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Using This Book

Root contains two rulebooks, this rules reference and a learn-to-play guide. The rules reference is
intended to be a concise, authoritative, and complete reference. While experienced gamers will be able
to learn the game from the rules reference, those newer to the hobby should start with the learn-to-play
guide. The learn-to-play guide is written in a more conversational tone and features many illustrated
examples. It also contains setup instructions for the game’s many scenarios.

1. Key Terms
1.1. Local
A​ local player​ is one with any pieces located in a clearing with any of your pieces. A ​local
piece​ is one located in the same clearing as any of your pieces.

1.2. Pieces
Each faction has various ​pieces​ of matching color. The Marquise’s pieces are all purple, the
Alliance green, the Eyrie brown, and the Vagabond black or white. A faction’s pieces may
include:

1.2.1. Warriors.​ The Marquise, Eyrie, and Alliance have warriors. Warriors may move and
battle. They contribute to ruling their clearing.

1.2.2. Buildings.​ The Marquise, Eyrie, and Alliance have buildings. When placed on the map,
they fill open slots in clearings, and they contribute to ruling their clearing.

1.2.3. Tokens.​ The Alliance have sympathy tokens, and the Marquise has wood tokens.
Tokens cannot move or battle. Tokens are placed in clearings and are used to perform
faction-specific abilities, but do not contribute to ruling their clearing.

1.2.4. Pawns.​ Each Vagabond has one character pawn, and the Lizard has a bear pawn.
Pawns may move and battle. Pawns are not considered warriors, and do not contribute
to ruling their clearing.
1.3. Play Area
Your ​play area​ is the area around your faction board.

1.4. Ruler
The ​ruler​ of a clearing is the player with the most combined warriors and buildings in that
clearing. If there is a tie between two players, no one is the ruler. <V><E>

1.5. Faction Type


Each faction in Root is either a ​core faction​ or an ​opportunist faction​. Each game must
include two core factions.

2. Universal Concepts
2.1. Rules Conflicts
2.1.1. Precedence. ​If text on a card or faction board conflicts with text in the rules reference,
the card or faction board takes precedence. If text in the learn-to-play guide conflicts with
text in the rules reference, the rules reference takes precedence.

2.1.2. Use of “Cannot.”​ Any rule that uses the term “cannot” is absolute. It cannot be
overridden by another rule, unless explicitly instructed.

2.2. Placing and Removing Pieces


Pieces are limited by the contents of the game. If you are prompted to place or remove a piece
but you cannot, you must place or remove the maximum number possible.

2.2.1. Warriors.​ If you are prompted to place a warrior, take it from your supply. If one of your
warriors is removed, return it to your supply.

2.2.2. Buildings. ​If you are prompted to place a building, take the leftmost building from its
track on your faction board, unless otherwise instructed. If one of your buildings is
removed, return it to the rightmost empty space of the matching track.

2.2.3. Tokens.​ If you are prompted to place a token, take it from your supply or the leftmost
spot on the relevant track. If one of your tokens is removed, return it to your supply or the
rightmost empty space of the matching track.

2.2.4. Items.​ Placed items are either placed on the top of your faction board or, if you are the
Vagabond, placed in the appropriate track or box on your faction board. See @@@.

2.3. Clearings and Paths


The map of the Woodland has many ​clearings​ linked by ​paths​.

2.3.1. Adjacency. ​A clearing is adjacent to all other clearings linked to it by a path.


2.3.2. Alignment.​ Almost every clearing is aligned with one forest ​nation​: mouse, rabbit, or
fox.

1. The Keep. ​The Keep of Marquise de Cat is a clearing aligned with all nations, but
crafting buildings there cannot be used to craft.

2.3.3. Slots. ​Each clearing has a number of ​slots​, shown as white and red boxes. Whenever
you place a building, the clearing where you place it must have an open slot. You cannot
place a building in a clearing with no open slots.

1. Ruins. ​Ruins slots are red-bordered. They follow all the normal rules for slots,
but begin the game with a ruin token (see @@@).

2.3.4. Homelands.​ Each Core Faction has a clearing which is called a homeland. These
clearings sometimes confer special bonuses.

2.4. Forests
Areas on the map enclosed by paths and clearings are called ​forests​.

2.4.1. Adjacency.​ A forest is adjacent to all clearings that touch it without crossing a path, and
it is adjacent to all forests that are separated by only one path.

