Law of Root

English

V. Vagabonds

V.1 THIEF

V.1.1
Starting Items.
Start with boot, torch, tea, sword.
V.1.2
Special Action: Steal.
Exhaust one torch to take a random card from a player with faction pieces in your clearing.

V.2 TINKER

V.2.1
Starting Items.
Start with boot, torch, bag, hammer.
V.2.2
Special Action: Day Labor.
Exhaust one torch to take a card from the discard pile whose suit matches your clearing. (You can always take a bird card.)

V.3 RANGER

V.3.1
Starting Items.
Start with boot, torch, crossbow, sword.
V.3.2
Special Action: Hideout.
Exhaust one torch to repair three items. Then, immediately end Daylight and begin Evening.

V.4 VAGRANT (RIVERFOLK)

V.4.1
Starting Items.
Start with coins, torch, boot.
V.4.2
Special Action: Instigate.
Exhaust a torch to force a player (even you) to battle a player in your clearing. Treat removed buildings and tokens as if you removed them. (Score a victory point per building or token of either player removed. Score Infamy as normal.)

V.5 ARBITER (RIVERFOLK)

V.5.1
Starting Items.
Start with boot, torch, sword, sword.
V.5.2
Special Action: Protector.
When defending in battle, before the roll, a faction may enlist the Arbiter if he’s in the clearing of battle. If so, the Arbiter scores one victory point and adds all of his undamaged sword to the defender’s maximum rolled hits. The Arbiter cannot enlist himself or be enlisted against himself.

V.6 SCOUNDREL (RIVERFOLK)

V.6.1
Starting Items.
Start with boot, boot, torch, crossbow.
V.6.2
Special Action: Scorched Earth.
Exhaust a torch and place it in your clearing to remove all enemy pieces there. Pieces cannot be placed in or moved into the clearing with the torch. (You remain in this clearing. Once you move out, you cannot move back in. The torch cannot be removed with a “Favor of the...” card because it is not an enemy piece.)

V.7 ADVENTURER (VAGABOND PACK)

V.7.1
Starting Items.
Start with boot, torch, hammer.
V.7.2
Special Action: Improvise.
Once per turn while taking the Quest action, you may treat on unexhausted item as any other item. When you exhaust it to complete the quest, also damage that item.

V.8 HARRIER (VAGABOND PACK)

V.8.1
Starting Items.
Start with coin, torch, sword, crossbow.
V.8.2
Special Action: Glide.
Exhaust a torch to move only your Vagabond pawn (not other pieces) to any clearing (even Hostile) on the map without exhausting any boot.

V.9 RONIN (VAGABOND PACK)

V.9.1
Starting Items.
Start with boot, boot, torch, sword.
V.9.2
Special Action: Swift Strike.
You may exhaust a sword to deal an extra hit in battle (after rolling).

V.10 CHEAT (HOMELAND)

V.10.1
Starting Items.
Start with boot, tea, crossbow, torch.
V.10.2
Special Action: Con.
Once per turn, you may resolve the Quest action by exhausting any two items instead of the listed items. (Score or draw as normal, and draw a new quest.) Then, shuffle the completed quest into the quest deck.

V.11 GLADIATOR (HOMELAND)

V.11.1
Starting Items.
Start with boot, torch, hammer.
V.11.2
Special Action: Duel.
You may exhaust any item, damage it, and remove 1 enemy warrior from the Gladiator’s clearing to draw 1 card. Do not go Hostile.

V.12 JAILOR (HOMELAND)

V.12.1
Starting Items.
Start with boot, crossbow, torch.
V.12.2
Special Action: Coerce.
Once per turn, you may spend a card matching the Jailor’s clearing to treat it as exhausting any item. After the action that it prompts or adds to, you lose 1 victory point. This action may interrupt actions on your turn. (You may use it to repair, craft, aid, quest, and pay for Riverfolk Services.)