RulesPal
Chat
Rulebook
Vagrantsong thumbnail

Vagrantsong

Vagrantsong Rulebook

Table of Contents

Table of Contents

  • The Hobo Code
  • About the Game
    • Player Count
    • Victory Conditions
    • Defeat
  • Components
  • The Train Board
    • Sides and Edges
    • Tracks
  • Starting Off (Choosing Vagrants)
    • Cursebearer
    • Empress
    • Songsmith
    • Revivalist
    • Runaway
    • Wayfarer
  • The Vagrant Card
    • Placing Skills and Junk
  • Anatomy of a Scenario
  • Setup
  • Definitions
  • Playing Vagrantsong (The Scenario Phase)
    • A Vagrant's Turn
    • Actions
    • Skills
    • Targeting and Range
    • Junk
    • Humanity
    • Vagrant Humanity
    • Wounds & Broken Junk
    • Healing Wounds
    • Westbound
  • General Actions
    • 1. Move
    • 2. Rummage
    • 3. Investigate
    • 4. Patch Up
    • 5. Bust
  • The Haint's Turn
    • Haint Humanity
    • Haint Moods
    • Breaking a Haint
    • The Haint's Action
    • 3. Move the Haint
    • 4. Resolve the Action
    • 5. Add the Rummage Token to the Cycle Track
    • Cycling and the Cycle Effect
    • Haint Effects
    • Haunted
  • Winning and Losing Scenarios
  • The Camp Phase
    • Tear Down
    • Build Up
  • Timing Charts
    • Round & Turn Order Timing Chart
    • Camp Phase Timing Chart
  • Frequently Asked and Advanced Questions (Selected)
  • Moments
  • Mile Posts

The Hobo Code

In Vagrantsong, the ultimate goal is collaborative fun. Remember these when playing:

  1. Rules on Events, cards, and Scenarios supersede rules in this Rule Book. If these rules contradict one another, follow the rules on the Event first, then the card (such as an In-Between or Skill card), then the Scenario, and finally this Rule Book.
  2. Whenever players find themselves in a situation where they must make a choice and the game assumes there is only a single option, but there are actually multiple valid options, the players must choose the outcome that is the worst for the Vagrants.
  3. If players cannot decide how to break a tie, who goes first, or have a disagreement, they are encouraged to roll Bones to determine the outcome. Let the dice decide!
  4. Sometimes components used for one thing, such as Tokens, are used for something else in a Scenario. Make sure to always read the Scenario Rules!
  5. It's encouraged to keep a pen and scrap paper handy to jot down notes and various bits of information.

About the Game

Vagrantsong is played in two phases: the Scenario Phase and the Camp Phase. During the Scenario Phase, players will attempt to survive the train ride by performing various Actions while also trying to free the Haint by giving it back its lost Humanity. After the Scenario Phase is complete, players move onto the Camp Phase, where players will pool together their resources to heal, gain new Skills, and plan for the next adventure.

Player Count

Vagrantsong is a fully cooperative game for 2-4 players, where each player controls their own Vagrant. Throughout the campaign, players may be added (or removed) during the Camp Phase, which takes place between each Scenario.

Victory Conditions

Each Scenario will have its own Victory Condition(s). Normally, these Victory Conditions are based on returning a Haint's Humanity so that it can be saved or completing Rituals in order to progress to the next Scenario. Make sure to always read the Victory Condition when starting a Scenario.

Defeat

Some Scenarios will also have a Defeat Condition. Normally, when all Vagrants become Westbound, they are defeated, but Scenarios may include different or additional ways for Vagrants to be defeated. Victorious or not, Vagrants will move on to the next Scenario, albeit a little worse for wear.

Components

  • Rule Book, Scenario Book, Train Board
  • 6 Vagrant Cards, 85 Skill Cards, 32 Junk Cards
  • 66 Ritual Cards, 19 Cadence Cards, 1 Séance Card, 1 Pup Card
  • 6 Westbound Cards, 3 Malady Cards, 4 Quick Reference Cards, 20 In-Between Cards, 1 Malady Token
  • 20 Haint Standees, 20 Haint Bases, 7 Vagrant Standees, 7 Vagrant Bases
  • 6 Bones (d6), Bindle
  • 18 Terrain Tokens: Box/Debris (6), Coffin/Snow (6), Hole/Blood Pool (6)
  • 18 Coins (Cursebearer, Empress, Songsmith, Revivalist, Runaway, Wayfarer — 3 each)
  • 1 Haint Mood Token, 1 Target Priority Token, 7 Humanity Tokens
  • 3 Track Markers (Break, Humanity Threshold, Round)
  • 27 Rummage Tokens: Iron Nails (8), Candle (7), Salt (5), Rabbit's Foot (4), Apple (3)
  • 10 Event Tokens (numbered 0-9), 12 Haint Effect Tokens (Black 4, White 4, In-Between 4)

The Train Board

All Scenarios are played on the train board. Each Scenario will adjust certain aspects of the train board, such as adding Terrain and Event Tokens in specific locations, but there are constants that won't change between Scenarios.

Three Train Cars: A, B, and C. The train board is separated into three separate train cars. There are spaces between that connect train cars.

Connecting Spaces. The connecting spaces are the spaces between two train cars. The connecting space closest to the Humanity Track is part of the train car to the left of that space, and the connecting space closest to the Cycle Track is part of the train car to the right. Connecting spaces do not have the wooden border around them, are not edge spaces themselves, and are not considered adjacent to any edge.

Round Track. Denotes the current round. The Round Marker moves up by 1 when all Vagrants have taken their turn and the Haint has taken its last turn in that round. When Round 6 is complete, move the Marker back around to Round 1 and keep going.

Cycle Track. During their turn, Haints draw Rummage Tokens to determine which Actions they take. This section of the train board is used to keep these Tokens until they are Cycled back into the Bindle. Each Rummage Token has its own Cycle value, representing how many Rummage Tokens of a specific type the Cycle Track can hold before all Tokens are Cycled back into the Bindle.

Sides and Edges

Sides and edges are referenced throughout the game by various effects, such as "Move toward Round side".