2.4.2. Map Border. ​The forest surrounding the map is out of play, not part of the map.

2.5. Cards
Each card has two uses:​ ​a ​suit​ matching one of the four forest nations—bird, fox, rabbit, and
mouse—and an​ improvement,​ which can be crafted.

2.5.1. Birds Are Wild. ​You can spend a bird card as any other suit, including if you must
spend multiple cards of matching nation. If you are prompted to spend a bird card, you
cannot instead spend a card of another suit.

2.5.2. Cards Are Secret. ​You cannot reveal any cards in your hand to other players unless
explicitly instructed by the rules.

2.5.3. Special Victory Cards. ​There are four special victory cards matching the four suits. A
special victory card may be played for its suit, but it does not have an improvement.
Their function is described in detail in @@@.

2.6. Crafting
During Daylight, you can craft any number of cards from your hand into ​improvements​.

2.6.1. Cost. ​To craft an improvement,​ ​you must have crafting pieces of the nations shown on
the improvement. The nation of a crafting piece matches the nation of its clearing. Each
crafting piece can be used only once per turn.

2.6.2. Effect. ​When you craft an improvement, you will do one of two things depending on the
card.
1. If it is an ​item​, score the indicated victory points and take the indicated item
token from the supply and put it into your play area. If no matching item token
remains in the supply, do not put the item token into your play area. Then discard
the crafted card. <V>

2. Otherwise, tuck it partially beneath your faction board. The improvement’s effect
may be used as described on the card.

2.6.3. No Duplicates. ​You cannot craft an improvement if you have an improvement of


matching name in your play area.

2.7. Movement
When you take a ​move​, you may take any number of your warriors​ (or your character pawn)
from one clearing and move them to one adjacent clearing.

2.7.1. Destination Limits.​ If you rule the origin clearing, you may move your warriors to any
adjacent clearing. If you ​do not​ rule the origin clearing, you may move your warriors only
to an adjacent clearing that you rule. <V>

2.7.2. No Movement Limits.​ A given piece is not limited in the number of times it can move
during the same turn. If you are prompted to take multiple moves, you may move the
same or separate groups of warriors.

2.8. Battle
When you initiate a battle, choose a clearing where you have warriors to be the ​clearing of
battle​. You are the ​attacker​. Choose one player in the clearing of battle to be the ​defender​.

2.8.1. Battle Procedure.​ Every battle follows the procedure detailed in this section.

1. Step 1: Defender Declares Ambush.​ The defender may play ambush cards
matching the clearing of battle. Each played ambush card immediately deals two
hits which cannot be prevented. If no attacking warriors remain, end the battle
immediately.

a. Foil Ambush.​ After the defender plays one or more ambush cards, the
attacker may cancel an ambush card by playing an ambush card
matching the clearing of the battle.

2. Step 2: Roll Dice and Count Hits. ​Roll both dice. The attacker will deal hits
equal to the higher roll, and the defender will deal hits equal to the lower roll. If
the rolls are equal, attacker and defender will deal the same number of hits. <A>

a. Maximum Hits.​ The maximum number of hits you can deal from rolling
equals the number of your warriors in the clearing of battle, whether you
are the attacker or defender. <V>

b. Extra Hits.​ After counting hits from rolling, the attacker and defender can
add extra hits by using special abilities or other effects in their play areas.
Extra hits are ​not​ limited by the number of warriors in the clearing of
battle.

c. Defenseless. ​If the defender has no warriors, the attacker will deal an
extra hit. <V>

d. Subtract Hits.​ After counting the total number of hits to be dealt, the
attacker and defender can subtract hits by using special abilities and
effects in their play areas. <M>

3. Step 3: Deal Hits.

a. Timing.​ Attacker and defender deal hits simultaneously.

b. Taking Hits.​ Each hit removes one piece. The player taking the hit
chooses which pieces to remove, but must remove warriors before
removing any buildings or tokens.

c. Discarding Improvements. ​If a player removes their last building in a


clearing, that player must also discard one improvement from their play
area, if any.

3. Goal and Sequence of Play


3.1. Victory
The first player to reach 40 victory points immediately wins the game.

3.2. Scoring Victory Points


Each faction has a unique way of scoring victory points, but there are two ways that any faction
can score victory points.

3.2.1. Removing Buildings and Tokens. ​Whenever you remove an opponent’s building or
token, you score 1 victory point.

3.2.2. Crafting Items. ​Whenever you craft an improvement with an item, you score the listed
victory points.

3.3. Special Victory Cards


The deck holds four special victory cards, which can be used to win the game without reaching
40 victory points.

