A vagrant in the same space as an event token may number of spaces. If all vagrants are westbound during a scenario, they are defeated.
after haunting a vagrant. A vagrant may only be haunted by each
attempt to investigate it with this action. Turn to the 4. Hurt vagrant: A vagrant who has currently lost the most haint once per turn. A scenario may also include other defeat conditions. Read the
events page and read the first portion of the event, then humanity (not the vagrant with the lowest humanity) in the defeat moment at the start of the camp phase.
roll a number of bones equal to the number of coins you placed on same train car. The number of wounds a vagrant has is ignored. Haint effects
Some effects reward players with mile posts, which are used to
the investigate icon. Each result that meets or exceeds the Westbound vagrants are not considered. In the scenario, a haint effect is represented by either a black track the progress players have made during the game. When
vagrant’s INVESTIGATE value is a success. or white haint effect token. These tokens do not stack (unless a mile post is gained, check off its box on the Mile Posts sheet.
5. Nearby vagrant: The vagrant closest to the haint (in any train
specifically stated). Normally, a vagrant may only gain 1 of each Then, check off the total number of mile posts gained. Once a
Read the event text in the scenario book that corresponds to the car). Westbound vagrants are not considered.
type at a time. Haint effects remain on the vagrant until they are certain number of mile posts are gained, vagrants gain access to
number of successes the vagrant achieved. 6. Westbound vagrant: A westbound vagrant (in any train car). removed in a specific way. A haint effect that is still on a vagrant special moments that may have long-lasting impacts.
Unless otherwise stated, when a vagrant succeeds in an 7. Recent vagrant: The vagrant whose turn was the most recent at the start of the camp phase is removed.
investigate action, the corresponding event token is discarded for Each scenario has several rituals the vagrants can perform
(in any train car).
the rest of that scenario. Event tokens usually remain on the train WESTBOUND to help them reach victory, providing powerful effects upon
board if the vagrant fails the attempt. 3. MOVE THE HAINT their completion. Rituals are double-sided cards, with one side
If all of a vagrant’s skills (and junk) are flipped over to wounds (or providing the objective that must be met and the other providing
Haints move orthogonally like vagrants, but they may move
PATCH UP through spaces occupied by terrain and vagrants.
broken), the vagrant becomes westbound. the reward once the objective is complete. Do not read the reward
Roll a number of bones equal to the coins placed on the side of the card until the ritual has successfully been performed.
Discard any haint effect tokens, flip over their vagrant card to the
patch up icon. Every result that meets or exceeds the If a haint moves through or ends on a space occupied by a vagrant,
westbound side, and place their humanity token on 1. Keep any Regardless of whether vagrants are victorious or defeated in a
vagrant’s PATCH UP value is a success and gains the that vagrant is haunted. If a haint would end its move on a space
rummage tokens. Then place your vagrant’s westbound action scenario, any coins that were gained from completed rituals are
vagrant 1 humanity. occupied by a vagrant or another haint, that vagrant (or other
card on top of one of your skill cards (if it had any coins on it, kept and are available to use during the camp phase.
haint) moves to any adjacent open space of the player’s choosing.
A vagrant may not gain more humanity than their maximum take these back). That westbound action may be freely used on
HUMANITY value, but may still succeed at a patch up action to During their turn, a haint only moves during this step (unless their next turn. A westbound vagrant cannot lose humanity if their THE HOBO CODE
remove any other related effects. specified by the haint action). A haint moves up to the MOVE humanity token is on 1.
value given, so that it ends this move in range of the target for 1. Rules on events, cards, and scenarios supersede the rulebook.