Edges. Along the outside of train cars are wooden borders called edges. Some effects will refer to these edges — asking Vagrants to Move toward or away from the edges, or doing something to the Vagrant if they are in a space adjacent to an edge.

Tracks

Humanity Track. Denotes the Haint's current Humanity. This track has two markers: a Humanity Marker representing the Haint's current Humanity, and a Humanity Threshold that indicates the maximum amount of Humanity a Haint can get before that Haint Breaks.

Break Track. Denotes how much fight the Haint still has left. Whenever a Haint Breaks, the Break marker moves toward 1. When the Haint would Break and its Break Track is already at 1, the Vagrants have successfully saved them.

Card Slots. This area of the board holds various cards that impact the Scenario, such as the 3 Ritual cards that Vagrants may perform, the Séance card (if the Séance was performed in the previous Camp Phase), and a mysterious card slot that players will learn about during the campaign.

Starting Off (Choosing Vagrants)

Each player chooses a Vagrant, then gets out their 3 Coins, their standee(s), their Vagrant card, and their 2 Starting Skills. Once each player has chosen a Vagrant, each player then takes a Humanity Token and places it on top of their maximum Humanity (indicated by a solid-colored heart), then places their Starting Skills (and/or Junk) into their appropriate slots on their Vagrant card.

Cursebearer

Passive – Devil On Your Heels: Once per turn, after you are Haunted, that Haint gains 1 Humanity. Starting Skills: Old Knife, Strange Blade (#67) and Distant Memory (#68). Playstyle: An aggressive, Haint-focused Vagrant who is always on the move.

Empress

Passive – Boxcar Queen: The first time you roll a Booming Boxcar per turn, roll an extra Bone. Starting Skills: General's Orders (#51) and Strangely Resonant Speech (#52). Playstyle: A hard hitter and born leader who likes to embrace the unpredictable.

Songsmith

Passive – Upbeat Tempo: If you only have 1 Coin on a Skill, reduce the success value of that Skill by 1. Starting Skills: A Little Rhythm (#35) and An Old Medley (#36). Playstyle: A versatile generalist who dabbles in a little bit of everything - from a distance.

Revivalist

Passive – Selfless: When you would gain Humanity, you may have another Vagrant in Range 2 gain that Humanity instead. Starting Skills: Soothing Hymn (#59) and Copal Incense (#60). Playstyle: He's always got eyes on his friends and their well-being.

Runaway

Passive – Girl's Best Friend: You have the Pup. Starting Skills: Who's a Good Boy?! (#43) and Gumption (#44) — and the Pup card. Playstyle: With two characters to control, she can spread out and get plenty done in a turn.

The Runaway has two standees: the Runaway and the Pup. When placing Vagrants during Scenario Setup, place the Pup in an open space adjacent to the Runaway. The Pup is only ever removed from the train board if the Runaway is removed. The Pup and Runaway are considered the same Vagrant. If both the Pup and Runaway are affected by a single effect, only the Runaway is affected. They share Humanity, Coins, Junk effects, the Rummage value, and Haint Effects. Coins may be placed on the Pup card to have the Pup perform Move, Investigate, or Bust during the Runaway's turn. The Pup is considered a Vagrant for targeting purposes, but is not affected by being Haunted by Haints (but if the Haint ends their Move in the same space, then the Pup would still Move 1). The Pup cannot use Rummage Tokens or perform the Rummage Action. If the Pup finds a Rummage Token via an Event, it is placed on the Pup's card and may be held so long as it does not exceed the Runaway's Rummage value; it must be traded or given to another Vagrant to be used. If the Pup trades/gives a Rummage Token to the Runaway, the Runaway cannot use a Rummage Token that round.

Wayfarer

Passive – Thrifty: You may hold one additional Junk. Starting Skills and Junk: In a Pinch (#75), Feathery Friend (#76), and Writer's Satchel (Junk #31). Playstyle: He's always got the right tools to use at the right times.

The Vagrant Card

  • Vagrant Name & Symbol: The name of each Vagrant and their symbol, which is also featured on their Coins and Exclusive Skills.
  • Passives: Provide Vagrants with special bonuses and effects in the Scenario Phase.
  • Humanity: Each Vagrant has a Humanity value indicated by the solid-colored heart, which dictates the maximum number of Humanity they have at a time.
  • Skill Slots (4): Skill cards are placed face up on the Vagrant card in any of the four Skill slots. Some Skills are associated with a particular side (left or right). When a Vagrant suffers a Wound, flip over one of their Skill cards; that Vagrant can no longer perform the Action on that Skill card.
  • Junk Slot (1): Junk cards are placed face up at the bottom of a Vagrant's card. The Junk slot can only hold one Junk card at a time. The Wayfarer is the only Vagrant that has two Junk Slots.
  • General Actions: Move, Rummage, Bust, Investigate, Patch Up.

Placing Skills and Junk

When placing a Skill, place it face up beside your Vagrant card in an available Skill slot. Some Skills are associated with a particular side; a small black triangle on the edge of the card determines where the Skill fits. If a Skill can't connect this way, it can't be placed. Junk must always be placed at the bottom of a Vagrant's card. If a Vagrant would gain a Skill or Junk during a Scenario, they may immediately add it to their Vagrant card, replacing any Skill that is not Wounded (or Junk that is not Broken). The replaced Skill (or Junk) is then placed in the Belongings.

