Vagrantsong: Encore
Vagrantsong: Encore Rulebook
Table of Contents
Table of Contents
Contents of the Expansion
- 6 Haint figures
- 1 DC figure
- 6 Westbound Vagrant figures
- 1 Malady card (4th Malady)
- 34 Junk cards
- 51 Ritual cards
- 28 Skill cards
- 5 Cadence cards
- 12 In-Between cards
- 6 Soul Skill cards
- 4 Turn markers
- 6 object tokens (leaf piles / swarms)
- 32 In-Between cards for the Got On and Got Off mode
- 10 Common Coins
- 8 Charred Bones
- 20 Baggage cards
What's New
These rules and components can be used in any game mode.
Common Coins
Common Coins, like Vagrant coins, can be placed on Skill cards and on basic actions. Unlike Vagrant coins, Common Coins are single-use. Once spent, they are not returned to the Vagrant. If a Vagrant gains a Common Coin, they must spend it on their next turn, or it is lost. If you use a Common Coin for something other than a Skill or an action (for example, placing it on the train board or on a Vagrant), that coin is discarded at the start of the next turn of the player who placed it.
If completed Rituals reward you with coins, you may take Common Coins instead (as usual, they can only be spent in the Camp Phase). If you need Common Coins and none remain, use the coins of Vagrants who are not in play. Common Coins can also be found in the Vagrantsong: Off the Rails expansion.
Common Coins placed on a Vagrant's card are discarded during the train cleaning step of the Camp Phase.
Turn Markers
Turn Markers are optional, but they make it easier to track which players have already taken their turn in the current round. At the start of a scenario, give each player 1 Turn Marker, face up on its Go! side. When you finish your turn, flip your marker to its Stop! side. At the start of each new round, flip all markers back to the Go! side.
New Objects
This expansion adds 2 new types of objects: swarms and leaf piles. Most rules for these objects are described in the scenarios that use them. There is one rule that applies almost always. Unlike other objects, a Vagrant may move onto or through a space with a leaf pile or swarm, and vice versa (this usually costs them something), and may determine range to a target through such a space.
Caution! If you own Vagrantsong: Off the Rails, use only one set of these objects (6 tokens). Do not combine the two sets!
New Skill and Junk Cards
This expansion contains new Skills and Junk for upgrading your Vagrants.
Keep the Skill cards of this expansion separate from the base game's Skill cards, in a separate deck sorted by number. As in the base game, the Camp Phase will name the specific Skill cards you can buy.
Regardless of the game mode chosen (page 5), set aside the Junk cards marked "Special". They can only be obtained in the new scenarios. Shuffle the remaining Junk cards together with the base game's Junk cards, first sorting them by level. If you are instructed to add cards of a new level to the Junk deck, add all cards of that level from the base game and from this expansion.
Charred Bones
Charred Bones ( ) allow Vagrants to increase the chance of success of the action for which dice must be rolled.
Charred Bones can be obtained from many effects and cards. When you gain them, place them on your Vagrant card.
Charred Bones are also used in the Vagrantsong: Off the Rails expansion. If you own it, more Charred Bones will be available to you.
How to Use Charred Bones
A Vagrant cannot have more than 2 Charred Bones. If a Vagrant must gain a Charred Bone and none remain in the supply, they do not gain it (don't be greedy: gain it, then use it).
After a Vagrant has rolled one or more dice for an action or Skill, they may also roll any number of their Charred Bones (but no more than the number of ordinary dice they rolled). The Vagrant then pairs each Charred Bone with 1 ordinary die.
Charred Bones increase the results of the ordinary dice they were paired with. They are not counted as separate dice with independent results. However, Charred Bones have 2 special symbols.
- If a Vagrant rolls a note ( ), it counts as 2 successes and does not affect the result of the ordinary die.
- If a Vagrant rolls a skull ( ), the result of all Charred Bones rolled becomes 0 (ignore their numerical values and notes).
The total values of Charred Bones and ordinary dice do not form doubles and do not activate the Rattling Freight. Each ordinary die can have the result of only 1 Charred Bone added to it.
After resolving the current action (or applying the Skill), return the Charred Bones used to the supply. They can be obtained again.
Discard all Charred Bones you still have at the start of the Camp Phase.
Example
Cursebearer performs an action for which 2 dice must be rolled. The success value of this action is 3 or more. Cursebearer rolls the dice and gets 2 and 4. So far she has only 1 success. Cursebearer has 2 Charred Bones ( ), and she decides to roll them to increase her number of successes. Rolling the Charred Bones gives her +1 and 1 note ( ). Cursebearer adds +1 to the result 2. Now she has 4 successes: 3 (the ordinary die result 2 + 1 from a Charred Bone), 4 (the ordinary die result) and a note (counts as 2 successes).
Which Dice to Gain?
Over the course of a campaign you will often roll dice, gain dice, and so on. If an effect requires you to do something with "dice", the ordinary dice (not Charred Bones) are meant. You gain Charred Bones only if the text or the symbol clearly says so.
New Game Modes
This expansion offers new ways to play. Some of them can be combined.
New Chapter: "Bridge of Leaves"
The "Bridge of Leaves" chapter consists of new scenarios that expand the base game's campaign. It can be included in the base campaign before the scenario "Shelter from the Storm", or at any time before you read In-Between card 19. The "Bridge of Leaves" chapter can also be played in the "Got On and Got Off" mode.
To add this chapter to a full campaign, do the following:
- Replace In-Between cards 2, 8, 13, 14, 19 and 20 from the base game with the cards of the same numbers from this expansion. These cards have the same background as in the base game.
- Add the following cards to the In-Between deck in numerical order: 21, 22, 23, 24, 25 and 26.
Coins for Broken Junk
Even broken Junk is not useless! At the start of the Camp Phase, each broken Junk card of a Vagrant brings a number of coins equal to its level. For example, if you have broken Junk of level 2, discard it at the start of the Camp Phase and take 2 coins, which can be used in this phase.
Broken Junk marked "Special" brings 2 coins when discarded in the Camp Phase.
New Cadence Cards
Note: this section contains small references to story events that await you closer to the end of the campaign. We advise you not to read this section until you encounter Cadence cards in the setup of a scenario.
This expansion contains new Cadence cards to be added to the Cadence deck in the scenario "The Last Chord". When preparing the Cadence deck at the start of this scenario, also remove the cards corresponding to the following marked Mile Posts:
- "Thanks to Our Cooks": "The Dangarvon Crier".
- "Hive Hero": "Honey Henry".
- "Ace of Spades": "The Good Fellow".
- "Dazzled by the Light": "Mother of Moths".
- "Danger Pay": "Melting Annie".
Got On and Got Off Mode
This mode lets you play a mini-campaign consisting of 1 chapter, along with new opening and closing scenarios.
Note: if you are not yet familiar with the game, we advise you to play the first scenario of the base campaign before trying this mode. The opening scenario of the "Got On and Got Off" mode was not designed as an introduction.
Junk and Maladies
In the "Got On and Got Off" mode, at the start of the campaign or during any Camp Phase, Vagrants may choose to add Level 2 and/or Level 3 Junk cards to the Junk deck. When they do, they also add 1 or more Malady cards to play. Before adding Level 3 Junk cards to the Junk deck, you must add Level 2 Junk cards to it.
- Level 2 Junk: add Malady 1.
- Level 3 Junk: add Maladies 2 and 3.
If you are instructed to add a Malady to the campaign and it is already in play, nothing happens.
When adding Junk cards of a new level to the Junk deck, you may remove up to 5 cards of any earlier levels from it. They count as broken Junk, which brings coins in the Camp Phase. However, if you add Junk cards of a new level at the start of the campaign (not in the Camp Phase), you may still remove cards of earlier levels, but you do not receive coins for them in the Camp Phase.
Vagrants may also add Malady 4 to the campaign to increase the difficulty. After adding Malady 4, you may still remove up to 5 or fewer cards of earlier levels from the Junk deck.
To start a campaign in the "Got On and Got Off" mode, open the scenario "What a Meeting!" on page 1 of this expansion's scenario booklet instead of the scenario "Shelter from the Storm" from the base campaign. Follow the setup instructions on page 10 of the base game's rules, and the rules of other modes if you have added them to this mini-campaign.
