Boardgames

Root

Immerse in the world of Root - a unique, asymmetric board game where 2 to 6 players command woodland creatures, each with different powers and goals, to seize control of a vast forest.

90
minutes

2 - 4
player(s)

Medium Heavy

About the game

Welcome to the vast woodland realm of Root, a board game that seamlessly blends strategy, adventure, and an immersive narrative. The game is set in a forest kingdom, filled with adorable but cunning creatures vying for control. The beautifully illustrated components, paired with the game’s deep strategic gameplay, offer a unique and captivating board gaming experience.

In Root, each player steps into the shoes of one of the forest’s factions, each with their unique abilities, goals, and play style. From the proud Eyrie Birds to the rogue Vagabond, the industrious Marquise de Cat, and the elusive Woodland Alliance, the game’s asymmetric nature means there’s a faction for every type of player.

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Setup and rules summary

Game components Unboxing the fun!

Root is a complex and immersive board game with a variety of components, each playing a unique role in the gameplay. The following list details each component and its role in the game:

Game Board: The game board showcases a map of the woodland, divided into several clearings that are connected by paths. Players maneuver their pieces around the board to take control of territories and engage in battles with opponents.

Marquise de Cat Pieces: These include 25 warriors, a keep token, and a number of building tokens (sawmills, workshops, and recruiters). The Marquise de Cat starts controlling most of the board and aims to establish an industrial empire by building structures.

Eyrie Dynasties Pieces: The Eyrie Dynasties has 20 warriors, a roost token, and a leader card. They aim to retake the woodland by building roosts and executing their leader’s decrees.

Woodland Alliance Pieces: This faction includes 10 warriors, a number of sympathy tokens, and a base token for each of the three suits. The Woodland Alliance tries to gain the sympathy of the creatures to form a rebellion against the ruling parties.

Vagabond Pieces: This includes a single pawn, a satchel, a player board, and a set of item tokens. The Vagabond does not rule a faction but plays by aiding other players, completing quests, or battling to earn victory points.

Deck of Cards: A deck of 54 cards is included, each card has a suit and an action. These cards are used for various purposes including battles, crafting items, and affecting gameplay in numerous ways.

Dice: Two six-sided dice are included in the game, mainly used during battles to determine the outcomes.

Victory Point Tokens: These tokens are used to keep track of each player’s victory points. The player with the most victory points at the end of the game wins.

Rulebooks: Root includes a learning-to-play guide and a rulebook. Apart from the basic rules, the rulebook also provides detailed instructions for each faction.

Scoreboard: A scoreboard to keep track of each player’s points and status in the game.

Resin Clearing Markers: These are used to identify the different clearings on the game board and their respective ruling factions.

In Root, each component interacts with others to create a dynamic and ever-changing game state where strategy and adaptation are key. The board is the battlefield, the factions are the players’ tools, and the cards, dice, and tokens are the means to execute their strategies.

Game setup Lay it out, line it up, let’s go

Root is a game of woodland might and right. To set up the game, follow the steps below:

  1. Board Placement: Place the game board in the center of the table. The game board should be visible to all players. Each player should be able to reach the board comfortably.

  2. Player Roles: Each player chooses a faction to play. The factions are the Marquise de Cat, the Eyrie Dynasties, the Woodland Alliance, and the Vagabond. Each faction has unique abilities and victory conditions.

  3. Initial Resources: Each faction has its own set of resources. Distribute these resources according to the faction mat of each player. The resources include warriors, tokens, and cards.

  4. Random Elements: Shuffle the deck of cards and deal three to each player. Then, place the deck face down next to the board. This will serve as the draw pile during the game.

  5. Gameplay Setup: Set up each faction’s starting position and units on the board according to their faction’s specific setup instructions.

Remember, the goal of Root is to be the first to reach 30 victory points. Each faction has a different way to score these points. Good luck and enjoy the game!

Game flow Round and round we go

Root is a game of adventure and warfare where 2-4 players battle for control of a vast wilderness. The game represents the endless struggle that occurs between competing factions in a unique and exciting board game. Players take on the role of one of four factions vying for control of the woodland, each with their own unique abilities and strategies.

The game of Root is played in rounds, each divided into three phases:

  1. Birdsong Phase
  2. Daylight Phase
  3. Evening Phase

Birdsong Phase: In this phase, players prepare for the upcoming round. This can involve placing warriors on the board, drawing cards, or taking specific actions related to their faction. Each faction has a unique set of actions they perform during this phase, which is outlined on their faction board.