Anatomy of a Scenario

Each Scenario poses its own unique puzzles and challenges. A Scenario's pages include:

  • Train Board: A diagram showing the setup of Vagrants, Haints, Terrain, and Tokens.
  • Haint Humanity Threshold: The maximum amount of Humanity a Haint can gain before that Haint Breaks, depending on the number of players.
  • Haint Moods: Haints have different Moods they switch out of and into. Haints always begin a Scenario in the topmost Mood (unless otherwise specified), and use the Actions, Haunted Effects, and other Special Rules listed there.
  • Scenario Instructions: Instructions for the Scenario setup and any additional Special Rules, Terrain Effects, Haint Effects, Breaks, and Victory conditions.
  • Haint Effects: Usually injuries or curses that a Haint may place on Vagrants, hindering them until the Haint Effect is removed. Represented by a black or white token. (Haint Effects are not Haunted Effects, but some Haunted Effects may give out Haint Effects.)
  • Haunted Effect: If a Haint Moves into a space occupied by a Vagrant (or vice versa), that Vagrant is afflicted with the Haunted Effect written on the Haint's Mood in the Scenario book.
  • Haint Actions: Actions that Haints can take. Move: the number of spaces a Haint can Move. Range: the distance a Haint may target a character.
  • Special Rules / Terrain Effects / Special Haint Mood Rules: Rules unique to the Scenario or active only while the Haint is in the associated Mood.
  • Cycle Effect: Performed after any current Actions being performed. Triggered when the number of any Rummage Token on the Cycle Track is equal to (or exceeds) its Cycle value. After the Cycle Effect is resolved, all Rummage Tokens on the Cycle Track are added back to the Bindle; then shake the Bindle.

Setup

Pack The Bindle. When setting the game up for the first time, place the 27 Rummage Tokens into the Bindle. This is the default setup, and unless instructed otherwise you will return it to this state after every game. Many effects modify this default setup; follow those instructions, then give the Bindle a good shake before the first turn. Keep in mind any permanent changes the game has asked you to make.

Create The Junk Deck. Find the Junk cards labeled Tier 1 on the back and shuffle them. This is your starting Junk deck, set aside for use during the Camp Phase. You may be asked to add or remove cards from the deck, but it does not change unless otherwise stated. Special Junk are only acquired through playing Scenarios, and are never shuffled into the Junk deck. (Junk types: Tier 1, Tier 2, Tier 3, and Special.)

Setup According to the Scenario. Each Scenario has its own setup and rules in the Scenario Book, usually including placing Terrain, Markers, and Event Tokens, placing Vagrants in specific spaces, and placing the Threshold Marker according to the player count. For every Scenario, find the associated Ritual cards and place them with the Ritual's name face up near the train board. For the first Scenario (Shelter from the Storm), turn to page 1 in the Scenario Book and follow the setup instructions there. When the setup instructs to place a Haint, that Haint's art can often be found on the bottom-left of that Scenario's first page. The last step in the first Scenario's setup is to read an Event.

Definitions

Terrain. Coffins, Boxes, Blood Pools, Holes, Rubble, Snow, and Swarms and Leaf Piles (if playing Vagrantsong: Encore) are all considered Terrain. By default, a Vagrant can never enter a space with a piece of Terrain in it (but Haints can). Many Scenarios give Terrain new properties, so always check the Terrain rules.

Event Tokens. Numbered 0-9, these Tokens are often placed on the train board, on its Tracks, or on Vagrant cards. They typically trigger when Investigated, or when another tracker (like the Break Track's Marker) is placed onto the spot the Event Token occupies. Once triggered, read the appropriate Event. After an Event is resolved, it is discarded and removed from the game, unless the Event's text says to place or keep it somewhere.

Lost Souls. The nameless Haints that were passengers when the various disasters hit. Their rules will vary each time — read their rules in each specific Scenario.

Haints. The ghostly characters you are facing on the Silver Ferryman. Placed on a Haint-blue base. They have a variety of special Actions, determined by drawing Rummage Tokens, and usually pose a threat to Vagrants (even Haunting a Vagrant if they are ever in the same space). Effects that specify a "Haint" refer to these characters.

Rituals. Ritual cards represent objectives the Vagrants may attempt in order to help save the Haint or unlock a Scenario's mysteries. Once a Ritual is complete, flip it over and gain its Reward — but don't peek at the back before then.

Playing Vagrantsong (The Scenario Phase)

A Scenario is played over a series of consecutive rounds, each consisting of multiple alternating Vagrant and Haint turns.

Rounds. A round is the complete rotation of Vagrant and Haint turns. After the Haint takes its last turn and there are no more Vagrants remaining to take a turn, the round is over. Move the Round Marker to the next highest number. If the Round Marker is on the 6th space at the start of a round, it instead moves back to the 1st space.

Turns. At the start of each round, players discuss which Vagrant will take their turn first. After that Vagrant completes their turn, it becomes the Haint's turn. After the Haint's turn, a Vagrant who has not yet taken a turn does so. This continues until all Vagrants have taken their turns, followed by the last Haint turn of that round. Vagrants may alter the order of their turns from round to round.

A Vagrant's Turn

During a Vagrant's turn, that Vagrant performs Actions by placing their Coins on Skill cards or General Actions. At the start of that Vagrant's turn, they return any Coins that were placed on Skills, General Actions, or onto the train board so they may be placed again during their turn.

Passives. Provide special effects during the Scenario Phase. Some are always in effect; others require a condition to be met. Coins cannot be placed on most Passives (the Runaway's Pup is the exception).

Coins. In general, a Vagrant has 3 Coins available on their turn. Coins are placed to decide the potency of an Action. Coins may be placed freely on General Actions, but may only be placed on Skills (and Junk cards that require Coins) if that card had 0 Coins placed on it during the previous round. At the beginning of a Vagrant's turn, if any of their Coins are on the train board, they are returned to that Vagrant.

Choosing Actions. Place Coins on Skills and/or General Actions you wish to perform. The more Coins placed on an Action, the stronger it becomes. Vagrants may perform multiple Actions, or focus on a single Action. After all Coins are placed, the Vagrant performs their Actions in any order. An Action may only be taken if the Target and Range values can be met.

Bones. Success when performing Actions is not guaranteed. When attempting an Action that lists a number of Bones or a Success value, roll that many Bones. Each Bone roll that meets or exceeds the Action's Success value is a success.

Booming Boxcars. If a Vagrant rolls a 6 on a Bone when performing an Action, they immediately roll an additional Bone for that Action. If they roll a 6 again, they gain another Bone (continuing on rolls of 6). These Bones are part of the initial roll, not a separate Action. The 6 must be rolled naturally (a 5 with a +1 bonus does not trigger Booming Boxcars).