Westbound vagrants cannot perform skills (even if those skills If these rules contradict one another, follow the rules on the
BUST its current haint action. The haint will go out of its way with
are healed during a scenario), but can perform general actions,
any excess movement to haunt as many vagrants as possible event first, then the card, then the scenario, and finally the
Roll a number of bones equal to the coins placed on use rummage tokens, use their westbound action, and use their
(including the target). If a haint can haunt their target and end rulebook.
the bust icon. Every result that meets or exceeds the passives.
vagrant’s BUST value is a success. movement in range of their target, they will. 2. If players are in a situation where they must make a choice and
If a vagrant is ever told to immediately flip their card to the the game assumes there is only a single option, but there are
When taking the bust action, the vagrant may target an adjacent A haint action with a MOVE value but no specific range or target
westbound side due to an effect, flip all their skills to wounded actually multiple valid options, the players must choose the
haint to gain 1 humanity for each success. is treated as having a range of 1 while moving. The haint will
and their junk to broken. outcome that is the worst for the vagrants.
still move toward the highest target priority, haunting as many
vagrants as possible, ending their move as close to the target Unless otherwise stated by the scenario, if all vagrants are
HAINT ACTION priority as possible, in a space adjacent to or on the target, if able. westbound at the end of a scenario, read moment 13.
3. If players cannot decide how to break a tie, who goes first, or
have a disagreement, they should roll bones to determine the
A haint’s turn is performed in this order: outcome.
If a haint would move but is already in range of the target, the If a vagrant is still westbound at the end of a scenario, at the start
1. DETERMINE THE HAINT ACTION haint instead moves so that it haunts as many vagrants as of the camp phase, they must permanently discard (return to the 4. Note that sometimes components used for one thing, such as
possible while ending its move so that it remains in range of the box) the skill under their westbound action card. If they became tokens, are used for something else in a scenario.
At the start of a haint’s turn, the vagrant who took the most recent
target for the action. westbound several times during a scenario, they would only have
turn draws a rummage token from the bindle. The haint performs 5. Keep a pen and scrap paper handy to jot down notes.
to discard 1 skill. The discarded skill may be wounded or normal.
the action listed next to the haint’s current mood that matches If the target priority is not in range of the haint action and won’t
the rummage token drawn. be after moving, the haint still moves toward the target priority, Westbound vagrants gain a unique westbound action they may
haunting vagrants along the way. perform, which works exactly like performing a general action.
If a haint draws an event token instead of a rummage token,
This is not a skill, and may be used multiple turns in a row.
resolve the event and draw again for the haint action. The event If a haint would move, but there are multiple paths that the haint
effects resolve on the vagrant that drew the token (usually who can take, first choose the path that follows the hobo code. If there If a westbound vagrant loses humanity (and their humanity is
took the most recent turn). If the event token states that it is kept, is not a potential worst outcome, players may choose (if they greater than 1), the closest other vagrant (who is not westbound)
the vagrant who took the most recent turn keeps the event token. cannot, roll bones to decide). may choose to lose that humanity instead.
b. Heal a wound/fix broken junk Retain any non-wounded common skills and non-broken junk you
Players may heal wounded skills or broken junk on any vagrant at would like to keep. Choose a vagrant that is not westbound and
the cost of 1 coin per wound (or broken junk). Wounded/broken gain that vagrant’s starting skills (even if they were permanently
cards may not be traded with others, or swapped with other cards discarded by another player).
in the belongings. The vagrant that was once being played is now available for
c. Rummage another player.
For 1 coin, the players may rummage 1. For each additional coin Changing vagrants generally makes that player weaker and is not
spent, rummage 1 again. These rummage tokens may be given to encouraged.
CAMP PHASE any vagrant in play and they carry over to the next scenario.
Adding new players
TEAR DOWN d. Acquire junk If a new player would like to join, they may do so during this step.