3.3.1. Activating.​ During your Daylight, you may play a special victory card into your play area
to activate it. Remove your score marker from the score track. For the rest of the game,
you can only win by meeting the victory condition listed on your activated special victory
card.
3.3.2. Activated Cards.​ An activated special victory card does not count against your hand
size, and it cannot be removed from play. Once you have activated a special victory
card, you cannot replace it by activating a different special victory card.

3.3.3. Spending for Suit.​ A special victory card can be spent for its suit, as normal. However,
when you spend a special victory card, do not discard it. Instead, place it near the map
to show that it is available to be taken.

3.3.4. Taking Available Cards.​ During your Daylight, you can take an available special victory
card into your hand by spending a card of matching suit.

3.3.5. Descriptions.

1. Chaos Victory: ​During your Birdsong, you win the game immediately if every
other player has 33 to 39 victory points or has activated a special victory card.

2. Coalition Victory: ​When you play this card to change your victory condition,
place your score marker on the faction board of the player with the fewest victory
points. If that player wins the game, you also win. This card can only be played in
this way in a game with four or more players.

3. Economic Victory: ​When you play this card, place your score marker on the
track of this card on the space equal to the number of improvements in your play
area. Each time you craft, advance your score marker. You win the game
immediately if your score marker is on the final space of this track.

4. Military Victory: ​When you play this card, place a warrior from an opponent core
faction on this card. If that player’s stock is empty, take one of their warriors from
the board. You win the game if, during your Birdsong, you rule that core faction’s
homeland. The Vagabond may not play this card in this way.

3.4. Turn Structure


Each player’s turn consists of three phases: Birdsong, Daylight, and Evening. After a player
completes all three phases, play moves clockwise to the next player.

4. Setup
4.1. Step 1: Assign Factions and Starting Player.​ Assign one faction to each player using any
method. Each game of Root must include two core factions. Determine the starting player and
seating order randomly.

4.2. Step 2: Gather Faction Pieces. ​Each player takes their faction board and all pieces matching
their faction color.

4.3. Step 3: Draw Starting Hands.​ Shuffle the deck. Each player draws three cards.
4.4. Step 4: Place Ruins.​ Shuffle the ruin tokens and place one, with the item side face down, on
each red-bordered slot on the map. (The ruin tokens consist of the following items: <bag>,
<boot>, <hammer>, and <sword>.) If playing with a second Vagabond, combine both sets of
ruins tokens and place two on each red-bordered slot.

4.5. Step 5: Place Score Markers. ​Each player places their score marker on the “0” space of the
score track.

4.6. Step 6: Initial Faction Setup. ​In setup priority (A, B, C, etc.), each faction follows the setup
instructions in their rules section.

5. Marquise de Cat
5.1. Scoring Victory Points
The Marquise de Cat can also score victory points by placing buildings (@@@).

5.2. Faction Rules and Abilities


5.2.1. Crafting. ​The Marquise uses Workshops to craft during Daylight.

5.2.2. Field Hospitals. ​Whenever a Marquise warrior would be removed, the Marquise may
spend any card to instead move the warrior to the Keep. She cannot use Field Hospitals
if she does not rule the Keep.

5.2.3. The Keep of Marquise de Cat. ​During any battle in the Keep, the Marquise takes one
fewer hit.

5.3. Initial Faction Setup


The Marquise must set up her pieces as follows.

5.3.1. Step 1: Garrison.​ Place a warrior in each clearing except the homeland clearing of the
other core faction.

5.3.2. Step 2: Fill Building Tracks.​ Place your Sawmills, Workshops, and Recruiters on the
matching tracks of your faction board.

5.3.3. Step 3: Place Starting Buildings.​ Place a Sawmill in the Keep, place a Recruiter in any
clearing adjacent to the Keep, and place a Workshop in any other clearing adjacent to
the Keep.

5.4. Birdsong
Place one wood token at each Sawmill.
5.5. Daylight
First, you may Craft a card from your hand, using Workshops. Then, you may take up to three
actions, plus one action per bird card spent. The actions are detailed below.

5.5.1. March.​ Take two moves.

5.5.2. Battle.​ Initiate a battle.

5.5.3. Build.​ Place a building.

1. Choose Building. ​Choose whether you want to place a Sawmill, Workshop, or


Recruiter. Find the leftmost building of that type remaining on your faction board.
Note that building’s cost, listed at the top of its column.