Actions

Vagrants perform Actions by placing Coins on top of their Skill cards or General Actions. A Vagrant may perform as many Actions as they have Coins available. Many Actions require Bones to be rolled and successes to be met.

Skills

Skills provide special Actions when placed in the appropriate Skill slot and side. To attempt a Skill Action, place at least 1 Coin on top of that Skill card. Additional Coins can increase the number of Bones rolled, the potency of the effect, and so on. Vagrants may have up to 4 Skills.

Types of Skills. Common: available to every Vagrant, mostly obtained by spending Coins during the Camp Phase; can be exchanged between Vagrants during the Camp Phase or held in the Belongings. Exclusive: only the Vagrant matching the symbol and color can use it; these do not cost Coins and are obtained throughout the story; cannot be traded, but may be held as Personal Belongings and swapped out during the Camp Phase.

A Skill card lists: Skill Name, Target (the type of character it can target — "V" Vagrant, "H" Haint, "Any"), Range (the number of spaces the target can be away; a Range of 0 means the Vagrant can target themselves), Bones (the number rolled when the Skill is performed), Success Value (the number that must be met for success), Skill Effect (what happens on success), and Side (where the Skill can be slotted).

Skills that Summon. Some Skills place previously saved Souls on the train board to assist Vagrants, called Summons. They may not be placed on Terrain. Vagrants may Move through Summons (but not end in that space), and Haints may Haunt them (to remove them). A Summon cannot be targeted by Skills other than the one that placed it. If a Summon is on the train board while that Skill becomes Wounded, the Summon stays and its effects remain active until it becomes Haunted.

Targeting and Range

For targeting, "V" is Vagrant, "H" is Haint, and "Any" is any character. Watch the Action text for additional targeting info. For Range, count the number of spaces between the character attempting the Action and the target, starting with a space adjacent to the attacker and ending on the target's space. A "0" in the Range means the Vagrant can target themselves. Characters can draw Range through other characters. Vagrants may target characters in the same space as Terrain, but cannot draw Range past that Terrain. Haints may draw Range through Terrain.

Terrain (targeting). Vagrants can never draw Range through Terrain, nor Move into or through it. Haints can draw Range through Terrain and Move into, through, or end their turn on Terrain. Some Scenarios have special Terrain Effects that may add to or replace these default rules.

Defining a "Character". The term "character" refers to both Haints and Vagrants. If an Action requires a specific type of target, it will state Vagrant or Haint.

Junk

Each Vagrant may only hold one Junk card at a time (the Wayfarer holds two), placed in the Junk slot. Junk cards provide passive effects (and occasionally Actions or bonuses). As long as Junk is not Broken, its passive effects are always active and do not require a Coin. Some Junk offer additional benefits if a Coin is placed on it — Coins can only be placed on Junk if there were no Coins on that card during the previous round. Junk can be traded during the Camp Phase. When Junk would become Wounded (flipped over), it instead becomes Broken. Broken Junk can only be fixed during the Camp Phase.

Humanity

Each Vagrant has a Humanity value indicated by the solid-colored heart, dictating the maximum Humanity they may have. A Haint has no Humanity by default; Vagrants attempt to save a Haint by giving them back their lost Humanity. Gaining Humanity is good; losing Humanity is bad.

Vagrant Humanity

If a Vagrant gains Humanity, they move their Humanity Token up, up to their maximum value. Any additional Humanity beyond the maximum is ignored. If a Vagrant loses Humanity, they move their Humanity Token down. When a Vagrant loses all their Humanity (Token would move from 1 to 0), they suffer a Wound, then place their Humanity Token on the space equal to their maximum Humanity value. Any additional Humanity lost from a single effect after suffering a Wound is ignored.

Wounds & Broken Junk

When a Vagrant suffers a Wound, flip over one of their Skill cards; that Vagrant can no longer perform that Action. Vagrants may also choose to flip over a Junk card, in which case it is Broken.

Healing Wounds

During a Scenario, a Vagrant may use an Apple to flip a Wounded Skill card face up (so long as that Vagrant is not Westbound). Vagrants may also spend 1 Coin to heal 1 Wounded Skill during the Camp Phase.

Westbound

If all of a Vagrant's Skills (and Junk) are flipped over to Wounds (or Broken), that Vagrant becomes Westbound. Discard any Haint Effect Tokens, flip over their Vagrant card to the Westbound side, and place their Humanity Token on 1. Keep any Rummage Tokens. Find your Vagrant's Westbound Action card and place it on top of one of your Skill cards (returning any Coins on that Skill). That Westbound Action may be freely used on their next turn. A Westbound Vagrant cannot lose Humanity if their Humanity Token is on 1.

Westbound Vagrants cannot perform Skills (even if healed during a Scenario), but can perform General Actions, use Rummage Tokens, and use their Westbound Action. Each Westbound Vagrant has different Passives. If a Vagrant is ever immediately told to flip to the Westbound side, flip all their Skills to Wounded and their Junk to Broken. Unless otherwise stated, if all Vagrants are Westbound at the end of a Scenario, read Moment 13.

A Difficult Choice. If a Vagrant is still Westbound at the end of a Scenario, at the start of the Camp Phase they must permanently discard the Skill they placed their Westbound Action card on top of. If they became Westbound several times, they only discard 1 Skill (which may be Wounded or normal).

Westbound Action. Works exactly like a General Action; it is not a Skill, and may be used multiple turns in a row.

Ghost Sickness. If a Westbound Vagrant loses Humanity (and their Humanity is greater than 1), the closest other Vagrant (who is not Westbound) may choose to lose that Humanity instead.

Back to Life. When a Westbound Vagrant gains their maximum Humanity, flip over any one of their Wounded Skills, flip their Vagrant card back to normal, place their Humanity Token on their maximum, and set aside the Westbound Action card.

General Actions

Any Vagrant may attempt these during their turn. Unlike Skills, General Actions may have Coins placed on them in subsequent rounds. There are 5: Move, Rummage, Investigate, Patch Up, and Bust.

