🌲

Root Game Overview

Jun 25, 2025

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.