Junk in This Mode
In this mode, Junk is more fragile than in the base campaign. If, at the start of the Camp Phase in the "Got On and Got Off" mode, your Junk is broken, it is broken for good and cannot be repaired until the end of the campaign. If a Vagrant managed to repair broken Junk before the end of the scenario, they may keep it. Otherwise it is discarded at the start of the Camp Phase. If you replace unbroken Junk during a scenario, place it in the Belongings; a Vagrant may later take it.
In-Between Cards in This Mode
Use the In-Between cards of this expansion instead of the corresponding cards of the base game. Each chapter has its own In-Between deck.
Set aside all In-Between cards of the "Got On and Got Off" mode, but do nothing with them yet. You will learn how to use them during play. When, while playing a "Got On and Got Off" campaign, you are instructed to assemble the In-Between deck, take the cards with the name of the current chapter (printed at the bottom of the cards).
Note: unlike the In-Between deck of the base game, in this mode most In-Between cards are shuffled, and during the Camp Phase you draw a random one. You will learn more about this during play.
While a Vagrant is not rescued, the player who controlled them may play as another Vagrant. The unique Skills gained by the first Vagrant are not lost; they are placed in that Vagrant's personal belongings and become available again when their owner is chosen for play.
Do not read the next In-Between card if you have decided to play a Save Your Soul scenario. Instead, after the "Manage Vagrants" step, go to the Save Your Soul scenario for the corresponding Vagrant in this expansion's scenario booklet. The page number is given in the last Moment for that Westbound Vagrant in the "Progress" section (see p. 21). After completing the Save Your Soul scenario, carry out the Camp Phase by the usual rules (including the "Look in the In-Between" step). Do not forget to read the Moment for victory or defeat in that scenario; it tells you what awaits the Vagrant next. After the Camp Phase, go to the scenario you would have gone to before deciding to play the Save Your Soul scenario.
Baggage
Like the effect tokens of the Haints, Baggage cards are negative effects that hinder or harm the Vagrants during a scenario. Each card says how to get rid of its effect (and of the card itself). If you are instructed to gain a Baggage card, shuffle the Baggage deck, take the top card and place it so that it covers the image of the Vagrant on your Vagrant card.
Westbound Vagrants
In the "Got On and Got Off" mode, new adventures await you aboard the Silver Ferryman. But what will happen this time, when you are all Westbound? If during the campaign all Vagrants have become Westbound, read Moment B-13 (from these rules) instead of Moment 13 from the base game rules. The same applies to continuations of Moment B-13 (for example, instead of Moment 13.B from the base game, read Moment B-13.B from here).
Save Your Soul Scenarios
Save Your Soul scenarios are new trials and personal stories of the Vagrants. These scenarios can be added to any campaign and mode, at any time (however, when playing in the "Got On and Got Off" mode, we advise adding them at the start of the campaign). Before adding Save Your Soul scenarios to a campaign, get the agreement of all players. Done? Now they are part of your adventure!
If your Vagrant is Westbound at the end of a scenario, then, in addition to all the usual effects (including reading Moment 13 or B-13 if all Vagrants are Westbound), mark the topmost empty square of your Vagrant in the "Progress" section of these rules (see p. 21). Then read the indicated Moment (only after that read any other necessary Moments). Such Moments bring your Vagrant Baggage cards (see below), or warn that they must be saved by completing their personal Save Your Soul scenario.
How to Start a Save Your Soul Scenario
If you have a Westbound Vagrant who needs to be saved, you may, in any Camp Phase, decide that it is time to try to complete their Save Your Soul scenario.
When playing such a scenario, you may not play as the Vagrant you are saving. For example, if you are playing the Save Your Soul scenario of Cursebearer, no one may choose her. Whoever played Cursebearer before must choose another Vagrant.
A Vagrant may have no more than 1 Baggage card. If you already have one and must gain a new one, you do not gain it and keep the current one (unless stated otherwise). While a Baggage card covers a Vagrant's image, that Vagrant's passive ability does not work (treat it as absent). It takes effect again as soon as you get rid of the Baggage card. When you fulfil the condition for removing a Baggage card, discard it immediately. It is not returned to the deck, and no one else will gain it for the rest of the campaign (unless it returns to play through some effect).
In the Camp Phase, if a player wants to change Vagrants and has a Baggage card, they move it onto the new Vagrant card.
Note: Runaway with Baggage may not place coins on Pyosel's card. Wayfarer with Baggage temporarily places their leftmost Junk under the Baggage card. It counts as broken, and its effects do not work. When Wayfarer gets rid of the Baggage card, they return the Junk lying under it. It is no longer broken and is ready to use.
Moments
Caution! Do not read this section unless you have been instructed to go to a specific Moment. Otherwise you risk learning the story in advance and spoiling your enjoyment of the game!
Moment B-1
The door opened with the creak of darkened hinges. Beyond it lay a pitch-black tunnel. Before you could summon the courage to cross the threshold, the darkness came flowing toward you like spilled ink. It seemed the only way out was to move forward.
Remove Event tokens 1, 4, 8 and 9 from the train board.
Mark the Mile Post "What a Meeting!", if it is not yet marked.
Turn to page 5 of this expansion's scenario booklet and begin the scenario "Together into the Dark". Set up for it by the usual rules. If the setup does not tell you to remove certain components, leave them on the train board.
Moment B-2
The door opened with the creak of filthy hinges. The smell of fallen leaves struck your nostrils. The air trembled with the buzzing of insects, and an instant later you were racing down a tunnel of gnarled bare branches. It seemed the only way out was to move forward.
Remove Event tokens 1, 4, 8 and 9 from the train board.
Mark the Mile Post "What a Meeting!", if it is not yet marked.
Turn to page 9 of this expansion's scenario booklet and begin the scenario "End of Autumn". Set up for it by the usual rules. If the setup does not tell you to remove certain components, leave them on the train board.
Moment B-3
The door opened with the creak of frozen hinges. You saw an icy tunnel whose walls shimmered blue and green. A frosty wind nipped at your cheeks, turning everything around into frozen memories. It seemed the only way out was to move forward.
Remove Event tokens 1, 4, 8 and 9 from the train board.
Mark the Mile Post "What a Meeting!", if it is not yet marked. Turn to page 17 of this expansion's scenario booklet and begin the scenario "Knock of the Cold Hearts". Set up for it by the usual rules. If the setup does not tell you to remove certain components, leave them on the train board.
Moment B-4
The door opened with the creak of rusted hinges. Like the lid of a coffin, which is better not lifted. Suddenly you yourselves were in a coffin, looking up at a grave that was about to be covered with earth. It seemed the only way out was to move forward.
Remove Event tokens 1, 4, 8 and 9 from the train board. Mark the Mile Post "What a Meeting!", if it is not yet marked.
Moment B-4 (continued)
Turn to page 13 of this expansion's scenario booklet and begin the scenario "I'll Drag You to the Grave". Set up for it by the usual rules. If the setup does not tell you to remove certain components, leave them on the train board.
Moment B-5
It seemed you would never be rid of these leaves. They caught up with you here too.
Add 1 leaf pile to any empty space in each carriage. If the Thirteenth Son moves onto a leaf pile, each Vagrant in his carriage gains 1 Charred Bone. Then remove that leaf pile.
Moment B-6
The lumberjack wiped the table with his sleeve and wiped his mouth. And yet there was something in his gaze... a thoughtlessness and emptiness. A grave will fix the hunchback. Or not.
This lumberjack becomes active. Whenever the Dangarvon Crier performs an action, the active lumberjacks move toward the nearest Vagrant (oppressing them where possible), using the movement value of that action. An active lumberjack cannot be chosen as a target, and it does not gain Humanity. If the Crier is enraged or has sharpened knives, this also affects the lumberjack's oppression effect.
Moment B-7
The beast howled so that your hearts sank into your heels. So piercing and so long that everything around trembled. There was no malice in that howl; rather, pleasure. So much the worse. On the last note of its frightening song, the creature turned into a ball of fur and teeth, smeared with blood and bouncing from side to side like a playful puppy. Everything it touched vanished without a trace. Whatever this creature is and wherever it came from, it seems it has no time for you... for now. Better to take the moment and run.
"Yeah, run. I'll chase after you with pleasure."