1. Move

For each Coin placed on this Action, that Vagrant may Move orthogonally (left, right, up, and down, but not diagonally) a number of spaces up to or equal to their Move value. Vagrants may split their Move however they like during their turn. Vagrants may only Move through open spaces or spaces occupied by a Haint, Vagrant, or Token, but may not end their Move on a space occupied by a Haint or another Vagrant. They may end their Move on a space occupied by a Token (such as an Event or Rummage Token). Vagrants may not Move into spaces occupied by Terrain.

Adjacent Spaces. A space to the left, right, above, or below the point of reference. Diagonal spaces are not adjacent. If two objects are in the same space, they are considered adjacent to each other.

Open and Occupied Spaces. Any space without something placed inside it is open. If a space has something inside it, it is occupied.

Toward and Away. When subject to a Move effect, Vagrants always Move the maximum distance, moving around Terrain and edges so long as the effect doesn't say the Movement is ended by Terrain, edges, etc. Toward: the character Moves in the direction of the point of reference, never Moving further from it. Away: the character Moves in the opposite direction, never Moving closer. If a Vagrant is forced to Move toward a Haint such that they would stop on the Haint's space, they instead stop adjacent to the Haint, perform no additional Movement, and become Haunted (the extra space of Move is lost).

2. Rummage

When taking the Rummage Action, draw 1 Rummage Token from the Bindle for each Coin placed on the Rummage icon. Regardless of how many Coins, that Vagrant may only keep 1 of the Rummage Tokens drawn (any not kept are placed back into the Bindle). The Rummage value indicates how many Rummage Tokens a Vagrant can have at a time; if they would ever have more, they put Rummage Tokens back into the Bindle until they have a number equal to their Rummage value. Event Tokens treated as Rummage Tokens cannot be put back into the Bindle this way and are put aside instead.

Event Tokens in the Bindle. If drawn during a Vagrant's turn, they are immediately resolved before any other Rummage Tokens are chosen. If drawn during a Haint's turn, the effects are resolved immediately, and a new Rummage Token is drawn for the Haint's Action. Resolve multiple Event Tokens numerically, from lowest to highest. After resolving an Event during a Vagrant's turn, the Vagrant draws another Rummage Token to fulfill their Rummage Action.

The Bindle — Rummage Tokens:

  • Iron Nails: The Vagrant may target a Haint within Range 2 to have that Haint gain 2 Humanity.
  • Candle: Place the Candle Token in an open adjacent space. A Candle in the same train car as a Haint becomes the Haint's highest target priority. Once a Haint Moves onto the Candle's space, the Haint ends any remaining Movement, then the Candle is discarded.
  • Salt: The Vagrant may ignore the effects of a Haint's Action that targets the Vagrant. Salt does not nullify a Haint's Move, Haunted Effects, or effects that target another Vagrant not using the Salt.
  • Rabbit's Foot: Treated like a fourth Coin the Vagrant may use during their turn on any Skill or Action. After the Action is resolved, it is discarded.
  • Apple: The Vagrant may flip a Wounded Skill card face up so it can be used again.

Using Rummage Tokens. Vagrants may use Rummage Tokens at any point during a round, but each Vagrant may only use 1 Rummage Token per round. Using one does not require Coins and is not an Action. If used during a Haint's turn, the Vagrant may only do so after (or, for Salt, in response to) the Haint has performed their Action. After a Rummage Token is used, it is discarded.

Trading and Giving Rummage Tokens. Vagrants may trade a Rummage Token for another or give one to an adjacent Vagrant during their turn. This counts as "using" the Rummage Token for that round (though it is not discarded). The Vagrant who gave away the Token is considered to have used one; if two Vagrants trade, both are considered to have used one.

Discarding Rummage Tokens. If discarded (from being used, removing a Haint Effect, an Action requiring it, etc.), place it on the Cycle Track. Discarding does not count as using a Rummage Token.

Out of Rummage Tokens? If a character is directed to draw a Rummage Token and none are available, immediately Cycle the Rummage Tokens as if a limit on the Cycle Track had been reached, then draw the necessary Token.

Negating Haint Effects. Generally, Rummage Tokens can be discarded to get rid of Haint Effects. Unless specified otherwise, only the Vagrant with the Haint Effect may discard the Rummage Token to remove it from themselves.

3. Investigate

If a Vagrant is in the same space as an Event Token, they may Investigate it. Turn to the Events page and read the first portion of the Event, then roll a number of Bones equal to the Coins placed on Investigate. Each Bone that meets or exceeds the Vagrant's Investigate value is 1 success. Read the associated Event text appropriate to the number of successes achieved (normally ranging 0-2). Unless otherwise stated, when a Vagrant succeeds an Investigate Action, the corresponding Event Token is discarded for the remainder of that Scenario. Event Tokens generally remain on the train board if the Vagrant fails.

Investigating and Triggering Event Tokens. If an Event Token is on a track, its effects trigger when the Marker on that track enters the same space (even if the Marker moves past it). Event Tokens may also be drawn from the Bindle, triggering immediately. When triggered, read and resolve the corresponding text; unless otherwise stated, discard the Event Token afterward.

Events. Provide surprises, changes, and special effects, represented by Event Tokens.

Moments. Act similarly to Events but are not exclusive to a Scenario. Moments are listed numerically in the back of the Rule Book. Only read the Moment that a specific effect refers to, so as not to spoil other aspects of the game.

4. Patch Up

The Vagrant attempts to regain some lost Humanity. Roll a number of Bones equal to the Coins placed on Patch Up and gain 1 Humanity for each success (a Bone that meets or exceeds the Vagrant's Patch Up value). A Vagrant may not gain more than their maximum Humanity, but may still succeed at Patch Up to remove any other related effects.

5. Bust

A simple Action that brings a Haint back to its senses. Roll a number of Bones equal to the Coins placed on Bust; every Bone that meets or exceeds the Vagrant's Bust value is a success. The Vagrant may target an adjacent Haint to gain 1 Humanity for each success.

The Haint's Turn

Listed in each Scenario are the rules for the Haint, including their Actions, Cycle Effects, Haunted Effects, and additional Special Rules.