2. Choose Clearing and Pay Wood. ​Choose any clearing you rule with an open
slot. Remove wood tokens equal to the building’s cost from any clearings you
rule that are adjacent to the chosen clearing or connected to the chosen clearing
by any number of other clearings you rule.

3. Place Building and Score. ​Place the chosen building on the chosen clearing,
and score the victory points revealed on the space under the building removed
from your faction board.

5.5.4. Recruit.​ Place one warrior at each Recruiter. This action can only be taken once per
turn.

5.5.5. Overtime.​ Spend a card and place a wood token at a Sawmill in a matching clearing.

5.6. Evening
Draw one card plus additional cards equal to your uncovered income bonuses (<coin>). If you
have more than five cards in your hand, discard until you have five.

6. The Eyrie Dynasties


6.1. Scoring Victory Points
The Eyrie Dynasties will also score victory points based on the number of Roosts on the map during
their Evening (@@@).

6.2. Faction Rules and Abilities


6.2.1. Crafting. ​The Eyrie uses Roosts to craft before resolving the Decree during Daylight.

6.2.2. Lords of the Forest.​ The Eyrie is the ruler of a clearing when tied for most combined
warriors and buildings there.
6.3. Initial Faction Setup
The Eyrie must set up their pieces as follows.

6.3.1. Step 1: Fill Roost Track.​ Place your Roosts on the matching track of your faction board,
placing Roosts on the matching spaces.

6.3.2. Step 2: Fill Eyrie Homeland.​ Place a Roost and six warriors on the Eyrie Homeland
(the red fox clearing in the bottom-right corner of the map)​.

6.3.3. Step 3: Choose Leader.​ Choose one of the four Eyrie leaders and place it on your
faction board. Place the remaining leaders face up near your faction board.

6.3.4. Step 4: Place Viziers.​ Place your two Loyal Vizier cards on the matching Decree
spaces of your faction board.

6.4. Birdsong
You must play one bird card or one or two non-bird cards to the Decree. You may play each
card to the end of any column.

6.4.1. Emergency Orders.​ If you have no cards in your hand at the start of Birdsong, draw one
card.

6.5. Daylight
For the Eyrie, Daylight has two steps: Early Daylight, then Late Daylight.

6.5.1. Early Daylight.​ You may Reform and Craft any number of times, in any order.

1. Reform.​ Spend any card to move a card of matching suit from one column of the
Decree to another column.

2. Craft.​ Craft a card from your hand, using Roosts.

6.5.2. Late Daylight.​ Resolve the Decree. Start with the leftmost column and move right. In
each column, you may resolve cards in any order. You take one action per card in a
column, and you must take that action in a clearing whose nation matches the card suit.
If you cannot fully take an action ​or​ if you resolved a fifth action using a bird card
(counting Viziers), you immediately fall into turmoil. The actions are described below.

1. Recruit.​ Place a warrior in any clearing with a Roost whose nation matches the
card suit.

2. Move.​ Move at least one warrior from any clearing whose nation matches the
card suit.

3. Battle.​ Initiate a battle in any clearing whose nation matches the card suit.

4. Build.​ Place a Roost in any clearing you rule with an open slot whose nation
matches the card suit and which has no Roost.
6.6. Evening
Score the victory points shown on the rightmost empty space of your Roost track. Then, draw
one card plus additional cards equal to your uncovered income bonuses (<coin>). If you have
more than five cards in your hand, discard until you have five.

6.7. Turmoil
If you cannot fully take an action in the Decree for any reason ​or​ if you resolved a fifth action
using a bird card (counting Viziers), you fall into turmoil, as follows.

6.7.1. Step 1: Purge.​ Discard all of the cards in the Decree except your Loyal Viziers.

6.7.2. Step 2: Depose.​ Flip your current leader face down and set it aside, choose a new
leader from those face up, and place it near your faction board. Place your Loyal Viziers
on the Decree spaces shown on your new leader.

1. A New Generation.​ If you ever have no face-up leaders remaining, turn all of
your facedown leaders face up.

6.7.3. Step 3: Rebuild.​ If you have no Roosts on the map, place one in any clearing.

6.7.4. Step 4: Rest.​ End your turn. Do not perform any more Decree actions, and skip
Evening.

6.8. Leaders
The Eyrie has four leader cards, which are described below.

6.8.1. Builder.​ Your Loyal Viziers begin on Move and Build. Whenever you craft, score a
victory point.

6.8.2. Charismatic.​ Your Loyal Viziers begin on Recruit and Move. Each time you take a
Recruit action, you must place two warriors instead of one.

