9.2.1
Crafting. The Vagabond can exhaust hammer to activate its pawn as a crafting piece, ignoring the once-perturn limit (4.1.1). If the Vagabond crafts an item, he may immediately take it, face up.
9.2.2
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.
9.2.2.I
Full Removal. Whenever an enemy player uses an effect that says it removes all enemy pieces from a clearing (such as Alliance revolts, Favor of the Mice cards, Conspiracy bombs) with the Vagabond, the Vagabond damages three items.
9.2.3
Nimble. The Vagabond can move regardless of who rules his origin or destination clearing (4.2.1).
9.2.4
Defenseless. As defender in battle, the Vagabond is defenseless (4.3.5.II) if he has no undamaged sword.
9.2.5
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.
9.2.5.I
Item Tracks. Whenever a tea, coins, or bag is face up in your Satchel, place it in an empty matching track space if able. If a tea, coins, or bag on a track is flipped face down, place it in your Satchel. Each track can only hold 3 items of its type.
9.2.5.II
The Satchel. When gained, boot, sword, crossbow, torch, and hammer are placed face up in the Vagabond’s Satchel.
9.2.6
Maximum Rolled Hits. In battle, the Vagabond’s maximum rolled hits (4.3.3.I) equals his undamaged sword, face up or face down, in his Satchel.
9.2.7
Taking Hits. Whenever the Vagabond takes a hit (4.3.6), he must damage one undamaged item, moving it to his Damaged box. These items are damaged. If no undamaged items remain to damage, the Vagabond ignores any remaining hits.
9.2.8
Dominance Cards and Coalitions. The Vagabond cannot activate a dominance card for its normal victory condition (3.3.1). 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.
9.2.9
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.
9.2.9.I
Improving Relationships. You can improve a relationship with a non-Hostile faction by taking the Aid action.
9.2.9.Ia
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.)
9.2.9.Ib
Effect. Advance that faction’s relationship marker one space right on the track. Score the victory points listed in the new space.
9.2.9.II
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!)
9.2.9.IIa
Aiding Ally. Each time you Aid an Allied faction, score two victory points.
9.2.9.IIb
Moving with Ally. When you move, you may force warriors of one Allied faction to move along with your Vagabond pawn to your destination clearing. (When you move alone, such as with the Harrier’s ability, you cannot move Allied warriors.)
9.2.9.IIc
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 sword. You cannot treat Allied warriors as your own when attacking the same Allied faction.
9.2.9.IId
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 (9.2.9.III) at the end of the battle. This rule overrides the condition for becoming Hostile in 9.2.9.III.
9.2.9.III
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).
9.2.9.IIIa
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.)
9.2.9.IIIb
Moving into Hostile Clearings. You must exhaust an extra boot to move (even if forced) into a clearing with any warriors of any Hostile faction.
9.2.9.IIIc
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.
9.2.9.IIId
Coalition with Hostile Faction. You can form a coalition (9.2.8) with a Hostile faction. If you do, move their relationship marker to the Indifferent space.
9.2.10
Forest Movement. Your Slip (9.4.2) allows you to move in and out of forests. Other Move actions only let you move out of a forest into an adjacent clearing, not into a forest.