Haint Humanity

As a Haint gains Humanity, move the Humanity Token up equal to the Humanity gained, ignoring any beyond the Threshold Token. When a Haint's Humanity Token moves onto the Threshold Token, that Haint Breaks. If a Haint gains Humanity during their own turn, they continue the Action as normal, even if they Break, then resolve any Break effects afterward. If a Haint would lose Humanity, move the Token down, ignoring any additional loss if it reaches zero.

Threshold. Each Scenario with a Haint has a Threshold (varies by total player count) dictating how much Humanity a Haint must gain before they Break.

Haint Moods

Haints have two different Moods that they switch between, based on effects listed in their Scenario. Haints always begin in the topmost Mood (unless otherwise specified). After the Mood changes, the Haint uses the Actions, Haunted Effects, and special rules listed on that Mood's entry instead of the previous one. Haints are only ever in one Mood at a time. Use the Mood Token to track the current Mood.

Breaking a Haint

When a Haint Breaks, lower the Haint's Break value on the Break Track by 1 and place their Humanity Token back to 0, ignoring any additional Humanity gained from the effect that caused them to Break. The next turn a Haint would take immediately ends without any Actions performed or effects resolved, and all Vagrants in play gain 1 Humanity. If a Haint has a Break value of 1 and they Break again, they are no longer trapped on the train and are finally saved (usually meaning the Vagrants have won the Scenario — read the Win Condition to confirm).

The Haint's Action

A Haint's turn is performed in this order:

  1. Determine the Haint Action. At the start of a Haint's turn, the Vagrant who took the most recent turn draws a Rummage Token from the Bindle. The Haint performs the Action listed in its current Mood that matches the Rummage Token drawn. If a Haint draws an Event Token instead, resolve the Event and draw again. Set aside the drawn Rummage Token; it will be placed onto the Cycle Track after the Action is resolved.
  2. Determine the Target Priority. When a Haint's Action requires a target, use this order (if the first option is unavailable, move to the next):
    1. Special Priority: The Vagrant with the Special Target Priority Token (in any train car).
    2. Action Specific: The Vagrant or a (non-Candle) Token considered the target priority from an Action or effect (e.g. "target furthest Vagrant").
    3. Candle: The closest Candle in the same train car. Haints only target a Candle with Actions that would Move the Haint a number of spaces.
    4. Hurt Vagrant: A Vagrant with the most Humanity currently lost in the same train car (Wounds ignored; Westbound Vagrants not considered on the board).
    5. Nearby Vagrant: The Vagrant closest to the Haint (in any train car; Westbound Vagrants not considered on the board).
    6. Westbound Vagrant: A Westbound Vagrant (in any train car).
    7. Recent Vagrant: The Vagrant whose turn was the most recent (in any train car).
  3. Move the Haint.
  4. Resolve the Haint Action.
  5. Add the Rummage Token to the Cycle Track.

Special Target Priority Token. If an effect states a Vagrant gains target priority, that Vagrant gains the Special Target Priority Token and becomes the target of the Haint's Actions until they lose it. If a Vagrant would lose target priority, the Token is put aside; it does not return to the Vagrant who had it last.

3. Move the Haint

Haints Move orthogonally on spaces in the train board. Unlike Vagrants, Haints may Move through spaces occupied by Terrain and Vagrants. If a Haint Moves through or ends on a space occupied by a Vagrant, that Vagrant is Haunted. If a Haint would end its Move on a space occupied by a Vagrant or another Haint, that character Moves to any adjacent open space of the player's choosing. A Haint only Moves during this step (unless specified by the Haint Action). When a Haint Moves, it Moves up to its Move value, ending in Range of the target for its current Action. While Moving, the Haint will go out of its way with excess Movement to Haunt as many Vagrants as possible (including the target).

Already in Range. If a Haint would Move but is already in Range of the target, it instead Moves so that it Haunts as many Vagrants as possible while ending its Move so that it remains in Range of the target.

Target Priority Not in Range. If the target priority is not in Range and won't be after Moving, the Haint still Moves toward the target priority, Haunting Vagrants along the way. (The target priority may change after Moving, during the Resolve step, if another target is available within Range.)

Haint Actions Without Range. Some Haint Actions have a Move value but no specific Range or target; treat them as Range 1 while Moving. The Haint still Moves toward the highest target priority, Haunting as many Vagrants as possible.

Multiple Move Options. If multiple paths exist, first choose the path that follows the Hobo Code (the worst outcome for Vagrants). If there is no potential worst outcome, players may choose (or roll Bones to decide).

4. Resolve the Action

After Moving, resolve the Haint Action's effect(s) as written. If the Haint Moved such that it wouldn't be able to perform the Action against its target (such as Moving onto a Candle or not being in Range), it instead targets the next available target in the priority order that is within Range. If the Action cannot be resolved, its effects are ignored.

Area of Effect Actions. Some Haint Actions impact specific areas of the train, indicated by visuals; always fully read the Haint Action text.

5. Add the Rummage Token to the Cycle Track

After the Action has been resolved, the Rummage Token drawn for that Action is added to the Cycle Track. The Haint's turn is then over.

Cycling and the Cycle Effect

Many Haints have a Cycle Effect, which may change depending on the Haint's current Mood. When the number of any Rummage Token on the Cycle Track is equal to (or exceeds) its Cycle value, the Cycle Effect is resolved at the end of the current character's turn. After it resolves, all Rummage Tokens on the Cycle Track are added back to the Bindle; then shake the Bindle.

The Cycle values are: 5 for Iron Nails, 4 for Candles, 3 for Salt, and 2 for both the Rabbit's Foot and Apple.

Haint Effects

Vagrants may gain Haint Effects that usually hinder or hurt them. Each is represented by a black or white Haint Effect Token. Haint Effect Tokens do not stack (unless they specifically state so); normally a Vagrant may only gain 1 of each type at a time. During a Scenario, Haint Effects remain until removed in a way stated in the Haint Effect text. If a Haint Effect is still on a Vagrant at the start of the Camp Phase, it is removed.