Daylight Phase: During this phase, players take actions based on their cards and faction abilities. Common actions include moving warriors around the board, initiating battles with other players, building structures, or playing cards from their hand for various effects. Again, each faction has unique abilities that can make this phase very different from one player to the next.

Evening Phase: This phase is typically for cleanup and scoring. Players often draw cards during this phase, up to their current hand size. Some factions also score victory points in the Evening phase based on the structures they’ve built or the areas they control.

After the Evening phase, the next round begins with the Birdsong phase again. This cycle continues until one player reaches a certain number of victory points, at which point the game ends and that player is declared the winner.

It’s important to note that while all factions share the same three-phase structure for their turn, each faction’s turn will look very different based on their unique abilities and strategies. This asymmetry is one of the key features of Root, and it makes each game a unique and exciting experience.

Players'turn One turn to rule them all

Root is a game of woodland might and right where players take on unique roles with distinct play styles and abilities. Here’s a detailed breakdown of what happens during a player’s turn in ‘Root’.

1. Birdsong: The first phase of a player’s turn. Actions in this phase depend on the role of the player. For example, the Marquise de Cat can place a warrior in the Keep, the Eyrie Dynasties can add one or two cards to their Decree, etc.

2. Daylight: The second phase where the player can take actions such as playing cards, crafting, or mobilizing. The actions here majorly depend on the role of the player.

  • Marquise de Cat can perform up to three actions including: Battle, March, Recruit, Build, and Overwork.
  • Eyrie Dynasties must execute the commands in their Decree. If they cannot, they go into turmoil.
  • Woodland Alliance can spend supporters to Train, Mobilize, or Revolt.
  • Vagabonds can take several actions based on their item grid, like Exploring ruins, Battling, or making Aids.

3. Evening: The final phase of a player’s turn. Most roles draw a certain number of cards at the end of their turn during this phase.

Strategic choices and gameplay: The strategic choices in Root come from the unique abilities and play styles of the roles. The Marquise de Cat is about area control and resource management, while the Eyrie Dynasties is about programming and maintaining control of the board. The Woodland Alliance is about insurgency and building sympathy across the board, and the Vagabond is about being a wild card and manipulating relationships with the other roles.

Each role’s unique abilities can affect the gameplay. For instance, if the Marquise de Cat builds too much too quickly, they may spread themselves too thin and become vulnerable. If the Eyrie Dynasties adds too many cards to their Decree, they may go into turmoil more often, which can lose them the game. The Woodland Alliance needs to balance spreading sympathy with causing Revolts. The Vagabond needs to manage their relationships carefully to avoid becoming a target.

The game of Root is a delicate balance of power, and each player’s turn can drastically change the landscape of the game. Understanding each role’s abilities and strategic choices is the key to victory.

End of the game All good games must come to an end

Root is a game of adventure and war, where players battle for control of a vast wilderness. The game comes to an end when one player reaches 30 victory points or a special victory condition is met.

Victory Points: The primary way to win the game is to be the first to reach 30 victory points. Players can earn victory points through various actions such as controlling territories, achieving quests, playing cards, or using their faction’s special abilities.

Before the final scoring, players need to complete their final round of turns. Once a player has reached 30 victory points, the current round of play continues until it reaches the player who started the game, giving every player an equal number of turns. After that, the game ends immediately, and no further actions are taken.

Special Victory Conditions: Some faction-specific dominance cards introduce special victory conditions which, if achieved, can result in an immediate end to the game. These conditions are unique to each faction and are detailed on the respective dominance cards.

  1. Marquise de Cat: At the start of the Birdsong phase, if the Marquise de Cat controls all clearings in the corner of the map, she immediately wins the game.
  2. Eyrie Dynasties: If the Eyrie Dynasties rule three mouse clearings at the start of their bird song phase, they win the game.
  3. Woodland Alliance: If the Woodland Alliance controls three rabbit clearings at the start of their birdsong phase, they win the game.
  4. Vagabond: If the Vagabond is hostile with all other players and no other player has more victory points than Vagabond, he wins the game.

Remember, in case of a tie in victory points, the tie-breaker is decided by the player with the most unused items, then by the player with the most total items. If there is still a tie, the victory is shared.

Scoring Did you outsmart your rivals?