6.8.3. Commander.​ Your Loyal Viziers begin on Move and Battle. During any battle as the
attacker, you deal an extra hit.

6.8.4. Despot.​ Your Loyal Viziers begin on Move and Build. Whenever you remove an
opponent’s building or token, you score another victory point.

7. The Woodland Alliance


7.1. Scoring Victory Points
The Woodland Alliance can also score victory points by placing sympathy tokens (@@@, @@@).

7.2. Faction Rules and Abilities


7.2.1. Crafting. ​The Alliance uses sympathy tokens to craft during Daylight.
7.2.2. Guerilla War.​ When defending in battle, the Alliance uses the higher die and the
attacker uses the lower die.

7.2.3. The Supporter Stack.​ The supporter stack can hold an unlimited number of cards. Your
supporter stack is facedown, but you may inspect it at any time. Cards in the supporter
stack are called ​supporters​ and are only ever played for their suit.
7.2.4. Removing Bases.​ Whenever a Base is removed, remove any supporters of matching
nation ​(not birds) ​and remove half (round up) of all warriors in the operations box.

7.2.5. Sympathy Tokens. ​The Alliance has 11 sympathy tokens.

1. Placement Limits.​ A clearing can hold only one sympathy token, not multiple.
Sympathy tokens cannot be placed in the Keep.

2. Terms.​ A “sympathetic clearing” is one with a sympathy token. An


“unsympathetic clearing” is one without a sympathy token.

3. Effect on Opponent Movement.​ If another player wishes to move any warriors


into a sympathetic clearing, that player must add one card from their hand
matching the clearing’s nation to the supporter stack. If that player has no
matching cards to add, they must show you their hand, and then you draw a card
from the deck and add it to the supporter stack.

4. Outrage.​ Whenever a sympathy token is removed, draw a card from the deck
and add it to the supporter stack.

7.3. Initial Faction Setup


The Alliance must set up their faction board as follows.

7.3.1. Step 1: Place Bases. ​Place the 3 Bases in your operations box.

7.3.2. Step 2:​ ​Fill​ ​Sympathy Track. ​Place the 11 sympathy tokens on the sympathy track.

7.3.3. Step 3:​ ​Gain​ ​Supporters.​ Draw 3 cards and place them face down on the supporter
stack.

7.4. Birdsong
You may Revolt any number of times, then you may Sympathize any number of times.

7.4.1. Revolt. ​Place a Base.

1. Location.​ A sympathetic clearing matching the Base you wish to place.

2. Cost.​ Spend two supporters matching the nation of the chosen clearing.

3. Effect. ​Remove all opponents’ pieces there. Then, place the Base matching the
clearing there, and place warriors there equal to the number of sympathetic
clearings matching the Base’s nation.
7.4.2. Sympathize. ​Place a sympathy token.

1. Location.​ An unsympathetic clearing adjacent to a sympathetic clearing. If there


are no sympathetic clearings, you may choose any clearing. You cannot place a
sympathy token in the Keep.

2. Cost.​ You must spend supporters matching the nation of the chosen clearing. If
there are no sympathetic clearings of that nation, spend one supporter. If there
are any sympathetic clearings of that nation, spend two supporters.

3. Score.​ Score the victory points shown on the track space below the sympathy
token removed.

7.5. Daylight
You may spend any number of cards from your hand in the following ways in any order.

7.5.1. Support.​ Add a card from your hand to the supporter stack.

7.5.2. Train.​ Spend a card whose nation matches a built Base to place a warrior in the
operations box.

7.5.3. Craft.​ Craft a card from your hand, using sympathy tokens.

7.6. Evening
This phase has two steps: Military Operations, then Income.

7.6.1. Military Operations.​ You may take as many actions as the number of warriors in your
operations box, in any order and combination.

1. Move.​ Take one move.

2. Battle.​ Initiate a battle.

3. Recruit.​ Place a warrior in any clearing with a Base.

4. Organize.​ Place a sympathy token in an unsympathetic clearing that you rule.


Score the revealed victory points. You cannot place a sympathy token in the
Keep.

7.6.2. Income.​ Draw one card plus additional cards equal to your uncovered income bonuses
(<coin>). If you have more than five cards in your hand, discard until you have five.