Mark the Mile Post "First Blood". Time to assemble the In-Between deck for the chapter "Tunnel Vision" in the "Got On and Got Off" mode. Do the following:
- Find and set aside the In-Between card "The Return of the Howling Wind".
- Shuffle the remaining In-Between cards of the chapter "Tunnel Vision". Then take 4 random cards and return the rest to the box.
- Shuffle the 4 cards taken and place the card "The Return of the Howling Wind" beneath them.
To continue playing in the "Got On and Got Off" mode, go to the scenario "Paradise of Wandering Lights" in the base game's scenario booklet (p. 11).
Moment B-8
The stars flickered and went out, as if trying to distract the beast. The creature grew larger. Its huge maw spread into a smile. Each time its blood-stained hide touched a star, the poor thing flared up and vanished. Forever, as if it had never existed. The sky went on emptying until the beast loomed over the train: red eyes, claws and fangs, colossal and distinct. Your little souls had never trembled as they did at the sight of that bottomless maw.
"So he sent you to stop me? Give him my regards!"
Time to assemble the In-Between deck for the chapter "Tunnel Vision" in the "Got On and Got Off" mode. Do the following:
- Find and set aside the In-Between card "The Return of the Howling Wind".
- Shuffle the remaining In-Between cards of the chapter "Tunnel Vision". Then take 4 random cards and return the rest to the box.
- Shuffle the 4 cards taken and place the card "The Return of the Howling Wind" beneath them.
To continue playing in the "Got On and Got Off" mode, go to the scenario "Paradise of Wandering Lights" in the base game's scenario booklet (p. 11).
Moment B-9
The beast howled so that your hearts sank into your heels. So piercing and so long that everything around trembled. There was no malice in that howl; rather, pleasure. So much the worse. On the last note of its frightening song, the creature turned into a ball of fur and teeth, smeared with blood and bouncing from side to side like a playful puppy. Everything it touched vanished without a trace. Whatever this creature is and wherever it came from, it seems it has no time for you... for now. Better to take the moment and run.
"Yes, run. I'll stretch my legs."
Mark the Mile Post "First Autumn". Time to assemble the In-Between deck for the chapter "Bridge of Leaves" in the "Got On and Got Off" mode. Do the following:
- Find and set aside the In-Between card "The Howls of the Howling Wind".
- Shuffle the remaining In-Between cards of the chapter "Bridge of Leaves". Then take 4 random cards and return the rest to the box.
- Shuffle the 4 cards taken and place the card "The Howls of the Howling Wind" beneath them.
To continue playing in the "Got On and Got Off" mode, go to the scenario "Far and Gloomy the Forest Slope..." in this expansion's scenario booklet (p. 23).
Moment B-10
The stars flickered and went out, as if trying to distract the beast. The creature grew larger. Its huge maw spread into a smile. Each time its blood-stained hide touched a star, the poor thing flared up and vanished. Forever, as if it had never existed. The sky went on emptying until the beast loomed over the train: red eyes, claws and fangs, colossal and distinct. Your little souls had never trembled as they did at the sight of that bottomless maw.
"So he sent you to stop me? Tell him we'll meet again soon."
Time to assemble the In-Between deck for the chapter "Bridge of Leaves" in the "Got On and Got Off" mode. Do the following:
- Find and set aside the In-Between card "The Howls of the Howling Wind".
- Shuffle the remaining In-Between cards of the chapter "Bridge of Leaves". Then take 4 random cards and return the rest to the box.
- Shuffle the 4 cards taken and place the card "The Howls of the Howling Wind" beneath them.
To continue playing in the "Got On and Got Off" mode, go to the scenario "Far and Gloomy the Forest Slope..." in this expansion's scenario booklet (p. 23).
Moment B-11
The beast howled so that your hearts sank into your heels. So piercing and so long that everything around trembled. There was no malice in that howl; rather, pleasure. So much the worse. On the last note of its frightening song, the creature turned into a ball of fur and teeth, smeared with blood and bouncing from side to side like a playful puppy. Everything it touched vanished without a trace. Whatever this creature is and wherever it came from, it seems it has no time for you... for now. Better to take the moment and run.
"Go on, run. I'll savour this universe a while longer."
Mark the Mile Post "First Grave". Time to assemble the In-Between deck for the chapter "Garden of Bones" in the "Got On and Got Off" mode. Do the following:
- Find and set aside the In-Between card "The Wailing of the Howling Wind".
- Shuffle the remaining In-Between cards of the chapter "Garden of Bones". Then take 4 random cards and return the rest to the box.
- Shuffle the 4 cards taken and place the card "The Wailing of the Howling Wind" beneath them.
To continue playing in the "Got On and Got Off" mode, go to the scenario "When You're Digging My Grave" in the base game's scenario booklet (p. 63).
Moment B-12
The stars flickered and went out, as if trying to distract the beast. The creature grew larger. Its huge maw spread into a smile. Each time its blood-stained hide brushed against a star, the poor thing flared up and vanished. Forever, as if it had never existed. The sky went on emptying until the beast loomed over the train: red eyes, claws and fangs, colossal and distinct. Your little souls had never trembled as they did at the sight of that bottomless maw.
"So he sent you to stop me? And he didn't even feel ashamed."
Time to assemble the In-Between deck for the chapter "Garden of Bones" in the "Got On and Got Off" mode. Do the following:
- Find and set aside the In-Between card "The Wailing of the Howling Wind".
- Shuffle the remaining In-Between cards of the chapter "Garden of Bones". Then take 4 random cards and return the rest to the box.
- Shuffle the 4 cards taken and place the card "The Wailing of the Howling Wind" beneath them.
To continue playing in the "Got On and Got Off" mode, go to the scenario "When You're Digging My Grave" in the base game's scenario booklet (p. 63).
Moment B-13.A
The man exhaled, sending thick clouds of smoke your way that made your eyes water.
"Let's skip the formalities. There's no time to draw up a separate contract for each of you. We'll make do with a gentleman's agreement, an oral one, so to speak."
You frowned. Wouldn't it be better to put all the details in writing? But your interlocutor looked so desperate...
"This monstrosity has already done quite a bit of damage. Worlds torn apart, souls devoured; it has literally put its jaws into everything! Usually I manage on my own, but our beast is clever. It understands that the more it misbehaves, the harder it will be for me to keep everything afloat. I can't do it without you."
Why would he think you have the power to stop a reality-devouring monster? Still, there doesn't seem to be any other option.
"I just need extra hands to help drive the dog back into its cage. Bring it to me, and I'll help with the rest. It isn't so complicated."
The man seemed, as it appeared to you, to be holding something back. You are not a lie detector, of course, but in his eyes, burning with blue flame, you sensed a barely perceptible unease.
If you have not yet turned over the Westbound Vagrant cards and Wounded Skills, do so now. If you do not have the Mile Post "Gentleman's Agreement", mark it.
Moment B-13
The carriage you woke up in was made entirely of darkness and shadow. Smooth, bare walls and slightly chilly air. From afar came the quiet sounds of a violin; if you did not strain to listen, you would not hear them. All of it was accompanied by a smell: acrid, poisonous, with a taste of ash. It was familiar to you. Or perhaps it only seemed so. One thing was certain: he was not as strong as you had expected.
"I bet you were surprised to land here again," said the man, wrapped in the same blackness as everything around. "Believe me, this was not my option A. But I've run out of options."
His eyes, or rather the bluish flames that were supposed to be eyes, narrowed to slits.
"You've already seen this... monster, haven't you? And, more importantly, have you seen what it does? It gorges on everything in sight and imagines that the whole world is its own."
Irritation could be heard in the man's voice. He paused to hide his emotions.
"I can barely hold this mutt back. The rest is up to you. As I said, bringing you back was not my first thought, but I am ready to make a deal, provided you send our pup where it belongs. Deal?"
He held out a hand, which was suspiciously like your own. At the moment of the handshake, every corner of your consciousness emptied and sank into darkness. You barely understood what the stranger was saying, but one thought he drove into you firmly: you will have three attempts, and after that you will be left alone with the beast. Death is not the end. At least, not at this stage.
Deal
If all Vagrants in the game became Westbound during the scenario, they may, if they wish, return to life. Go to the Progress page (p. 21), mark the topmost available box in the "Revive" section, then read the corresponding Moment.
If there was an available box in that section, all Westbound Vagrants turn their Vagrant cards to the normal side and restore their Wounded Skills by flipping them over as well.