Haunted

If a Haint Moves into a space occupied by a Vagrant (or a Vagrant Moves into a Haint's space), that Vagrant is Haunted. After the current Move is resolved, resolve the Haunted Effect written in the Haint's current Mood on any Vagrants Haunted this way. The Haint continues to Move, if able, after Haunting. A Vagrant may only be Haunted by each Haint once per turn.

Winning and Losing Scenarios

Victory and Saving a Haint. Each Scenario has a Victory Condition. Many are as simple as "Save the Haint" — win once the Haint has gained all of their lost Humanity (and has no more Breaks). If players met the Victory Conditions, they read the Victory Moment at the start of the Camp Phase.

Defeat. If all Vagrants are Westbound during a Scenario, they are defeated. Some Scenarios include additional ways to be defeated. If a Scenario has no special Defeat text, refer to the default Defeat effect. If defeated, players read the Defeat Moment at the start of the Camp Phase. Victorious or defeated, Vagrants move on to the next Scenario.

Rituals. Each Scenario has several Rituals the Vagrants can perform to help reach victory, providing powerful effects upon completion. Some ask a single Vagrant to complete the objective; others ask for all Vagrants. Rituals are double-sided cards (objective / Reward); don't read the Reward side until the Ritual is successfully performed. Rewards are given immediately, during the Camp Phase, or both — usually extra Coins. Any Coins gained from completed Rituals are kept and available during the Camp Phase, whether Vagrants won or lost.

Mile Posts. Some effects (especially Victories) reward players with Mile Posts, used to track progress. When gained, check off that Mile Post's box on the Mile Post page, and check off the total number gained. Once a certain number are gained, Vagrants gain access to special Moments.

Scenario Phase Conclusion. Rounds continue until the Victory condition is met or all Vagrants become Westbound. Once the Scenario Phase is complete, the Camp Phase begins.

The Camp Phase

The Camp Phase occurs after each Scenario Phase. It is broken into two parts: Tear Down and Build Up. First, read the Victory or Defeat Moment based on the previous Scenario's outcome. DC is a mysterious and supernatural cat who sells Junk to the Vagrants between Scenarios.

Tear Down

  1. Restore Humanity. Vagrants flip their card from Westbound to normal if needed, and restore all lost Humanity. If a Vagrant is Westbound at the end of a Scenario, they must permanently discard the Skill card beneath their Westbound Action card now. Haint Effects (and In-Between Effects) are removed. Skill cards remain Wounded for now. Any Coins not available to a Vagrant are returned to them.
  2. Clean Up Scenario. Put away components from the previous Scenario (Haints, Event Tokens, Terrain). Remove any unused Event Tokens from the Bindle, and return any Rummage Tokens to the Bindle. If the Séance card was not used during the previous Scenario, it is discarded and must be purchased again.

Build Up

1. Spend Coins. Determine how many Coins are available: each Vagrant who played adds their Coins (usually 3 each); add Coins from completed Rituals (one from an unplayed Vagrant per Coin gained); add any other Coin sources. Players may permanently discard any Broken Junk to gain a Coin each. Any Coins from Rituals or discarded Broken Junk not spent this step are removed. Coins are spent communally; any Coin can pay for any effect regardless of symbol. The Actions available are:

  • Acquire New Skill(s): Two Common Skills per Scenario are made available. Each costs 2 Coins. A Common Skill can only be acquired once. If Vagrants read Moments instead of Acquiring Skills, Skills gained from those Moments do not cost Coins.
  • Heal a Wound / Fix Broken Junk: 1 Coin per Wound (or Broken Junk), on any Vagrant. Wounded or Broken cards may not be traded or swapped until healed.
  • Rummage: For 1 Coin, Rummage 1 (each additional Coin, Rummage 1 again). Tokens may be given to any Vagrant and carry over to the next Scenario.
  • Acquire Junk: At the start of the Camp Phase, shuffle the Junk deck, draw the top card, and reveal it. DC offers it for 3 Coins. Only one Junk card may be purchased each Camp Phase.
  • Draw Different Junk: For 1 Coin, place the Junk DC offered on the bottom of the deck and draw a new one (then shuffle).
  • Perform a Séance: For 1 Coin per Vagrant in play, gain the Séance card for a bonus specific to the next Scenario (usable only during the next Scenario). Read the Séance rules in every Scenario.
  • Bank Coins: Vagrants may Bank any number of Coins each Camp Phase (those Coins cannot be used again). Mark off boxes in the "Banked Coins" section of the Mile Post page equal to the number Banked. Once a certain number are Banked, Vagrants gain access to special Moments.

2. Save Game (Optional). If the session is complete, place Vagrant cards, Skills, and Junk back in the box (Wounded Skills and Broken Junk stay face up). Resume by continuing the Camp Phase, starting with Managing Vagrants.

3. Manage Vagrants. Vagrants may switch out Skill or Junk cards (from the Belongings or by trading), so long as they have an open slot. Wounded Skills and Broken Junk may not be traded or added to the Belongings until healed. Vagrants may also swap out Exclusive Skills from their Personal Belongings.

  • Belongings: Junk and Common Skills that Vagrants aren't actively using (limitless). Players may switch cards in and out during the Camp Phase so long as they are not Wounded or Broken.
  • Personal Belongings: Each Vagrant's own store of Exclusive Skills gained but not currently used (limitless). These cannot be traded, but may be swapped in and out during the Manage Vagrants step.
  • Choosing a New Vagrant: Permanently discard any Exclusive Skills learned as the old Vagrant, keep any non-Wounded Common Skills and non-Broken Junk, then choose a Vagrant that is not Westbound and gain that Vagrant's Starting Skills. Changing Vagrants generally makes that player weaker.
  • Adding New Players: A new player may join during this step. Their Coins are not added to the group's pool, but their chosen Vagrant may gain Skills/Junk from the group's Belongings.

4. Witness the In-Between. Coins pooled at the start of the Camp Phase are returned to each Vagrant. Draw the top card from the In-Between deck; a player reads the story text and options out loud (don't flip it over yet). Each player then makes a choice on how their Vagrant reacts, individually in secret, by placing their relevant Coin (A, B, C…) face down next to the card. Once all decisions are made, flip the card over and each Vagrant resolves their decision individually. Then place the card in the box (not back in the deck). The In-Between deck is in numerical order and should not be shuffled. Some choices provide a special In-Between Effect (a type of Haint Effect) that remains during the next Scenario until removed.