8. The Vagabond
8.1. Scoring Victory Points
The Vagabond can also score victory points by completing quests (@@@), improving relationships
with other factions (@@@), giving cards to Allied factions (@@@), and removing warriors of Hostile
factions (@@@).

8.2. Faction Rules and Abilities


8.2.1. Crafting. ​The Vagabond exhausts <hammer> to craft. All of the Vagabond’s <hammer>
match the nation of his current clearing. If the Vagabond crafts an improvement with an
item, he may immediately gain the item, face down.

8.2.2. Lone Wanderer. ​The Vagabond pawn is not a warrior, so he cannot be the ruler of a
clearing or cause another player to cease being ruler.

8.2.3. Nimble.​ For the purposes of his own movement, the vagabond is always considered to
rule the clearing where he is currently located.

8.2.4. Defenseless. ​The Vagabond is defenseless in battle (@@@) if he has no <sword>.

8.2.5. Taking Hits.​ Each time the Vagabond takes a hit, he must damage one undamaged
item. Because the attacker and defender deal hits simultaneously, the Vagabond can
exhaust and then damage the same <sword>. If no undamaged items remain to
damage, the Vagabond ignores any remaining hits.

8.2.6. Items.​ The Vagabond’s capabilities depend on the items he acquires. Items can be face
up, face down, or damaged. The Vagabond ​exhausts​ items, flipping them face down, to
take many actions.

1. Item Tracks​. Any <tea>, <income>, and <bag> are placed on the matching
tracks on the Vagabond’s faction board. Each track can only hold three items. If
the Vagabond would gain such an item beyond this limit, leave the item where it
is, whether on the map, in its play area, or in the supply.

2. The Satchel.​ Any <boot>, <sword>, <crossbow>, <torch>, and <hammer> are
placed the Satchel on the center of the Vagabond’s faction board.

8.2.7. Relationships.​ Your faction board shows a relationship chart composed of four boxes
on a Friendly track and one Hostile box. At any given time, this chart will hold a
relationship marker from each non-Vagabond faction in play.

1. Improving Relationships.​ You can improve a relationship by giving cards to


another player with the Aid action during Daylight.

a. Cost. ​To improve your relationship with another player, you must Aid that
player the number of times shown between that player’s current
relationship box and the next relationship box, during the same turn. A
given Aid action counts toward only one improvement in relationship.
b. Scoring. ​Each time you improve a relationship, you score 2 victory
points.

2. Allied Status.​ If a faction’s relationship marker reaches the final box on the
Friendly track, you are now trusted by the warriors of that faction.

a. Standing Offer.​ Score 2 victory points each time you Aid an allied player.

b. Pied Piper.​ Whenever you move from one clearing to another during
Daylight, you may move any number of warriors from one Allied faction
with you. Allied warriors do not gain the benefit of the Nimble special
ability.

c. Allied Battles.​ Whenever you initiate a battle against a non-Allied


defender, you may treat Allied warriors of one faction in the clearing of
battle as your own. The maximum hits you can deal from rolling equals
the number of Allied warriors there, but you can increase your maximum
hits by one per <sword> you exhaust, and you can inflict one extra hit per
<crossbow> you exhaust.

d. Allied Casualties.​ When you are in a battle with Allied warriors, you can
deal hits to those Allied warriors before damaging your items. These
removed warriors will not adjust your relationship status with your ally.

3. Hostile.​ If you ever remove a warrior of a non-Hostile player in battle as attacker


or defender, their relationship marker immediately moves to the Hostile box. You
cannot improve your relationship with a Hostile player, but you can put their
relationship marker back in the Indifferent box by activating the Coalition Victory
card.

a. Infamy.​ Score 2 victory points each time you remove a warrior of a


Hostile faction during your turn. ​(Do not score points for removing the
warrior that moved the relationship marker to Hostile​.​)

b. Moving into Hostile Clearings.​ You must spend an extra <boot> to


move into a clearing with any pieces of a Hostile faction. This penalty
stacks, so moving into a clearing with two Hostile factions will cost three
<boot>.

c. Coalition Victory.​ If you activate the Coalition Victory card and form a
coalition with a Hostile player, move that player’s relationship marker to
the Indifferent space.

8.3. Initial Faction Setup


The Vagabond must set up his pieces as follows.