Vagrants spend coins in the Camp Phase by the usual rules. All coins gained from Rituals are kept for the Camp Phase.
Moment B-13.B
Fog, thick and low-lying, filled the carriage. From the shadows, soundlessly, emerged the familiar dark man. He held each of you in his gaze for a moment. Surprisingly, that gaze conveyed understanding rather than condemnation.
"I hoped we would meet not so soon. But who should know better than I what sort of crowd this is? Hiding behind other people's backs, hoping the beast will leave them alone. That has never worked, and it never will."
Silence. What you had been through weighed on you and left no room for words. The man moved toward you. Did it seem so, or was he limping?
"I still need you to drag the mutt back into its cage and lock the door. But in this state you won't manage it."
A handful of ash crumbled from his hand. The man paid it no attention. His fingers trembled.
A howl sounded: rolling and unhurried, but menacing. It swept through the carriages, and the black walls began to crumble, revealing the bleak In-Between. The man shuddered.
"Go. We all have something to lose, and time is running out."
If you have not yet turned over the Westbound Vagrant cards and Wounded Skills, do so now. Each Vagrant gains 2 Charred Bones or 1 Common Coin.
Moment B-13.V
The man in black was not himself. He barely raised his head to look at you. Moonlight poured through the many holes gnawed in the misty walls of the carriage.
"He takes things before their time. A few cut-short stories are no tragedy. But who will he do any good to if everything ends up in oblivion?"
He raised a hand. A smell of sulphur and ash drifted over. The man drew a deep breath. He was exhausted and looked like a thin wisp of smoke.
"One last chance. Do try, or it's the end for all of us."
"I understand, I've been a real pain in your side..."
He exhaled sharply.
"...But of two evils, I choose the lesser."
If you have not yet turned over the Westbound Vagrant cards and Wounded Skills, do so now. Each Vagrant gains 2 Charred Bones and 2 Common Coins.
Moment B-14
The heart-rending cries and moans gradually subsided. But the silence did not last long: it was filled by the noise of pines swaying in the wind, birdsong and the distant burbling of a stream. The Haint closed its mouth and smiled gratefully. And then it vanished so quickly that you wouldn't have had time to flip a pancake. Its bluish flame went out along with the stove.
If breakfast and dinner were prepared and no one became Westbound during the scenario, mark the Mile Post "Thanks to Our Cooks". After the Camp Phase, go on to the next scenario, opening the scenario booklet of this expansion to p. 27.
Moment B-15
Its mouth stretched wider and wider, and its voice rose higher and higher, until the scream filled everything. Suddenly the burners on the stove flared up and smoked. The scream fell silent.
"I think everyone's had enough," said someone, indistinct in the fumes. "I'll take it from here, boss."
Read Moment 13. After the Camp Phase, go on to the next scenario, opening the scenario booklet of this expansion to p. 27.
Moment B-16
Realising everything, the yellow-and-black swarm flew away, as if off to find a new queen. All that was left were dripping wax and their lost friend. The Beekeeper smiled, glad to have been given the chance to say goodbye. He thanked you with a deep nod and a sticky handshake. And then he dissolved into the darkness after the swarm.
If you performed the Ritual "We Co-Grieve" and no one became Westbound during the scenario, mark the Mile Post "Hive Hero". After the Camp Phase, go on to the next scenario, opening the scenario booklet of this expansion to p. 31.
Moment B-17
The wings of the bees buzzed faster, louder and more angrily. They resented the breach of tradition. They were about to aim all their stingers at you when suddenly a moving figure of smoke and fire appeared in the carriage.
"Well, you've really gotten yourselves into a mess," a voice rang out, shattering the honeyed walls.
Read Moment 13. After the Camp Phase, go on to the next scenario, opening the scenario booklet of this expansion to p. 31.
Moment B-18
When the ground slipped out from under your feet, it seemed that time slowed down.
"Looks like my luck has run out," said the gambler, with a bitter smirk.
The moths began to fall dead, one after another. When the last one was gone, so was the player. A moth-eaten suit, a hat and a laugh: that is all that remained of him.
Perhaps he decided to change tables, or perhaps he wanted to meet you at the last stop.
If your luck is equal to the number of Vagrants in the game or greater, mark the Mile Post "Ace of Spades". After the Camp Phase, go on to the next scenario, opening the scenario booklet of this expansion to p. 35.
Moment B-19
"Don't mope, you losers. Consider it just good luck," the player said with a sly smile. He tossed a coin and deftly caught it, paying not the slightest attention to the explosions or the fire. He tossed it again.
"Maybe it's time you cashed out?" came another voice, impenetrable as a smoke screen.
"Or maybe we raise the stakes? Everyone knows how you love to lose when there's something golden on the table," the player retorted defiantly.
No one answered him. But darkness enveloped everything. One thing could be said for certain: the sound of wings was no longer heard. Nor the clink of the coin.
Read Moment 13. After the Camp Phase, go on to the next scenario, opening the scenario booklet of this expansion to p. 35.
Moment B-20
You could not gather your thoughts, nor yourselves, into a heap. But at least you were alive. And where exactly you were is a good question. But not all at once. We will deal with the problems gradually.
Mark the Mile Post "And We All Fell Face Down". After the Camp Phase, go on to the next scenario, opening the scenario booklet of this expansion to p. 39.
Moment B-21
The tongues of flame, large and small, died out one after another. They looked to you like flowers being plucked by someone walking along a flower bed. When only embers and ash remained around you, you heard a voice:
"It seems the train has taken a wrong turn. But I'll put it back on the right track."
Read Moment 13. After the Camp Phase, go on to the next scenario, opening this expansion's scenario booklet to p. 39.
Moment B-22
You have seen this desperate rush toward the light so many times: anything, just so as not to be left in the darkness of loneliness. Even if in the end that light blinds and burns.
Choose one:
- To survive the night, a humble candle is enough: gain Skill card B-13.
- Let the darkness heal everything, even the past: gain Skill card B-14.
Moment B-23
Why does one need light if there is no one to share it with? You have more than once watched the darkness swallow beings like yourselves. And they all thought they would manage alone. Alas, they did not understand how wrong they were until they were truly left alone.
Choose one:
- A good song always lifts the spirits: gain Skill card B-15.
- Become the light and show the way: gain Skill card B-16.
Moment B-24
You did not expect it to hit you so hard. Her story was painfully familiar to you: isolated, despairing, struggling to fill the emptiness with anything at all, just to drown out the loneliness. It has knocked you badly off your feet, but it will pass.
Choose one:
- Suffering hardens, and one can learn a lesson from her mistakes: gain Skill card B-17.
- No one said you would end up the same way. What matters is to keep moving forward: gain Skill card B-18.
Moment B-25
It was beyond comprehension why she would spin herself a cocoon and hide from the whole world. New friends are always good, even in old age! What was she so afraid of?
Choose one:
- One has to admit these small glowing bugs are beautiful. Maybe they'll come in handy for something: gain Skill card B-19.
- There are things in this world more frightening than moths: gain Skill card B-20.
Moment B-26
They say separation sharpens the feelings. Now, having seen how lonely and long this road is, you were not so sure of that. Hm, a good theme for a song. Lines were already forming in your head...
Choose one:
- Strike the strings so that everyone hears you: gain Skill card B-21.
- There is nothing shameful about a classic song; what matters is that the listeners don't scatter: gain Skill card B-22.
Moment B-27
Letting go is always hard, especially when someone has become part of you. It is worse still that you inflict this pain on yourself. One can heal only by letting go, and in no other way. It is a pity she did not give herself such a chance.
Choose one:
- Light some fire so that she can rest: gain Skill card B-23.
- Catch some insects and give them a chance that she never had: gain Skill card B-24.
Moment B-28
With the last sound of the words sung in a chant, a little cloud of red smoke appeared. It swelled for a moment, then vanished. You plunged your hands into the waters of your soul and pulled out a small red stone: a controlled, contained curse. Relief overwhelmed you. But there was also something frightening in this freedom. You lacked a familiar feeling, though at the same time you understood that this was for the best. And you did not have to cope with everything alone. The friends who came to your aid will not abandon you.
Cursebearer gains Soul Skill B-28. Mark the Mile Post "Curse Lifted".
