Objective
Players are Vagrants trapped on a ghostly train called the Silver Ferryman. Work together to save lost spirits called Haints by returning their Humanity or completing Rituals. If all Vagrants become Westbound, they are defeated - but they still move on to the next Scenario, worse for wear.
The game is played in two phases: the Scenario Phase (saving Haints) and the Camp Phase (healing and preparing).
The Vagrants
- Songsmith: An upbeat leader whose Skills are easier to perform when he spreads his actions across turns.
- Empress: A hard-hitter who gains extra Bones when rolling a "Booming Boxcar" (a natural 6).
- Cursebearer: An aggressive Vagrant who can return Humanity to a Haint simply by being Haunted.
- Revivalist: A support character who can heal others instead of himself.
- Wayfarer: A prepared traveler who can hold extra Junk cards.
- Runaway: Controls two standees - herself and her Pup - allowing her to spread out across the board.
The Train Board
- Three train cars (A, B, C) connected by spaces.
- Terrain (Coffins, Holes, etc.) blocks Vagrant movement and range but can be moved through by Haints.
- Edges: The wooden borders surrounding the train cars.