The revealed junk card is available for purchase for 3 coins. Their coins are not added to the group’s pool of coins that are
Perform these steps in order:
Players decide what to do with newly acquired junk; if it is given used when choosing actions during the camp phase, but the
1. Restore humanity to a vagrant that already has junk, they may place the old junk in vagrant that player chooses may gain any skills and/or junk from
Vagrants flip over their card from westbound to normal, if needed, the belongings. the group’s belongings.
and restore all their lost HUMANITY, placing their humanity token Only 1 junk card may be purchased during each camp phase.
back onto their maximum humanity. 4. WITNESS THE IN-BETWEEN
e. Draw different junk Coins that were pooled together as collective resources at the
If a vagrant is westbound at the end of a scenario, they must
For 1 coin, place the junk that was offered on the bottom of the start of the camp phase are now returned to each vagrant.
permanently discard the skill card beneath their westbound
junk deck and draw a new junk card.
action card. Draw the top card from the in-between deck. Any player reads
f. Perform a séance out loud the story text and options. Do not flip the card over to
Haint effects (and in-between effects) are also removed from
For 1 coin per vagrant in play, vagrants may gain the séance card. read the other side yet.
vagrants. Skill cards remain wounded for now.
The séance card can only be used during the next scenario. Each player then decides how their vagrant reacts to the
Any coins that are not available to a vagrant are now returned to
g. Bank coins environment they are witnessing. These choices are made
them.
individually in secret and should not be discussed beforehand.
Vagrants may bank any number of coins each camp phase. They
2. Clean up scenario Each vagrant places their relevant coin facedown next to the in-
cannot be used for anything else during this or any future camp
Put away any components from the previous scenario. Remove between card.
phase.
any unused event tokens from the bindle, and return any Then, flip the in-between card over. Each vagrant resolves the
rummage tokens to the bindle (including those on vagrant cards). If they do, go to the mile post sheet and mark off a number of
unmarked boxes in the banked coins section equal to the number effects of their decision individually. Once the in-between card
If the séance card was not used during the previous scenario, it is of coins banked. These boxes are not considered mile posts. has been resolved, place it in the box, not back into the in-
also discarded, and must be purchased again. between deck. This concludes the camp phase.
Once a certain number of coins are banked, vagrants will gain
access to special moments that may have long-lasting impacts. The in-between deck is in numerical order and should not be
BUILD UP shuffled. They are drawn and read in order.
Shuffle the junk deck, draw the top card, and reveal it to all 3. MANAGE VAGRANTS Some choices will provide the vagrant with a special type of haint
players. Then perform these steps in order: Vagrants may either shape their character by switching out skill or effect during the next scenario. These in-between effects remain
junk cards, or choose a new vagrant altogether. on the vagrant during the next scenario and are not removed
1. SPEND COINS If a vagrant would like to try a different skill or junk, or are in until the beginning of the next camp phase, or until the effect text
Players collaboratively make choices this step. need of a skill/junk because they have that slot open, they may states when it is removed.
Each vagrant who played in the previous scenario adds their coins take a skill/junk card from the belongings (or immediately trade
to the pool (usually 3 each). Then, players look at the rituals they common skills or junk with another vagrant) and place it on their
5. START NEXT SCENARIO
vagrant card (if they have the available slot open). If they do not Progress to the next scenario, as indicated by the victory or defeat
completed to see if any of the rewards grant coins. If so, add a
have a slot open, they will have to add a card to either the group’s text or in-between cards.
coin from an unplayed vagrant to the pool for each coin gained
from a ritual. Lastly, if any other sources granted coins to be used belongings or their own personal belongings first. If the in-between card drawn previously has any lasting effects for
during the camp phase, add those to the pool as well. Vagrants may also swap out exclusive skills that they already have the next scenario, these will carry over and must be applied.
During this step, players may permanently discard any of their in their personal belongings. If vagrants performed a séance during the camp phase, they
broken junk cards (either attached to a vagrant or in their Wounded skill cards (and broken junk) may not be traded or receive the séance benefits for the next scenario.
belongings) to gain a coin for each broken junk card discarded. added to the belongings until they are healed.
Any coins gained from rituals from the previous scenario or from Belongings
discarded broken junk that are not spent during this step are
Belongings represent junk and common skills that vagrants
removed and cannot be used later.
aren’t actively using, but may want to later. There is no limit to the
Any coin in the pool can be used to pay for an effect, even if it has number of junk and skill cards that can be held in the belongings.
a different vagrant’s symbol on it. Each option has a cost in coins.