Moment B-29
Everything had stopped being grey-white and now seemed renewed and fresh. Once priorities were set, the regrets receded, and their weight fell from your shoulders like a long-forgiven debt. It was not about the little shop or the savings. You were not alone: then, and now. With friends like these you will never have to suffer alone again. And they still need a strong leader.
The Empress gains Soul Skill B-29. Mark the Mile Post "Shop Mayhem".
Moment B-30
Tears sprang from your eyes; your heart, which had finally healed, let them flow. Forgiveness is a far lighter burden than guilt, but only your kin could convince you of this. The memories of them still hurt, but the weeds of regret in your heart began to wither. Time will pass, and in their place beautiful flowers will grow.
The Revivalist gains Soul Skill B-30. Mark the Mile Post "Ode to Family".
Moment B-31
When you opened the door, a warmth flowing from within engulfed you. It smelled of baking and a little furniture varnish. It smelled of home. In it there was often unbearable heat from quarrels and cold from silences, but it existed. The world is vast, strange and wonderful, but nothing in it can replace home.
Runaway gains Soul Skill B-31. Mark the Mile Post "There Is No Place Like Home".
Moment B-32
The melody grew ever faster; your fingers moved quicker than lightning, straining to keep up with the notes. Sweat ran from your forehead, but you could not stop, and you had no right to. With the final chord, the last traces of ghostly blue left your face.
It was time to smile and bow to the jubilant audience. Now you remembered what you had devoted yourself to music for!
Songsmith gains Soul Skill B-32. Mark the Mile Post "Bravo! Encore!".
Moment B-33
"Oh, stop trembling at the knees. Stop being afraid of yourself! Look at me, Impostor. I'm just a frightened wreck who needs support. Come on, time to embrace and smile at each other."
The Impostor hesitated, but soon opened its arms to its other half. They became one whole, and understood something: one need not be a hero to everyone; what matters is being one for the one who needs you.
Wayfarer gains Soul Skill B-33. Mark the Mile Post "Hero of Their Own Story".
Moment B-34
The one who had been following you at your heels has finally caught you. Do you see the horns growing above your shadow? And the red eyes that opened right above your own? A familiar fear slashed at your heart, and a moment later it slid deeper, into your soul. Fate loves to watch as people try to escape it... but perhaps there is still some tiny, minuscule chance to change it?
Do not read Moment 13 or B-13. Permanently discard 1 starting Skill of Cursebearer. It is no longer used in the current campaign. For the rest of the campaign, if anyone plays as Cursebearer, she begins every scenario Westbound. At the start of the scenario, half of her Skills (rounded up) lie Wounded side up.
Moment B-35
A hopeless shopkeeper, unable to win the hearts of those around her. Such conclusions made your hands drop. You blamed yourself more than any Haint or any bankrupt dealer.
But then you got up, and stopped dwelling on your failures. This place has drained a lot of your blood, but it is still too early to give up. At least, not until your friends have given up.
Do not read Moment 13 or B-13. Permanently discard 1 starting Skill of the Empress. It is no longer used in the current campaign. For the rest of the campaign, if anyone plays as the Empress, she begins every scenario Westbound. At the start of the scenario, half of her Skills (rounded up) lie Wounded side up.
Moment B-36
Someone was shouting somewhere. Perhaps these were the cries of different people. The words sounded distant, merging into a single stream. The burden you carried became unbearably heavy. You began to fall, but your knees never touched the ground. Someone's hands caught you. Well, bind your head and rest. And when you are ready, your friends will help you back onto your feet.
Do not read Moment 13 or B-13. Permanently discard 1 starting Skill of the Revivalist. It is no longer used in the current campaign. For the rest of the campaign, if anyone plays as the Revivalist, he begins every scenario Westbound. At the start of the scenario, half of his Skills (rounded up) lie Wounded side up.
Moment B-37
One step is often enough to lose your way on unfamiliar roads. Signposts make your eyes scatter, and each one beckons you toward its unknown places. The backpack empties, and the radio plays nothing but static... Pyosel whined, but you had to keep up a brave face. If you keep walking, the right road will turn up sooner or later.
Do not read Moment 13 or B-13. Permanently discard 1 starting Skill of Runaway. It is no longer used in the current campaign. For the rest of the campaign, if anyone plays as Runaway, she begins every scenario Westbound. At the start of the scenario, half of her Skills (rounded up) lie Wounded side up.
Moment B-38
The chords became dull and lifeless. Or had they always been that way? Uncertainty gripped your fingers. With each mistake the crowd thinned, until only those you could call friends remained. You feared that they too would leave, but they smiled encouragingly. Will they really stay beside you until you regain your sense of rhythm?
Do not read Moment 13 or B-13. Permanently discard 1 starting Skill of Songsmith. It is no longer used in the current campaign. For the rest of the campaign, if anyone plays as Songsmith, he begins every scenario Westbound. At the start of the scenario, half of his Skills (rounded up) lie Wounded side up.
Moment B-39
The Impostor opened its mouth unnaturally wide. Years, no, decades of doubt had kindled a formidable appetite. The Haint licked its lips and swallowed you whole, sending you to the back rooms of its mind, where it used to keep you. But strangely enough, your friends did not turn away. They did not abandon you. They did not wave you off. Are they really prepared to wait? Misfortune never comes alone, but the fact that friends do not leave means far more.
Do not read Moment 13 or B-13. Permanently discard 1 starting Skill of Wayfarer. It is no longer used in the current campaign. For the rest of the campaign, if anyone plays as Wayfarer, he begins every scenario Westbound. At the start of the scenario, half of his Skills (rounded up) lie Wounded side up.
Moment B-40
"I was utterly lost without you. Everything could have quickly got out of control. Thank you for not being afraid of dirty work," she said, and flicked the switch. The mobile factory vanished, giving way to the familiar wooden walls with their crates and cobwebs. "Shift's over," added Annie, took off her headscarf and disappeared.
If at the end of the scenario none of the Vagrants is smouldering, mark the Mile Post "Danger Pay". Continue the Camp Phase and look in the In-Between to learn what adventures await you next.
Moment B-41
Jets of molten metal lashed out in all directions, scorching and burning everything in their path. The furnace had turned into a roused volcano, roaring, smoking and spitting out clumps of slag.
"Everyone out! It's about to blow! I'll buy you time!" Annie cried, rushing back into the inferno.
After the explosion, a figure approached you unhurriedly. The chaos swirling around her did not seem to disturb her.
Read Moment 13. Continue the Camp Phase and look in the In-Between to learn what adventures await you next.
Moment B-42
The song fell silent, gradually dying away. A black curtain swung down abruptly, separating you from the light. For a long time you stood in darkness and silence, and then a new melody flowed in. It reached you from afar, as if you were walking past a building in which a concert was taking place. But the words and the music were quite distinct. The song spoke of the future and of new memories, of how one cannot move on without letting go of the past, of calm and tranquillity...
The song passed unnoticed. Before you knew it, you heard the steady clatter of wheels again. The train was puffing along the rails as if nothing had happened.
If no Event tokens remain in the carriages of the train at the end of the scenario, mark the Mile Post "Dazzled by the Light". Continue the Camp Phase and look in the In-Between to learn what adventures await you next.
Moment B-43
Flashes of light picked out an entire theatre of figures and shadows. Before your eyes raced ever new horrors, which the wounded heart had let pass through it. You will not forget them now either. A dark cloud flew up to her and drifted through her.
Her light and her song dimmed in the gloom, but did not disappear entirely. Gone from sight, but not from your thoughts.
Read Moment 13. Continue the Camp Phase and look in the In-Between to learn what adventures await you next.
Moment B-44
"Good riddance to him!" said Annie, kicking a pebble toward the smouldering factory. The smell of melted steel made it hard to breathe, but she clearly felt better. "I don't know how to thank you for pulling me out. I didn't expect to see the light of day again," she added, toying with her shovel. "If you ever need an extra pair of hands, call me!"
With these words the Haint vanished. Only a slightly scorched red headscarf was left behind.
Gain Skill card B-27. If at the end of the scenario none of the Vagrants is smouldering, mark the Mile Post "Danger Pay". Continue the Camp Phase and look in the In-Between to learn what adventures await you next.
Moment B-45
"My home was India. Sometimes I remember her: spices, songs, festivals. When he found me, I had to run. Pleasant memories recede into the background when you are trying to survive. A new home? Ha, no. I just keep moving from place to place. I never stay anywhere for long. If I stop, he will catch up."