8.3.1. Step 1: Gather Items. ​Gather the item tokens, and place them near the map.
8.3.2. Step 2: Choose Character. ​Choose a character card. Place any <tea>, <income>, and
<bag> items listed face up on the matching boxes of your faction board. Place all other
listed items face up in your Satchel.

8.3.3. Step 3: Place Pawn. ​Place your character pawn in any forest.

8.3.4. Step 4: Set Relationships. ​Take a warrior from each other player, except another
Vagabond, and place them on the Indifferent space of the relationship chart on your
faction board. These warriors are referred to as ​relationship markers​.

8.3.5. Step 5: Get Quests.​ Shuffle your quest deck, draw three quests, and place them face
up near the map.

8.4. Birdsong
Flip exhausted items face up equal to three plus two for every <tea> face up at the start of
Birdsong. Then, you may Slip once.

8.4.1. Slip.​ Move into an adjacent clearing or forest without exhausting any <boot>.

8.5. Daylight
You can exhaust items to perform various actions.

8.5.1. Move (<Boot>).​ Exhaust one <boot> to move. For every Hostile faction in the
destination clearing, you must exhaust another <boot> in order to move.

8.5.2. Repair (<Hammer>). ​Exhaust one <hammer> to move one damaged item to the Satchel
(if <boot>, <hammer>, <sword>, <crossbow>, or <torch>) or to a space on its track
(<coin>, <tea>, <bag>). Flip that item face up.

8.5.3. Craft (<Hammer>). ​Play a card from your hand, and exhaust the <hammer> of listed
nation to craft it. All of your <hammer> match the nation of your current clearing.

8.5.4. Battle (<Sword>).​ Initiate a battle. You may battle with Allied warriors. You must
exhaust a <sword> for each rolled hit you wish to deal. Then, adjust your relationship
with the defender, if necessary.

8.5.5. Strike (<Crossbow>). ​Exhaust one <crossbow> to remove a local player’s warrior. If
that player has no local warriors, you may instead remove one building or token of that
player.

8.5.6. Explore (<Torch>).​ Exhaust one <torch> to take one local ruin token, reveal it, and
place it in your Satchel face down. Then, you score one victory point.

8.5.7. Special Action (<Torch>).​ Exhaust one <torch> to perform the action listed on your
character card.

8.5.8. Aid (Any). ​Exhaust any one item, and give a card from your hand matching your
clearing’s nation to any local player. Then, take one item, if any, from that player’s play
area, and place it on your faction board face up, in your Satchel or on the matching
track. Then, improve your relationship with that player, if able.

8.5.9. Quest (On Card). ​Select a quest whose nation matches your current clearing, then
exhaust the two items listed on the quest to complete it. Score one victory point plus one
victory point for every quest of matching nation you have already completed. Then, draw
a card from the deck. Finally, discard the quest and draw a new quest.

8.6. Evening
Draw one card plus additional cards equal to your income bonuses (<coin>). If you have more
than five cards in your hand, discard until you have five. Check for an Evening’s Rest and then
check for Carrying Capacity.

8.6.1. An Evening's Rest.​ If you end your turn in a forest space, move all damaged items into
the appropriate track or satchel.

8.6.2. Carrying Capacity.​ If you have more items total in your Satchel and damaged box than
your item limit (six plus two for each <bag>), remove items from your faction board until
you have items equal to your item limit.

8.7. Vagabond Reference


8.7.1. Thief. ​This Vagabond starts with <boot>, <torch>, <tea>, and <sword>.

1. Special Action: Steal.​ Take a random card from a local player who has less
than three local warriors.

8.7.2. Tinker. ​This Vagabond starts with <boot>, <torch>, <bag>, and <hammer>.

1. Special Action: Day Labor. ​Take a card from the discard pile matching your
clearing’s nation.

8.7.3. Ranger. ​This Vagabond starts with <boot>, <torch>, <crossbow>, and <sword>.

1. Special Action: Pathfinder. ​Move into an adjacent forest.

8.8. Playing with Two Vagabonds


8.8.1. Ruins. ​Both sets of ruins are used. Two should be placed in each ruin slot during setup.
When a Vagabond explores a ruin, they may inspect any items and choose one they
wish to take. Over two turns, a Vagabond could take both ruins from a single slot.

8.8.2. Setup. ​Randomly determine which Vagabond sets up first.

8.8.3. Shared Quests.​ Both Vagabonds may complete any of the three faceup quests. No
additional quests are drawn when setting up the second Vagabond.

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