Players are free to switch junk and common skill cards in and out
a. Acquire new skill(s) of the belongings during the camp phase so long as those cards
Two common skills per scenario are made available. A common are not wounded or broken.
skill can only be acquired once, and players may not return to Each vagrant also has their own personal belongings, which
previous camp phases to acquire skills from previous scenarios. includes any exclusive skills they have gained, but are not
Each new common skill costs 2 coins. Once acquired, all players currently using. There is no limit as to how many a vagrant can
should discuss who receives the skill. The chosen vagrant adds hold. These skills cannot be traded, but may be swapped in and
the common skill to one of their skill slots, removing another skill out during this step.
from a slot, if necessary. Skills removed this way may be placed in Choosing a new vagrant
the belongings.
During this step, players may choose to play as a different vagrant.
If vagrants are asked to read moments instead of acquire skills, To do so, first permanently discard any exclusive skills you have
any skills they would gain from those moments do not cost coins learned. Starting skills are not permanently discarded this way
to acquire. and may be taken if a player decides to play that vagrant.
VAGRANT GENERAL ACTIONS VAGRANT GENERAL ACTIONS
MOVE MOVE
For each coin placed on this icon, a vagrant may move For each coin placed on this icon, a vagrant may move
PLAYING THE GAME orthogonal spaces up to their MOVE. You may move
PLAYING THE GAME orthogonal spaces up to their MOVE. You may move
Each round players decide which vagrant takes their turn first. through spaces occupied by a haint, vagrant, or token, Each round players decide which vagrant takes their turn first. through spaces occupied by a haint, vagrant, or token,
Then it is the haint’s turn, then another vagrant’s turn, and so but may not stop on a space occupied by a haint, another Then it is the haint’s turn, then another vagrant’s turn, and so but may not stop on a space occupied by a haint, another
on, ending with the last haint turn of the round. When the round vagrant, or terrain. Two objects in the same space are adjacent. on, ending with the last haint turn of the round. When the round vagrant, or terrain. Two objects in the same space are adjacent.
is over, move the round marker up on the round track. Rounds If a vagrant is forced to complete a move toward a haint that is over, move the round marker up on the round track. Rounds If a vagrant is forced to complete a move toward a haint that
continue until the scenario’s victory condition is met or all would result in them stopping on the haint’s space, the vagrant continue until the scenario’s victory condition is met or all would result in them stopping on the haint’s space, the vagrant
vagrants are westbound. Then go to the camp phase. instead stops adjacent to the haint and becomes haunted. vagrants are westbound. Then go to the camp phase. instead stops adjacent to the haint and becomes haunted.
Targets: V for vagrant, H for haint, and any for any Targets: V for vagrant, H for haint, and any for any
character. Characters (both haints and vagrants) can draw RUMMAGE character. Characters (both haints and vagrants) can draw RUMMAGE
range through other characters. Draw 1 rummage token from the bindle for each coin range through other characters. Draw 1 rummage token from the bindle for each coin
placed on this icon. You may only keep 1 of the tokens placed on this icon. You may only keep 1 of the tokens
Vagrants can never draw range through terrain (they may target Vagrants can never draw range through terrain (they may target
you draw (return the rest to the bindle). you draw (return the rest to the bindle).
characters in the same space as it), or move into or through it. characters in the same space as it), or move into or through it.
Haints can draw range through terrain, and can move into or Your RUMMAGE value is how many rummage tokens you can Haints can draw range through terrain, and can move into or Your RUMMAGE value is how many rummage tokens you can
through it, or end their turn on it. have at once. Each vagrant may only use 1 rummage token per through it, or end their turn on it. have at once. Each vagrant may only use 1 rummage token per
round (this does not require any coins and is not an action). round (this does not require any coins and is not an action).
VAGRANT TURN If a vagrant uses a rummage token during a haint’s turn, it can VAGRANT TURN If a vagrant uses a rummage token during a haint’s turn, it can
only be used after the haint has performed their action. only be used after the haint has performed their action.