Gain a Baggage card.
Moment B-46
"The old folk called him buri atma: an evil spirit, a demon. Nobody knows why he chose me. I'd like to know, too. By day I was myself, but at night I was thrown from heat to cold. And if he had only tormented me... but he reached my family. He mocked them. He frightened them. He made other people afraid of us. I decided to leave to protect my kin. This is my curse, not theirs."
Gain a Baggage card. (If possible, take a random card from the discarded ones.)
Moment B-47
"His eyes used to appear to me in nightmares. But when I jumped onto the train, they started to chase me in waking life too. I tried to escape, but this place on the edge of two worlds would not let me go. I was cornered. It was frightening, but... for better or worse, my flight will finally end. Only one of us will remain. But if I am the one who survives, could I look ahead, could I build a life far from those I abandoned? I hope I could... If I suddenly do not return, I can offer only one piece of advice: run."
At the end of any Camp Phase you may try to save Cursebearer by playing her Save Your Soul scenario (p. 59). If you decide to do so, do not draw an In-Between card; go straight to the indicated scenario.
Until you play Cursebearer's Save Your Soul scenario, in every ordinary scenario in which she is chosen, she begins as Westbound, with half of her Skills (rounded up) lying Wounded side up.
Moment B-48
"America is the land of opportunity. That's what they shout from every soapbox. And also that there's money enough for everyone, and that anyone can climb from the mud to the top if he isn't afraid of work. But I never fell for that. I grew up in a family of middling folk, hopeless enough to understand this: if you want to live, you have to know how to turn. Otherwise you'll just keep looking up from below at rich uncles in expensive suits. I went to California to get rich. I had nothing but a suitcase and a head full of ideas. I was always enterprising, so I decided to take a risk and start there."
Gain a Baggage card.
Moment B-49
"I charged straight in. I rose through the rat races in San Francisco. Little by little I scraped together a cosy little shop. But here's what nobody will tell you about success: enemies come with it. I was not, of course, the most conscientious lady in town, but they spread such gossip about me that it'd make your head spin. They turned all my customers against me! But remember this, and better write it down: anyone who crosses Miss Norton's path will pay for it!"
Gain a Baggage card. (If possible, take a random card from the discarded ones.)
Moment B-50
"Of course, those scoundrels fleeced me clean. I had to flee the city in these very clothes, with whatever fit into this very suitcase. I don't know about you, but I think that was unfair! Yet whomever you tell, they all just shrug their shoulders. 'Business is business,' they say. As if it's normal to rob people who simply want to get back on their feet. But you know what? I've had enough! It's high time we banded together and dragged these moneybags out of their leather armchairs; then they'll weep! What do you say? Are you with me?!"
At the end of any Camp Phase you may try to save the Empress by playing her Save Your Soul scenario (p. 43). If you decide to do so, do not draw an In-Between card; go straight to the indicated scenario.
Until you play the Empress's Save Your Soul scenario, in every ordinary scenario in which she is chosen, she begins as Westbound, with half of her Skills (rounded up) lying Wounded side up.
Moment B-51
"And what about me? There's nothing much to tell here. Even if there were, it's not worth asking. The past is each person's own burden and no one else's. Start opening up your soul and you'll stir up the dust. You'll pick at old wounds. I don't want to stir mine, and I don't want to hear about yours. Eh? Fine. I'll sit by your fuego. Gracias! Here, I have bread; help yourselves."
Gain a Baggage card.
Moment B-52
"My abuela was a strong woman. God-fearing. Always ready to help. It was she who put it into my head to become a curandero. 'Niño,' she said, 'you could help those who need it most.' Hm? Ah, curanderos are herbalists, but they heal la alma... the soul. Mind and body together. But, as I already said... that was long ago. And now it's time for me to turn in."
Gain a Baggage card. (If possible, take a random card from the discarded ones.)
Moment B-53
"I tried as hard as I could, but it was all in vain. They faded away before my eyes: friends, family, neighbours. All of them, one by one. Mi hermana was the first. Then Papa. Abuela was the last to go. She was so thin and frail, yet she said to me: 'Niño, está bien.' Everything will be fine. What is left to me? What good am I, if I failed everyone I loved?"
At the end of any Camp Phase you may try to save the Revivalist by playing his Save Your Soul scenario (p. 63). If you decide to do so, do not draw an In-Between card; go straight to the indicated scenario.
Until you play the Revivalist's Save Your Soul scenario, he begins every ordinary scenario in which he is chosen as Westbound, with half of his Skills (rounded up) lying Wounded side up.
Moment B-54
"Me? Well, ever since I was a kid all I did was play this banjo. Pa wanted me to become a miner like him. Ma was afraid of the mines. But mines never impressed me. What has always been close to my heart is music. I played for anyone willing to listen, and everywhere that they offered at least a bowl of soup for it. Of course, it was tough. Many nights in cold and hunger. But I don't regret a thing."
Gain a Baggage card.
Moment B-55
"I never did come back to see Ma. I left her neither address nor stamps for letters. But I think she understood me. You can't become famous if you plink away for a handful of miners. I want to become a star, and for a dream you have to sacrifice something. Just imagine: a fashionable poster in New York, you know, all lit up with bulbs, and my name on it! That's what I keep picturing..."
Gain a Baggage card. (If possible, take a random card from the discarded ones.)
Moment B-56
"Music distracts people. They forget about money, skin colour, faith... music makes everyone simply listeners. It makes you part of something bigger than yourself, even if only for a while. Problems begin when the song fades. The audience claps and disperses, and the whole cold of the world creeps back in. Perhaps that is fine: giving small performances for those who need them. After them you never feel like an outsider. I would just like to play one last time for Ma..."
In the Camp Phase you may try to save the Songsmith by playing his Save Your Soul scenario (p. 55). If you decide to do so, do not draw an In-Between card; go straight to the indicated scenario.
Until you play the Songsmith's Save Your Soul scenario, he begins every ordinary scenario in which he is chosen as Westbound, with half of his Skills (rounded up) lying Wounded side up.
Moment B-57
"I tried reading, but it was boring to picture how everyone talks. Radio is another matter. They do a whole lot of sound effects there, and people can change their voices. It's like stepping into a film! The only trouble is that the programmes end. Ma says they break them off at the most exciting part on purpose, so that you're sure to tune in again the following week. Whoever thought that up is a genius, because Pyosel and I never missed a single episode!"
Gain a Baggage card.
Moment B-58
"I wanted to be a hero, but it's hard. So many rules. Nobody took me seriously, and for a hero that matters! I wrote down everything a hero needs and started preparing. All that was left was to find a helper, because every serious adventurer has a loyal friend who always comes to the rescue. At first nobody wanted to join me, which was infuriating. But then I remembered Pyosel! He has always been with me, so what better helper could there be? So we set off on the road. And here we are."
Gain a Baggage card. (If possible, take a random card from the discarded ones.)
Moment B-59
"Do you know what programmes never tell you? How exhausting adventures are. We're only told about the thrilling moments. I thought about that just before running away. And it wasn't all so bad. Mum and Dad used to quarrel, but they still loved me. Whatever happened, in the evenings we always sat down to devour Mum's apple pie and listen to the radio. How I want to go back to them. I hope they still love me..."
At the end of any Camp Phase you may try to save Runaway by playing her Save Your Soul scenario (p. 51). If you decide to do so, do not draw an In-Between card; go straight to the indicated scenario.
Until you play Runaway's Save Your Soul scenario, in every ordinary scenario in which she is chosen, she begins as Westbound, with half of her Skills (rounded up) lying Wounded side up.
Moment B-60
"I'm not used to telling unfinished stories, so forgive me if this comes out awkwardly. I was born in the state of Mississippi. We lived poorly, but my father loved to read. He brought home newspaper clippings, old books, anything with letters on it. I was enchanted by the magic of words, and soon I was dashing about town in a reporter's hat. But I was writing news, dry and dull, while my heart longed to become a writer. Can you believe it? A boy from Mississippi exploring the world like Gulliver! Easier said than done."
Gain a Baggage card.