5. Start Next Scenario. Progress to the next Scenario, as indicated by the Victory/Defeat text or In-Between cards. Any lasting In-Between effects carry over and must be applied; Séance benefits apply if performed.

Timing Charts

Round & Turn Order Timing Chart

  1. Round begins. Move the Round Marker up one; any Events (or Tokens) on that space on the Round Track trigger. Then any "beginning of round" special rules trigger.
  2. Vagrants decide together which Vagrant performs their turn first. That Vagrant: resolves "beginning of turn" effects; notes any Skills (or Junk) with Coins on them, then picks up their Coins; places Coins on the Skills, General Actions, and Junk they wish to use (Skills used last turn cannot be used this turn); resolves the Actions in any order; resolves "end of turn" effects; checks for Cycle and resolves if applicable. That Vagrant cannot take another turn until the start of the next round.
  3. The Haint takes a turn: resolve "beginning of turn" effects; the most recent Vagrant draws a Rummage Token (if an Event Token is drawn, resolve it and redraw); resolve that Rummage Token's effect based on the Haint's Mood; place that token on the Cycle Track; resolve "end of turn" effects; check for Cycle.
  4. Repeat steps 2 and 3 until all Vagrants have taken a turn, with the Haint taking the last turn.
  5. End of round effects activate.
  6. Return to the top and go again.

Camp Phase Timing Chart

  1. Read and resolve the Victory or Defeat Moment.
  2. Tear Down: each Vagrant restores full Humanity (leave Wounded Skills and Broken Junk); clean up the Scenario (put away components; discard Haint Effects/Rummage Tokens on Vagrants; restore the Bindle to default; if the Séance is unused, discard it).
  3. Build Up: pool Coins (each Vagrant who played adds their Coins; add Ritual Coins; sell Broken Junk to DC for 1 Coin each; shuffle the Junk deck and reveal the top card).
  4. Choose as a group how to spend Coins (Acquire Skills 2 each; Heal a Wound/Fix Junk 1 each; Rummage 1 each; buy one Junk per Camp Phase for 3; Reveal new Junk 1; Perform a Séance 1 per Vagrant; Bank Coins 1, repeatable).
  5. Save Game.
  6. Manage Vagrants (change Vagrants; add new players; trade Skills/Junk with the Belongings).
  7. Witness the In-Between.
  8. Start Next Scenario.

Frequently Asked and Advanced Questions (Selected)

When multiple things happen at the same time, what resolves first? Effects are resolved in the order they happen. When multiple trigger at once, use this order: a) Select Target; b) Humanity Loss/Gain; c) Action Effects (moving Vagrants, removing Terrain); d) Use Rummage Tokens; e) Break Effects; f) Event; g) Cycling; h) Switch Moods; i) Vagrant Change (completing Devious Deeds, going Westbound); j) Token Removal. Always fully resolve the current Action before starting another.

If an effect causes a Haint to Break and completes a Ritual, what is resolved first? The Break is resolved first (including any Events tied to the Break), then the Ritual is completed.

Can I perform the same Action multiple times during a turn? No. Place all Coins at once, then resolve the Actions in the order of your choosing. Multiple Coins on the same Action improve it but do not allow performing that Action multiple times.

Can I use a Rummage Token before placing Coins on my turn? Yes, so long as it can be used at that time (like an Iron Nail or Candle). Salt or a Rabbit's Foot cannot be used during this specific time.

If I use a Skill one turn, and it becomes Wounded and healed before my next turn, can I use it? No — if you use a Skill during a turn, you cannot use it during your next turn, regardless of whether it became Wounded.

Can a Westbound Action be used on consecutive rounds? Yes.

Can Vagrants heal more than their maximum Humanity? No — Vagrants cannot "overheal," and do not count as healing if at maximum Humanity.

What part of a Haint's Action can Salt cancel? When Salt is used, the Vagrant may ignore the effects of the next Haint Action that targets them. It does not nullify a Haint's Move generated from the Action, Haunted Effects, or effects on another Vagrant who did not use Salt. It does nullify Humanity loss, being forced to Move, gaining Haint Effects, reductions of Action values, and losing Coins/Rummage Tokens.

"Target furthest Vagrant" vs "target furthest Vagrant in Range"? The former targets the furthest Vagrant regardless of Range (the whole train board); the latter targets the furthest Vagrant within the Range value of the Haint Action.

Does a Haint "lock on" to a target before Moving? After Step 2 "Determine The Target Priority," the Target Priority will not change for the remainder of the Action — except during Step 4 "Resolve The Action," if the character with Target Priority is out of Range, a new Target Priority is established.

Summons: Do not take turns, Move, or interact except as listed on the Skill that Summons them. They are not considered characters and will not be targeted by Haints (but can be affected, like being Haunted if Moved through). If a Vagrant Moves through a Summon, it does not Haunt that Vagrant.

Moments

Moments are numbered story entries in the back of the Rule Book, read only when a specific effect instructs you to. They are spoiler territory — do not read them otherwise. A Moment typically presents a short piece of narrative and then a "Choose One" set of options (such as which Skill card to draw) or a rules instruction. Moment 13 (Making a Deal): If all Vagrants in play became Westbound during a Scenario, they are offered an opportunity to return to the living — check off the topmost Revive box on the Mile Post page, then read the associated Moment. If there was a box to check off, all Westbound Vagrants flip their Vagrant card to the normal side and flip over all their Wounded Skills to heal them. Vagrants may spend their Coins as normal during the Camp Phase, and any Coins gained from Rituals are kept.

Mile Posts

Mile Posts track the progress players have made during the game — some represent finding specific items, others represent saving Haints. When gained, check off the corresponding box and the running total. Reaching certain totals unlocks special Moments with long-lasting impacts. The Banked Coins and Revive tracks are also found on the Mile Post page.