Vindication rules: how to play and how to score
Reviewed on 21 October 2026 against the publisher’s rulebook. How we check
Vindication plays 2 to 5 players: each is a wretch washed ashore on an island of ruins, trying to regain the most honor. Here are the essential rules, setup and scoring, based on the official rules.
- Players
- 2 to 5
- Play time
- 15 to 30 minutes per player
- Winner
- The most honor after the final round
Vindication quick rules
- The goal
- You add companions to your party, attain traits and relics, defeat monsters and control regions. Honor is gained mostly during the game, on the scoring track, and a few bonuses are added at the end. The most honor wins.
- Your turn
- You take three actions, once each and in any order: activate your character or a companion, move at least one space, then visit an adjacent region or rest. Bonus actions can be taken at any time on your turn: convert, gain a proficiency, control a region, recover influence, vindicate yourself.
- The power board
- Your blocks sit in three spheres: potential, influence and conviction. Augmenting your power moves a block to the right, from potential to influence or from influence to conviction. Any block returned to your power board goes into influence.
- Activating and gaining attributes
- Your character, for free, gives one inspiration, knowledge or strength. A companion costs one influence block placed on its card: it gives its attributes and its ability for this turn. An attribute is a block placed in its circle on the main board.
- Converting
- Two different common attributes make one heroic attribute: inspiration and strength, courage; inspiration and knowledge, wisdom; knowledge and strength, vision. As often as you like on your turn, never in reverse.
- Moving and discovering the island
- You move on the triangular spaces, up to your speed (two at the start), without stopping on another player. Each open space you discover gets a region tile drawn from the bag. At a command post, three strength upgrade your mount, once per turn.
- Visiting a region
- The holy spire, library and fort give two inspiration, knowledge or strength. The inn adds a companion for two attributes of its color. The monastery and shrine can be repeated. If you visit nothing, you may rest and augment one power.
- Traits, relics and monsters
- Two wisdom at the Ancient Tomb attain a trait, two vision at the Arcane Tower acquire a relic, two courage at the Gaping Maw face a monster. Your champion, the companion with the lowest initiative, always wins, but the black die may bring fatigue or death. A card’s honor is gained immediately.
- Controlling a region
- When you visit a region, you may gain control of it: one conviction if uncontrolled, two if a rival holds it. It scores two honor right away, two each time a rival visits, and two at the end. You may not control one region and visit another on the same turn.
- Proficiency, mastery and vindication
- Three of one attribute buy its proficiency tile, once per turn; it counts as two cards of its color. With no potential left and at least twenty-five honor, you vindicate yourself, gain five honor, and your character gives two attributes.
- End of the game
- Two end-game trigger cards are active from the start, and each trigger token reached on the scoring track activates another. As soon as one is met, finish the current round, then play one final full round.
- Beginner traps
- Recovering a companion’s influence removes it from the game along with its honor. A lost card takes its positive honor. A companion’s ability only works on the turn you activate it. Visiting your own region earns nothing.
How to score Vindication
- Honor on the track
- The space of your scoring disc after the final round. All honor gained during the game is already there, including the five honor for vindication.
- Mastery tiles
- The honor printed on each tile you win: you must be the single player with the most cards and proficiencies of its color. On a tie, nobody gets it.
- End-game bonuses on cards
- The end-game bonuses on your monsters and other cards.
- Secret quests
- The honor for each completed quest; an incomplete quest costs nothing.
- Regions controlled
- Two honor for each region you control at the end.
- Expansions
- Leaders and Alliances: the monument variant doubles some regions. Chronicles: the character sheet and dark agents. Villages and Hamlets: villages and hamlets controlled. Odyssey: the honor of companions not back is subtracted.
- Tiebreaker
- Most conviction, then least potential, then fewest end-game trigger tokens.
Worked example
Emma ends at 71 on the track. She alone wins vision mastery (7), her monsters give 4, one completed quest 5, and she controls 3 regions (6): 93. Jake ends at 75, with no mastery, 2 in card bonuses, both his quests (2 and 5) and 2 regions (4): 88. Emma wins.
Common mistakes
- Adding the five vindication honor a second time: they are already on the track.
- Giving a mastery tile to two tied players: nobody gets it.
- Forgetting that a proficiency tile counts as two cards for mastery.
- Counting treachery or loot cards toward mastery: they don’t count.
How to set up Vindication
Setup comes in three parts: the board, the cards, then each player with their journey card. Expansion steps come last.
The board
- Place the main board in the center of the table.The beginner side shows visual cues for setup.
- Put the 19 core region tiles into the cloth bag.Expansion tiles may replace some, but you always need at least 19, with equal numbers of shrines, command posts and monasteries.
- Place the 4 trigger tokens on spaces 30, 45, 60 and 75 of the scoring track.
- Beneath each attribute circle, stack one fewer proficiency tile than the number of players.With 2 players, 1 per color; with 3, 2; with 4, 3; with 5, 4.
- Put the 6 mastery tiles and the dice in the community tray.
The cards
- Sort the cards by color and set aside those with an icon in the upper left corner.They cannot be starting companions.
- Shuffle each stack of companions, traits, relics and monsters, place it face down by its sphere and flip its top card.
- Flip 2 end-game trigger cards face up: they are active.
- Deal 2 secret quests to each player, who keeps one face down.
Each player
- Each player takes a power board, their character tile wretched side up and their speed 2 tile.
- Each player gets a journey card: medallion on the map triangle shown, scoring disc on 15.
- Each player places 8 blocks into potential, 8 into influence, 2 into conviction, and 1 block in the inspiration, knowledge and strength circles.
- Each player draws a companion of their card’s color and gains its honor; then shuffle the cards set aside into their stacks.
- Draw region tiles from the bag for the spaces adjacent to the players.The player on the lowest-numbered space takes Sestra and goes first.
Expansions
- Leaders and Alliances: lay out the 6 guild leader boards; each player takes 3 rapport markers.The rapport threshold token goes on space 20 of the scoring track.
- Odyssey: place the odyssey board with the pet and loot decks.
Frequently asked questions
When does a game of Vindication end?
When a player meets an active end-game trigger card, finish the current round, then play one final full round. Then add the end-game bonuses.
How much does a companion cost in Vindication?
Two attributes at an inn: two inspiration for a yellow one, two knowledge for a blue one, two strength for a red one. Its honor is gained immediately.
What scores at the end of Vindication?
Mastery tiles, end-game bonuses on cards, completed secret quests and two honor per region controlled, added to the honor on the track.
Ludingo’s Vindication sheet was last reviewed on 21 October 2026, based on: google.com 1, google.com 2, orangenebula.com, BoardGameGeek.