Moment B-61
"I have travelled almost my whole life. No, not by jumping on trains; that is new to me. Usually I just wandered wherever my eyes led me. I noticed the small things in life and wrote them down. A couple of newspapers liked my work, and they printed a few of my pieces. It is known that everyone understands metaphors and symbols in their own way, but still, when a reader finds himself on the same wavelength as you and is moved by your feelings... there is nothing better in the world."
Gain a Baggage card. (If possible, take a random card from the discarded ones.)
Moment B-62
"Everyone who follows a dream lays something on its altar, whether they know it or not. Was it worth it? Nobody cares about wanderers. Nobody watches over the observer. There's no point in it, so whom to blame? But I cannot shake the feeling that every story I sketched was a lost friendship, a severed connection. I have grown old, and all I have left is a feathered friend, memories and the sketch of my last story. My story. And I feel that when I am gone, there will not even be anyone to read it. Who will it be needed by?"
At the end of any Camp Phase you may try to save Wayfarer by playing his Save Your Soul scenario (p. 47). If you decide to do so, do not draw an In-Between card; go straight to the indicated scenario.
Until you play Wayfarer's Save Your Soul scenario, he begins every ordinary scenario in which he is chosen as Westbound, with half of his Skills (rounded up) lying Wounded side up.
Moment B-63
No matter how hard you tried, the weight of everything you had seen here dragged you to the bottom and destroyed your soul.
Take Malady card 4 and place it on the train board in the space marked "?" (or next to it), beside the Ritual cards. It replaces Malady card 3 (return that card to the box). The effect of the new card lasts until the end of the campaign and adds to the effects of the earlier Malady cards. Malady effects are permanent and apply from scenario to scenario.
At the start of each scenario, each Vagrant without a Baggage card rolls 1 die. The Vagrant with the lowest result gains a Baggage card, if possible.
Moment B-64
The wolf was free. It snarled so that the train shook and swayed. The Fanged One was catching up with the Silver Ferryman, tearing at reality with its claws behind the carriages. A painful rhythmic thrum beat in your ears and resonated through your whole body. Could that be the beast's heart pounding? One look into its red eyes was enough to learn the answer.
A puff of smoke announced the arrival of a man in black, who could barely keep his feet. Even his black clothes looked grey next to the blackness of the beast's maw. The man was genuinely surprised when the wolf's jaws opened over the train.
"No. You won't take me."
The man glanced back at you. His eyes, burning with blue flame, were full of fear. He turned into smoke in an attempt to escape the pursuing beast. His last words rang out like an echo:
"Act now, or there will be nothing left to save."
The stars flickered and went out, as if trying to distract the beast. The creature grew larger. Its huge maw spread into a smile. Each time its blood-stained hide touched a star, the poor thing flared up and vanished. Forever, as if it had never existed. The sky went on emptying until the beast loomed over the train: red eyes, claws and fangs, colossal and distinct. Your little souls had never trembled as they did at the sight of that bottomless maw.
"So he sent you to stop me? This fool thinks he's the cleverest..."
Continue to the Camp Phase, but do not draw an In-Between card and do not go on to the next scenario. Instead, go to the page of this expansion's scenario booklet that corresponds to the chapter you are currently playing in the "Got On and Got Off" mode:
- "Tunnel Vision": p. 71.
- "Snow Blindness": p. 75.
- "Garden of Bones": p. 79.
- "Bridge of Leaves": p. 83.
Moment B-65
The beast howled so that your heart sank into your heels. So piercingly and so long that everything around trembled. There was no malice in that howl; rather, pleasure. So much the worse. On the last note of its frightening song, the creature turned into a ball of fur and teeth, smeared with blood and bouncing from side to side like a playful puppy. Everything it touched vanished without a trace. Whatever this creature is and wherever it came from, it seems it has no time for you... for now. Better to take the moment and run.
"Well, good. Run. Let me taste life once more."
Mark the Mile Post "First Frost". Time to assemble the In-Between deck for the chapter "Snow Blindness" in the "Got On and Got Off" mode. Do the following:
- Find and set aside the In-Between card "The Call of the Howling Wind".
- Shuffle the remaining In-Between cards of the chapter "Snow Blindness". Then take 4 random cards and return the rest to the box.
- Shuffle the 4 cards taken and place the card "The Call of the Howling Wind" beneath them.
To continue playing in the "Got On and Got Off" mode, go to the scenario "So Far Away" in the base game's scenario booklet (p. 37).
Moment B-66
The stars flickered and went out, as if trying to distract the beast. The creature grew larger. Its huge maw spread into a smile. Each time its blood-stained hide touched a star, the poor thing flared up and vanished. Forever, as if it had never existed. The sky went on emptying until the beast loomed over the train: red eyes, claws and fangs, colossal and distinct. Your little souls had never trembled as they did at the sight of that bottomless maw.
"So he sent you to stop me? This fool thinks he's the cleverest..."
Time to assemble the In-Between deck for the section "Snow Blindness" in the "Got On and Got Off" mode. Do the following:
- Find and set aside the In-Between card "The Call of the Howling Wind".
- Shuffle the remaining In-Between cards of the chapter "Snow Blindness". Then take 4 random cards and return the rest to the box.
- Shuffle the 4 cards taken and place the card "The Call of the Howling Wind" beneath them.
To continue playing in the "Got On and Got Off" mode, go to the scenario "So Far Away" in the base game's scenario booklet (p. 37).
Moment B-67
DC emerged from the darkness, sat down and licked a paw.
"Oh my, this is a first here. There's little to see in the smoke, of course, but I'd bet my paw that he's smiling."
The cat stretched and yawned.
"In my memory, our hot welcome has never been so easily survived by anyone. But you? You save souls left and right... Even I am impressed. Perhaps you'll even manage to get out of here. I think that is also going to be a first for us."
The cat screwed its eyes shut, hiding its bluish eyes from you for a moment, and then hastily changed the subject:
"Forget it. This is worth celebrating, and it's high time I had some fun with you."
Gain Skill card B-34.
Moment B-68
"It's been a long time since I've seen a miracle. And even less did I expect one here."
Shadows gathered into clumps of smoke, and a gloomy silhouette took shape before your eyes. Darkness wove around the man in black and the cat weaving at his feet. Something was different this time; it was not so frightening.
"I've heard through the grapevine that you're managing rather well. I don't doubt it, but beings with nine lives usually have their own understanding of success," the man remarked, as if in passing. The smoke slipped out through the cracks in the wall, leaving behind a small black casket. "A small reward from me. For your pretty eyes."
Each Vagrant may discard a Skill or Junk card (from a Vagrant card or from the Belongings) to take a random card from the Junk deck and keep it.
Moment B-69
"They say whoever seeks the meaning of life will certainly find it; one only needs patience. But the trouble is, not everyone has enough life to delve into that meaning."
The cat made something like a shrug.
"But when one journey ends, another always begins. Just look."
DC leapt onto a pile of crates by a round porthole. A big old bell tolled in time with the splashing of the waves. Souls rose out of the ocean, filling the endless rows of stars. A strange crackling box drifted past, its black-and-white static on the smooth surface gathering into some shape. The horizon gleamed silver, and moonlight reflected off the water.
"This has no end. Never."
What was, is. But what will be?
Moment "Boo-Hoo"
The creature grew like a shadow at dusk. It was already pressing against the walls and the ceiling. The Uninvited Guest grew larger and larger, until it had swelled so much that it covered everything... It broke the beams with its back as if they were lollipop sticks. The beast's eyes became the size of bowling balls. If a couple of stars were still left in the sky, its fur and bones pushed them out too.
The beast opened its maw wide, so wide that one could make out all the mutilated worlds and souls it had already swallowed. From this jumble inside the wolf's belly, thousands of eyes stared out. Some darted about in fear, others searched for prey. When the Uninvited Guest finally stopped growing, all these gazes fixed on you at once.
For a moment everything froze. Only bluish blinking eyes and the silence of the surrounding abyss remained. But the lull did not last long. The beast thrust out a multitude of tongues, readying itself to lick up the pitiful remnants of this place. One, and they were gone.
"You run quite well for such small fry," said the wolf, without moving its lips. "It's the first time I've enjoyed myself since that smoky fellow locked me up. But it's time for you to disappear along with the rest."
That was all. It was the last thing you heard before you succumbed to oblivion. Everything went dark, and then there was nothing at all.
