Companions

Strays

The bestiary, how squads are built, elites, and how strays think in a fight.

On this page

Strays are the creatures of Bramble Vale. Some can join you as companions; all of them will fight you if you cross their path. Pick one for its page: its stats at every level, its kit, where it lives, and how to take it in.

How strays fight

Strays aren't scripted. Every phase each stray weighs every skill it could use, on every target, from every tile it could reach, and picks the best mix of damage, control and a good place to stand, the way its species likes to fight:

  • Cindle, the berserker, charges the softest target and ignores the hits it takes on the way.
  • Mossle, the warden, holds near home in cover and on high ground, heals and shields its friends, and roots whoever comes close.
  • Driplet, the ranged one, keeps its distance and fires from cover.
  • Nookle, the rogue, hunts your companion, keeps clear of your hero and loves a target that is down.
  • Stripple, the warrior, holds the line beside its friends, then gangs up on one target. Strays that hold back start to advance from round 4, or sooner if you shoot them from out of their reach.
  • Tussle, the bomber, lives for shoving you into water, rock and barrels.

Four strays only ever meet you in a fight (The Bramble Stirs); none of them can join you:

  • Pebbling, a minion. Weak alone, it piles on in numbers: each other Pebbling next to its target adds to its Pile On. Several Pebblings share one telegraph on the board, marked with how many, and a Pebbling shoved into water sinks.
  • Gloomcap, the spore caster. It slows you with spores, grows spore pods that burst on both sides, and bursts itself when it goes down.
  • Thornhorn, the brute. It can't be shoved or knocked down, and its Bramble Charge runs dead straight down a painted lane, into whoever stands there, friend or foe. Step aside so the charge ends against rock, a barrel or the edge, and it is Stuck.
  • Skreel, the flier. It swoops through its target and lands past it, and it ignores water until it gets soaked.

A stray that would rather hit whoever hit it last, or finish off someone hurt, does so; when two choices score nearly the same, the fight's seed picks.

Squads

A stray costs points, and your duo's level sets how many points a squad spends and how many strays it can hold. A duo fight always spends its points in full. When the companion fights alone or the hero fights alone, it meets a single stray until level 7.

StrayPoints
Cindle3
Driplet3
Gloomcap3
Mossle3
Nookle2
Pebbling1
Skreel3
Stripple4
Thornhorn6
Tussle4
Duo levelPoints to spendMost strays
162
262
363
473
573
673
784
884
984
1084

Larger squads give each stray a little less HP and damage, so a squad of four is a fair fight, not a wall. Losing a member never makes the others stronger. Minions (Pebblings) count as half a stray toward the cap, and a fight never has more than six strays standing at once.

Elites

25% of fights upgrade one stray to an Elite: 40% more HP, and it fights with more focus on whoever hits it and on the hurt. Its name says Elite. A squad has at most one.

Alphas

Some packs follow an Alpha: more HP, a crown, and an aura that makes every stray close to it hit harder (its ring shows on the board). It howls to shield the pack, and at higher levels it rallies a packmate when one goes down. Bring the Alpha down and the pack wavers.

Morale

When half a pack is down, or its Alpha falls, the timid ones lose their nerve. A shaken stray is slowed, loses its bonus action and hits softer for two phases. A fleeing stray shows its escape path and runs for the edge; root it or knock it down before it gets away. When every stray left is fleeing, you win the fight once the round turns; a runner you're still holding is caught, one that got away gives half its reward. Brutes, Alphas and elites never break, and nobody breaks from round 5.

Enrage

From round 5 the strays enrage: their hits do +2 damage, then +2 more every round after, up to +10. A long fight turns against you, so press. However hard they hit, a stray never takes a fighter at full health straight down: one hit always leaves it standing, if only just.

Stray levels

A stray's level comes from the region it lives in, never from your gear. Better gear and more levels mean the same stray and more wins (levels and difficulty).

Encounters

EncounterFrom levelObjectiveThe twist
Ambush3RoutOne stray in sight and rustling at the edges: more arrive on round 2. Stand on a rustling mark, or put a barrel there, and that one never gets in.
Break Out5BreakoutA line of strays between you and the far edge. The bramble there parts on round 5; get through by the end of round 8.
Wren's First Fight1HoldOld Wren's first lesson on the board, a few steps out of camp: one young Stripple on a small patch of ground. Its NEXT shows where it will hit; step clear, strike, and stay up to the end of round 3 or see it off sooner. Wren calls out tips as you go.
Hold the Ford5HoldHold the ford for five rounds. The second pair dozes until round 3, and the deep water on both sides is the best friend a shove ever had.
Lone Brute4RoutOne Thornhorn and the space around it. Bait its straight charge into rock or a barrel, then hit it while it is Stuck.
Pack and Alpha3RoutA pack led by an Alpha whose howl and aura make every stray nearby hit harder. Bring the Alpha down and the pack wavers; some may run.
Pebble Rush1HoldAn Alpha and wave after wave of Pebblings from the marked edges. Plug the marks and hold out, or take the Alpha down to end the rush.
Ranged Nest4RoutShooters behind a wall of barrels, with a front-liner holding the gap. Break the wall or pull the front out of it.
Silence the Caller4RoutA lookout at the far edge calls for help on round 3. Down it, knock it down, root it and push it, or soak a Skreel caller, and the call never goes out.
Skirmish1RoutA mixed crossing: a front, a back and a wildcard, and a barrel or two to use.
Swarm and Caster3RoutA Gloomcap behind a swarm of Pebblings. Spore pods burst on both sides, and fire doubles them: one good blast can turn the fight.
Two Camps7RoutTwo camps at opposite edges. The far one dozes until round 3, a blast or footsteps close by.
Wildfire1RoutA dry patch already burning, with explosive barrels to make it worse. Puddles are safe ground, and soaked fighters do not burn.

Numbers and tables live from the game engine · guide data efe9f6f7b2939f75