Overview
This is a comprehensive overview and instructional guide for "Root," an asymmetrical strategy board game where four unique factions compete for dominance in a woodland setting. The guide covers thematic background, core rules, and detailed instructions for each faction, as well as general gameplay flow.
Game Theme and Context
- The woodland is an interconnected ecosystem where recent power shifts have destabilized the environment.
- Four main factions compete: the Marquise de Cat (industrialists), the Eyrie Dynasties (former rulers), the Woodland Alliance (rebels), and the Vagabond (a lone adventurer).
- The goal is to be the first to 30 points or to achieve a unique dominance victory.
Shared Gameplay Elements
- Each player receives three cards and sets up faction-specific components.
- Turns consist of three phases: Birdsong (setup, refresh, or faction traits), Daylight (actions, crafting, movement, battles), and Evening (draw/discard).
- Ruling a clearing depends on the number of warriors/buildings present.
- Combat uses dice; points are scored for removing enemy tokens or buildings.
- Cards have four suits (Fox, Rabbit, Mouse, Bird—Bird is wild) and can be used for crafting or special effects.
- Ambush and dominance cards provide unique battle and victory effects.
- The game offers autumn and winter boards with different layouts.
Marquise de Cat Faction Mechanics
- Place a keep in a corner; deploy one warrior to each clearing except the opposite corner; build initial buildings.
- Each sawmill produces wood in Birdsong.
- Daylight: Craft with workshops, then perform three or more actions (fight, march, recruit, overwork, build).
- Building scores points and requires an unbroken line of ruled clearings for wood.
- Special: Keep blocks enemy placements; Field Hospitals can rescue defeated warriors.
Eyrie Dynasties Faction Mechanics
- Setup in the corner opposite the cat’s keep; choose a leader with special ability.
- Use the decree: each turn, add cards to a programming track that dictates required actions by suit/clearing.
- Must fulfill all programmed actions in order or trigger Turmoil (leader change, point loss, reset).
- Score from building new roosts; disdain for trade limits crafting point gain.
- Rule tie-breakers favor the Eyrie in clearings.
Woodland Alliance Faction Mechanics
- Begin with secret supporters; spread sympathy by spending cards according to clearing suits.
- Revolt by spending supporters in sympathetic clearings, placing bases and warriors.
- Bases increase supporter and officer limits; losing them is severe.
- Daylight: Craft with sympathy, mobilize, or train officers.
- Evening: Use officers for military operations (move, battle, recruit, organize).
- Outrage and guerrilla war abilities provide extra cards and combat advantage.
Vagabond Faction Mechanics
- Plays after other factions; select a character and starting items.
- Moves through forests, is nimble, and isn’t subject to normal combat removal.
- Uses items to perform actions: move, battle (damage uses swords), explore ruins, repair/craft with hammers.
- Gains/loses reputation with other factions through aiding or attacking.
- Completes quests for cards or points; can form coalitions for shared victories in larger games.
Corrections and Updates
- Rules updates and balance changes are indicated with symbols and linked official threads.
- Further corrections will be posted in the video description.
Additional Resources
- Patreon access for expansion and strategy content.
- Corrections and future video updates will be available via the channel or Patreon page.