First take back any of your coins that were placed on skills, First take back any of your coins that were placed on skills,
general actions, or the train board. If a character must draw a rummage token and none are in the general actions, or the train board. If a character must draw a rummage token and none are in the
bindle, immediately cycle the rummage tokens and then draw. bindle, immediately cycle the rummage tokens and then draw.
Perform actions by placing your coins on skill cards and/or When a rummage token is discarded, place it on the cycle track. Perform actions by placing your coins on skill cards and/or When a rummage token is discarded, place it on the cycle track.
general actions. general actions.
If you draw an event token, read and resolve the event text, then If you draw an event token, read and resolve the event text, then
A vagrant usually has 3 coins available each turn. They draw another rummage token. A vagrant usually has 3 coins available each turn. They draw another rummage token.
may be placed freely on general actions, but may only be may be placed freely on general actions, but may only be
placed on skills and junk cards if that card had 0 coins placed Vagrants may trade a rummage token for another or give one placed on skills and junk cards if that card had 0 coins placed Vagrants may trade a rummage token for another or give one
on it during the previous round. to an adjacent vagrant during their turn. Either is ‘using’ the on it during the previous round. to an adjacent vagrant during their turn. Either is ‘using’ the
rummage token for that round. rummage token for that round.
When attempting an action that lists a number of bones When attempting an action that lists a number of bones
or has a SUCCESS value ( ) that must be met in order Rummage token types or has a SUCCESS value ( ) that must be met in order Rummage token types
to succeed, roll that many bones (dice). Each result that Iron nails: Target a haint within range 2 to have that to succeed, roll that many bones (dice). Each result that Iron nails: Target a haint within range 2 to have that
meets or exceeds the action’s success value is a success. haint gain 2 humanity. meets or exceeds the action’s success value is a success. haint gain 2 humanity.
Booming boxcars: If you roll a natural 6 when performing an Candle: Place the candle token in an open adjacent space. Booming boxcars: If you roll a natural 6 when performing an Candle: Place the candle token in an open adjacent space.
action, you may immediately roll an additional bone. You can A candle in the same train car as a haint is its highest target action, you may immediately roll an additional bone. You can A candle in the same train car as a haint is its highest target
continue to roll additional bones if you roll more 6s. priority. Once it moves onto the candle space, the haint continue to roll additional bones if you roll more 6s. priority. Once it moves onto the candle space, the haint
ends its movement and the candle is discarded. If there are any ends its movement and the candle is discarded. If there are any
When a vagrant gains or loses humanity, move their humanity targets available for the haint’s action after the candle is When a vagrant gains or loses humanity, move their humanity targets available for the haint’s action after the candle is
token on their humanity track. Ignore any humanity gained removed, continue the action with the appropriate new target. token on their humanity track. Ignore any humanity gained removed, continue the action with the appropriate new target.
beyond their HUMANITY value. If the token moves from 1 to beyond their HUMANITY value. If the token moves from 1 to
0, they suffer a wound, then place their humanity token on the Salt: The vagrant ignores the effects of a haint’s action 0, they suffer a wound, then place their humanity token on the Salt: The vagrant ignores the effects of a haint’s action
space equal to their maximum humanity, ignoring any additional that targets them. Salt does not nullify a haint’s move, space equal to their maximum humanity, ignoring any additional that targets them. Salt does not nullify a haint’s move,
humanity that would be lost from a single effect. haunted effects, or effects targeting other vagrants. humanity that would be lost from a single effect. haunted effects, or effects targeting other vagrants.

When a vagrant suffers a wound, flip over one of their skill Rabbit’s foot: Treated like a fourth coin that the When a vagrant suffers a wound, flip over one of their skill Rabbit’s foot: Treated like a fourth coin that the
cards; they can no longer perform its action. You may choose vagrant may use during their turn on any skill or action. cards; they can no longer perform its action. You may choose vagrant may use during their turn on any skill or action.
instead to flip over a junk card (to make it broken). After the action is resolved, discard the rabbit’s foot. instead to flip over a junk card (to make it broken). After the action is resolved, discard the rabbit’s foot.