...A light sneeze fished you out of the void. Your vision had not yet sharpened, but you recognised DC. The cat was diligently licking a soiled paw.
"A cat nearly caught the mouse. You almost became the cherry on this cake of emptiness. Lucky for you that your master still needs you. Don't thank me."
The horned cat nudged something toward you. In the gloom a golden ticket gleamed.
"Next time be more careful. He does not like handing these out without dire need," DC warned.
The game is over. You have lost. But this time you did not become prisoners of the train, nor lose yourselves in the boundless void. You returned to the very beginning, and a sense of déjà vu washed over you once more.
We suggest trying another chapter in the "Got On and Got Off" mode, or trying your luck again with this one. Break a leg!
Moment "Hooray-Hooray"
Turn to the Mile Post page of these rules (p. 20). In the "Other" section, check whether you have the Mile Post you gained at the start of the current chapter ("First Blood" in the chapter "Tunnel Vision", "First Frost" in the chapter "Snow Blindness", "First Grave" in the chapter "Garden of Bones", and "First Autumn" in the chapter "Bridge of Leaves"). If you do not, mark it now. The number of these Mile Posts reflects the total number of chapters you have completed in the "Got On and Got Off" mode. Then read the corresponding Moment below (the first if you have completed one chapter, and so on). Do not erase the marked Mile Posts after each campaign in the "Got On and Got Off" mode.
At the start of each subsequent scenario in this mode, the Vagrants together gain as many Charred Bones as the number of chapters they have completed in the "Got On and Got Off" mode. Distribute them as you see fit.
Hooray-Hooray 1
"Let me take it from here," came a familiar voice. It sounded as though someone were letting cigarette smoke through clenched teeth.
The man in black eclipsed the train. He glanced at the carriages, almost admiring how their edges dissolved into nothingness, and then raised his eyes to the beast.
"So many years," the monster hissed, trying to tear through your seals. And it seemed that sooner or later it would succeed...
"You should not have escaped from your cage," replied the man in black, his voice curling together with his shadow. The Uninvited Guest's eyes flashed with an unhealthy fire.
"Pretend to be whatever you like, but I can smell your fear."
In reply, sulphur suddenly reeked. The boards beneath the Monster's paws began to split, but he only grinned mockingly.
Soon darkness swallowed the beast. The last thing you saw was its red eyes, piercing you through. Nothing remained but a single ray of light. But a moment later it too went out.
"This will hold him for a while, but not forever."
The man in black turned to you; bluish flames danced in his eyes. Did it seem so, or did he flinch slightly?
"We are not finished. Not yet. Three more times."
"Every song has a beginning, but only the ending puts everything in its place. The silence between melodies. The inevitable pause between chords. The moment when you are left alone with your thoughts, and not a sound around. Nobody likes it when things end. But without an ending there will be no new beginning. You need emptiness. You need me."
Hooray-Hooray 2
"You fooled me once, that was my mistake. But twice?" said a familiar velvet voice, sending shivers down your body. The shadows wove into a familiar figure, but something inside you quivered. You felt like a fawn hearing a hunting horn in the distance for the first time.
From the void a second ray of light broke through, illuminating the Uninvited Guest like a performer on stage. A white and yellow gleam streamed over its hide, and a moment later the beast sank into darkness and grey. In its empty eye sockets you almost saw your own reflection. Was the despair you sensed in them its or yours?
The Silver Ferryman parted its floorboards, revealing a boundless abyss. It was hard to say what lay below, but it was certainly not the In-Between. No, there was only... nothing. Clots of light trickled down like melting wax, enclosing the beast in their shimmering cage. It did not resist. It knew it could not escape. You no longer heard its terrifying howl, only a harsh, grating laugh.
"You cannot imagine whom you made a deal with," growled the wolf, lowering its head. "Whom you actually left free."
Two rays of light spread and flooded the train, blinding you and burning the shadows of doubt from your hearts. The wolf vanished. You saw only shadows rippling like the surface of an old pond in bad weather. The man in black nodded slightly. Smoke swirled above his hat.
"Half the job is done. I hope this monster has not made you change your minds."
The man turned to leave, but stopped, clearly considering whether to add something more.
"A liar will say anything to save his own skin. Remember that."
"There are always those who want more, who are not content with how things are arranged. And so he realised that human songs could go on for as long as he wished. Well... you may find it funny, but listen closely. Do you hear how much pain there is? How much suffering? This is what happens when songs are not allowed to end as they should."
Hooray-Hooray 3
You smelled sulphur before you saw him. It tickled your nose, and when the man in black slid out of the darkness of the Ferryman, your breath caught in your throat. Three clots of light glimmered like precious stones in his hand. The man's stride grew surer and firmer. Even his figure seemed not smoky but woven from dense shadows that let no light through. For a second you understood what lay behind those bluish eyes, and your blood ran cold.
"Foolishness and despair," the man in black threw out. "Nothing new."
The beast snarled so loudly that your hair stood on end.
"Better to be a fool than a coward who passes the dirty work on to others. Trembling for fear of losing what he has amassed. Frightened enough that he would not dare leave me free."
The three clots of light merged into one. They flared so brightly that it hurt to look. You had thought the beast's disappearance would bring peace, but no. You understood that it would gnaw through these shackles too. You had merely bought a little time. This train was like a treacherous bog.
"One time left."
Smoke and shadows clung to the man's legs, slowing him as he departed. He stopped at the very moment he began to dissolve into the gloom.
"You would not have had to come back if the wolf had stayed locked up. Think about that."
His words rang in your head for a long time; you did not notice when he disappeared. Well, one final sprint remains.
"Imagine hearing billions of songs at once. And they never fall silent. No quiet, no pauses. Souls search for a path without even knowing where they are heading. Aimlessly and forever. They wander and cry out, and there is no end in sight. And yet everything can be changed. Take away his favourite toys."
Hooray-Hooray 4
"I did not think this day would come again. You chased after big game, losing sight of the little fry that brought about your downfall. Predictable, even after all that has happened."
The man in black spoke very quietly, but his words imprinted themselves on the mind and hissed in your head like a kindling fire. Everything passed into the power of shadows and smoke. They roughly outlined the man's figure, which this time was many times larger than the captured beast. It seemed he had shrugged off his jacket and straightened his tie, readying himself for a battle he had long awaited.
The beast, which had many times stood in your way, resembled a rodent in a mousetrap. Four bright fires surrounded it. Each one entwined with a shadow, strengthening the bonds.
"I hope this little escapade was worth it," the man said, savouring every word. "But it's time to return to the ranks."
The whole train, if it was still a train, shook when the beast lunged forward, trying to break the bars of the cage that took shape between the four fires. Despair showed in its frenzied red eyes.
"You give me neither life nor death, and on top of that you call me a monster."
The enormous beast glared from under its brows; you could see it was furious.
"We are all monsters," the man in black waved away. "But at least I am honest. And you know what? Perhaps we should strike a new deal. Leave me to amuse myself, and I will grant you a well-deserved rest. No songs. No noise. Peace and grace. Deal?"
All sorts of things flickered in those burning red eyes: hints of things you had not yet even begun to try to understand.
"Agreed."
The fires began to converge on a single point. You watched the cage grow ever smaller, but the beast no longer resisted. The last thing you saw: the wolf closed its red eyes, sinking into a sleep in which there would be no dreams. And then... nothing. No wolf, no fires.
The wreckage of the Silver Ferryman, drifting through the In-Between, began to gather together, driven on by tireless shadows. The man in black was plainly pleased, so much so that he did not at once remember your presence. Beneath his hat, on a face outlined by darkness, a smile spread.
"I appreciate your help. I suppose we are square," he said, snapping his fingers.
Suddenly you felt... lighter. Calmer, as if a stone had fallen from your soul. But it was strange. Reality seemed deceptive. Everything was slightly wrong, like a note that sounded a moment after the words. The man in black exhaled with satisfaction and lightly raised his hat.
"What's done is done. It seems I should leave this train and set out on a new journey. I hear thousands of songs, and each must be ended with dignity. I am sure we will meet again. After all, goodness is always punished."
He vanished as he had vanished before, but this time you felt it was for good. And yet there was something in the darkness that gave you no peace. You could not shake the feeling that he would always be watching you, waiting for the moment you stumbled and were ready once more to take his hand, woven of shadows.
"What is better: to have everything, or to have nothing?"