Scenario Phase - Round Structure
Players decide the order Vagrants act each round. After each individual Vagrant's turn, the Haint immediately takes a turn. The Haint always takes the final turn of the round.
Vagrant Turn
Each Vagrant has 3 Coins to spend on actions. Coins are placed on Skills or General Actions. More Coins on an action increases its potency or the number of Bones rolled.
- Move: Spend Coins to move orthogonally based on your Move value.
- Rummage: Draw tokens from the Bindle to gain items - Iron Nails (attack), Salt (defense), or Apples (healing).
- Investigate: Trigger Event Tokens in your space to progress the story.
- Patch Up: Roll Bones to regain lost Humanity.
- Bust: An adjacent action to return Humanity to a Haint.
- Skills: Each Vagrant has unique Skill cards. Place Coins on a Skill to activate it.
Humanity and Wounds
- Vagrants lose Humanity when attacked. If Humanity hits 0, the Vagrant suffers a Wound - one Skill card is flipped over and becomes unusable.
- If all Skills and Junk are flipped, the Vagrant becomes Westbound - they gain a unique Westbound Action but can no longer use standard Skills.
- If all Vagrants become Westbound, the players are defeated for this Scenario but continue the campaign.
Haint's Turn
Draw a Rummage Token from the Bindle and match it to the Haint's current Mood to determine its action. The Haint moves toward its target, Haunting (applying negative effects to) any Vagrant it moves through or ends its movement on.
Haint Target Priority:
- Vagrant with the Special Target Priority Token
- Action-specific targets (as listed on the Haint's card)
- The closest Candle token
- The most Hurt Vagrant in the same car
- The Nearby Vagrant
- A Westbound Vagrant
- The Recent Vagrant (who just took their turn)