Apple: When used, the vagrant may flip a wounded skill Apple: When used, the vagrant may flip a wounded skill
HAINT TURN card faceup so that the skill can be used again. HAINT TURN card faceup so that the skill can be used again.
Each scenario details the rules that apply to one Each scenario details the rules that apply to one
of the 2 moods that haints switch in and out of. INVESTIGATE of the 2 moods that haints switch in and out of. INVESTIGATE
Haints are only ever in 1 mood at a time. A vagrant in the same space as an event token may Haints are only ever in 1 mood at a time. A vagrant in the same space as an event token may
investigate it. Read the first portion of the event, then investigate it. Read the first portion of the event, then
Track a haint’s HUMANITY with the humanity token on the roll bones equal to the number of coins placed on the Track a haint’s HUMANITY with the humanity token on the roll bones equal to the number of coins placed on the
board’s humanity track. If a haint gains humanity during their investigate icon. Each result that meets or exceeds your board’s humanity track. If a haint gains humanity during their investigate icon. Each result that meets or exceeds your
own turn, they continue their action as normal, even if they INVESTIGATE is a success. Read the event text that own turn, they continue their action as normal, even if they INVESTIGATE is a success. Read the event text that
break (in which case they resolve any break effects after their corresponds to the number of successes. break (in which case they resolve any break effects after their corresponds to the number of successes.
action is complete). action is complete).
When a haint’s humanity token moves onto the threshold PATCH UP When a haint’s humanity token moves onto the threshold PATCH UP
token, that haint breaks. Lower the haint’s BREAK value by 1 Roll bones equal to the coins placed on the patch up token, that haint breaks. Lower the haint’s BREAK value by 1 Roll bones equal to the coins placed on the patch up
and place their humanity token on 0, ignoring any additional icon. Every result that meets or exceeds your PATCH and place their humanity token on 0, ignoring any additional icon. Every result that meets or exceeds your PATCH
humanity gained from the effect that caused them to break. UP is a success and gains you 1 humanity. humanity gained from the effect that caused them to break. UP is a success and gains you 1 humanity.
The next turn a haint would take immediately ends without any BUST The next turn a haint would take immediately ends without any BUST
of their actions performed or effects resolved, and all vagrants of their actions performed or effects resolved, and all vagrants
Roll bones equal to the coins placed on the bust icon. Roll bones equal to the coins placed on the bust icon.
in play gain 1 humanity. in play gain 1 humanity.
Every result that meets or exceeds the vagrant’s BUST Every result that meets or exceeds the vagrant’s BUST
If a haint has a BREAK value of 1 and they break again, they are value is a success. The vagrant may target an adjacent If a haint has a BREAK value of 1 and they break again, they are value is a success. The vagrant may target an adjacent
saved, which usually means the vagrants have won the scenario. haint to gain 1 humanity for each success. saved, which usually means the vagrants have won the scenario. haint to gain 1 humanity for each success.
HAINT ACTION Haint effects HAINT ACTION Haint effects
In the scenario, a haint effect is represented by either a black In the scenario, a haint effect is represented by either a black
1. DETERMINE THE HAINT ACTION or white haint effect token. These tokens do not stack (unless 1. DETERMINE THE HAINT ACTION or white haint effect token. These tokens do not stack (unless
The vagrant who took the most recent turn draws a rummage specifically stated). Normally, a vagrant may only gain 1 of each The vagrant who took the most recent turn draws a rummage specifically stated). Normally, a vagrant may only gain 1 of each
token, and the haint performs the matching action listed next to type at a time. Haint effects remain on the vagrant until they are token, and the haint performs the matching action listed next to type at a time. Haint effects remain on the vagrant until they are
the haint’s current mood. removed in a specific way. A haint effect that is still on a vagrant the haint’s current mood. removed in a specific way. A haint effect that is still on a vagrant
at the start of the camp phase is removed. at the start of the camp phase is removed.