Root is a board game where players aim to accumulate the most victory points (VPs). The method of scoring varies depending on the faction played. Here is a detailed overview of how each faction can earn points:

  • The Marquise de Cat: This faction earns one point for each building they construct.
  • The Eyrie Dynasties: They score points based on how many roosts they have on the board at the end of their Birdsong phase.
  • The Woodland Alliance: This faction earns points whenever they spread sympathy to the other factions.
  • The Vagabond: The Vagabond scores points by completing quests, aiding other factions, and causing havoc.

Points can also be earned by all factions by crafting items and controlling clearings at the end of their turn.

Tie-breaking Rules:

In the event of a tie at the end of a game of Root, the tie-breaking rules are as follows:

  1. The player with the most leftover warriors on the map wins.
  2. If there is still a tie, the player with the most leftover cards in their hand wins.
  3. If a tie persists, the victory is shared.

Particular Cases and Exceptions Wait… is that legal?

Root is a game of adventure and warfare in which 2-4 players battle for control of a vast wilderness. The game can be complex, and there are some special rules, exceptions, and rule clarifications that players will need to be aware of.

  • Game Setup: Each faction in the game (the Marquise de Cat, the Eyrie Dynasties, the Woodland Alliance, and the Vagabond) has its own setup instructions. It’s important to follow the specific setup instructions for each faction to ensure the game is balanced.
  • Turn Order: The turn order is always Marquise, Eyrie, Alliance, then Vagabond. This order does not change throughout the game.
  • Card Suit: There are four different suits of cards – Fox, Rabbit, Mouse, and Bird. The Bird cards are considered wild and can be used as any suit. However, they also come with a cost. When used, Bird cards can expose players to turmoil, which can disrupt their gameplay strategy.
  • Rule of Dominance: If a player has at least 10 more points than any other player and they manage to control three of the four clearings of that type, they can declare a “Dominance” victory instead of a total point victory.
  • Combat: During combat, the attacker rolls two dice and the defender rolls one. The highest roll determines the number of hits the attacker inflicts, while the lower roll determines the hits for the defender. However, the number of hits can never exceed the number of warriors that faction has in the clearing where the combat is taking place.
  • The Vagabond: The Vagabond plays differently than any other faction. Unlike the other factions, which are trying to control the woodland, the Vagabond is more interested in completing quests and forming alliances. If the Vagabond manages to form an alliance with another player, they can never be removed from the game. However, if they’re hostile to all other players, they can’t form alliances and have to rely on combat and quests to gain victory points.

These are just a few of the special rules, exceptions, and clarifications that might come up during a game of Root. It’s a deeply strategic game, and understanding these rules can greatly enhance your gameplay experience.

Tips and tricks Play smarter, not harder!

Advanced Strategies for ‘Root’

1. Understanding the Factions: Each faction in ‘Root’ has its own unique abilities and victory conditions. Play each faction at least once to understand their strengths and weaknesses. This will allow you to exploit these differences when you’re playing against them.

2. Adapting Strategy: ‘Root’ is a game that requires you to adapt your strategy based on the current game state. One tactic might work well in one game, but fail in another. Always be ready to adjust your strategy.

3. Card Management: Cards are a vital resource in ‘Root’. Knowing when to hold onto a card for its suit or use it for its action can make a significant difference.

Beginner Tips for ‘Root’

1. Start with the Marquise de Cat: For beginners, the Marquise de Cat is the easiest faction to start with as their mechanics are the most straightforward.

2. Read the Rulebook: This might seem obvious, but ‘Root’ can be a complex game. Reading the rulebook in detail before you start playing can save you a lot of confusion later on.

3. Use the Walkthrough Guide: The ‘Root’ rulebook includes a walkthrough guide for your first game. Use this guide to get a feel for how the game flows and how the different factions interact.

Common Mistakes to Avoid in ‘Root’

1. Ignoring Other Players: ‘Root’ is a game of balance. Ignoring what other players are doing can quickly lead to one player getting too far ahead. Keep an eye on everyone’s board state and try to keep the game balanced.

2. Overextending: It can be tempting to try and control as much of the map as possible, but overextending can leave you vulnerable. Focus on securing a few key areas instead of spreading yourself too thin.

Ways to Optimize Gameplay in ‘Root’

1. Efficient Turns: Try to maximize the efficiency of your turns. The more you can do with each turn, the better. Planning your moves in advance can help with this.

2. Balance Risk and Reward: ‘Root’ is a game that rewards risk-taking, but it’s important to balance this with the potential rewards. Taking a big risk for a small reward is rarely a good idea.

3. Communication: While ‘Root’ is a competitive game, communication with other players can be beneficial. Forming temporary alliances or negotiating can often lead to better outcomes than trying to go it alone.