2. DETERMINE THE TARGET PRIORITY 2. DETERMINE THE TARGET PRIORITY
1. Special priority: The vagrant with the special target priority WESTBOUND 1. Special priority: The vagrant with the special target priority WESTBOUND
token (in any train car). token (in any train car).
If all of a vagrant’s skills (and junk) are flipped over to wounds If all of a vagrant’s skills (and junk) are flipped over to wounds
2. Action specific: The vagrant or a (non-candle) token that is (or broken), the vagrant becomes westbound. 2. Action specific: The vagrant or a (non-candle) token that is (or broken), the vagrant becomes westbound.
considered the target priority according to an action or effect considered the target priority according to an action or effect
Discard any haint effect tokens, flip over their vagrant card to Discard any haint effect tokens, flip over their vagrant card to
(in any train car). (in any train car).
the westbound side, and place their humanity token on 1. Keep the westbound side, and place their humanity token on 1. Keep
3. Candle: The closest candle in the same train car. Haints only any rummage tokens. Then place your vagrant’s westbound 3. Candle: The closest candle in the same train car. Haints only any rummage tokens. Then place your vagrant’s westbound
target a candle with actions that would move the haint a action card on top of one of your skill cards (if it had any target a candle with actions that would move the haint a action card on top of one of your skill cards (if it had any
number of spaces. coins on it, take these back). That westbound action may be number of spaces. coins on it, take these back). That westbound action may be
4. Hurt vagrant: A vagrant who has currently lost the most freely used on their next turn (and multiple turns in a row). A 4. Hurt vagrant: A vagrant who has currently lost the most freely used on their next turn (and multiple turns in a row). A
humanity (not the vagrant with the lowest humanity) in westbound vagrant cannot lose humanity if their humanity token humanity (not the vagrant with the lowest humanity) in westbound vagrant cannot lose humanity if their humanity token
the same train car. The number of wounds a vagrant has is is on 1. the same train car. The number of wounds a vagrant has is is on 1.
ignored. Westbound vagrants are not considered. Westbound vagrants cannot perform skills, but can perform ignored. Westbound vagrants are not considered. Westbound vagrants cannot perform skills, but can perform
5. Nearby vagrant: The vagrant closest to the haint (in any train general actions, use rummage tokens, use their westbound 5. Nearby vagrant: The vagrant closest to the haint (in any train general actions, use rummage tokens, use their westbound
car). Westbound vagrants are not considered. action, and use their passives. car). Westbound vagrants are not considered. action, and use their passives.
6. Westbound vagrant: A westbound vagrant (in any train car). Unless otherwise stated by the scenario, if all vagrants are 6. Westbound vagrant: A westbound vagrant (in any train car). Unless otherwise stated by the scenario, if all vagrants are
westbound at the end of a scenario, read moment 13. westbound at the end of a scenario, read moment 13.
7. Recent vagrant: The vagrant whose turn was the most recent 7. Recent vagrant: The vagrant whose turn was the most recent
(in any train car). If a vagrant is still westbound at the end of a scenario, at the (in any train car). If a vagrant is still westbound at the end of a scenario, at the
start of the camp phase, they must permanently discard (return start of the camp phase, they must permanently discard (return
3. MOVE THE HAINT to the box) the skill under their westbound action card. If they 3. MOVE THE HAINT to the box) the skill under their westbound action card. If they
Haints move orthogonally like vagrants, but they may move became westbound several times during a scenario, they would Haints move orthogonally like vagrants, but they may move became westbound several times during a scenario, they would
through spaces occupied by terrain and vagrants. only have to discard 1 skill. The discarded skill may be wounded through spaces occupied by terrain and vagrants. only have to discard 1 skill. The discarded skill may be wounded
or normal. or normal.
If a haint moves through or ends on a space occupied by a If a haint moves through or ends on a space occupied by a
vagrant, that vagrant is haunted. If a haint would end its move Westbound vagrants gain a unique westbound action they may vagrant, that vagrant is haunted. If a haint would end its move Westbound vagrants gain a unique westbound action they may
on a space occupied by a vagrant or another haint, that vagrant perform, which works exactly like performing a general action. on a space occupied by a vagrant or another haint, that vagrant perform, which works exactly like performing a general action.
(or other haint) moves to any adjacent open space of the This is not a skill, and may be used multiple turns in a row. (or other haint) moves to any adjacent open space of the This is not a skill, and may be used multiple turns in a row.
player’s choosing. If a westbound vagrant loses humanity (and their humanity player’s choosing. If a westbound vagrant loses humanity (and their humanity
A haint moves up to its MOVE so that it ends this move in range is greater than 1), the closest other vagrant (who is not A haint moves up to its MOVE so that it ends this move in range is greater than 1), the closest other vagrant (who is not
of the target for its current action (or as close as possible), going westbound) may choose to lose that humanity instead. of the target for its current action (or as close as possible), going westbound) may choose to lose that humanity instead.
out of its way with any excess movement to haunt as many When a westbound vagrant gains their maximum humanity, out of its way with any excess movement to haunt as many When a westbound vagrant gains their maximum humanity,
vagrants as possible (including the target). flip over any one of their wounded skills, flip their vagrant card vagrants as possible (including the target). flip over any one of their wounded skills, flip their vagrant card
back to its normal side, and place their humanity token on their back to its normal side, and place their humanity token on their
4. RESOLVE THE ACTION maximum humanity. Put aside the westbound action card. 4. RESOLVE THE ACTION maximum humanity. Put aside the westbound action card.
After a haint has finished moving, resolve haint action effect(s). After a haint has finished moving, resolve haint action effect(s).

5. ADD THE RUMMAGE TOKEN TO THE THE HOBO CODE 5. ADD THE RUMMAGE TOKEN TO THE THE HOBO CODE
CYCLE TRACK 1. Rules on events, cards, and scenarios supersede the CYCLE TRACK 1. Rules on events, cards, and scenarios supersede the
rulebook. If these rules contradict one another, follow the rulebook. If these rules contradict one another, follow the
Add rummage token that was drawn for that action to the cycle Add rummage token that was drawn for that action to the cycle
rules on the event first, then the card, then the scenario, and rules on the event first, then the card, then the scenario, and
track. The haint’s turn is now over. track. The haint’s turn is now over.
finally the rulebook. finally the rulebook.
Cycling and the cycle effect Cycling and the cycle effect
2. If players are in a situation where they must make a choice 2. If players are in a situation where they must make a choice
When the number of any rummage token on the cycle track and the game assumes there is only a single option, but there When the number of any rummage token on the cycle track and the game assumes there is only a single option, but there
equals (or exceeds) its CYCLE value, resolve the cycle effect are actually multiple valid options, the players must choose equals (or exceeds) its CYCLE value, resolve the cycle effect are actually multiple valid options, the players must choose
at the end of the current character’s turn. Then, return all the outcome that is the worst for the vagrants. at the end of the current character’s turn. Then, return all the outcome that is the worst for the vagrants.
rummage tokens on the cycle track to the bindle and shake it. rummage tokens on the cycle track to the bindle and shake it.
3. If players cannot decide how to break a tie, who goes first, or 3. If players cannot decide how to break a tie, who goes first, or
Haunted have a disagreement, they should roll bones to determine the Haunted have a disagreement, they should roll bones to determine the
After the current move is resolved, if any vagrants become outcome. After the current move is resolved, if any vagrants become outcome.
haunted, resolve the haunted effect written in the haint’s haunted, resolve the haunted effect written in the haint’s
4. Note that sometimes components used for one thing, such as 4. Note that sometimes components used for one thing, such as
current mood in the scenario book. The haint continues to current mood in the scenario book. The haint continues to
tokens, are used for something else in a scenario. tokens, are used for something else in a scenario.
move, if able, after haunting a vagrant. A vagrant may only be move, if able, after haunting a vagrant. A vagrant may only be
haunted by each haint once per turn. 5. Keep a pen and scrap paper handy to jot down notes. haunted by each haint once per turn. 5. Keep a pen and scrap paper handy to jot down notes.

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