Understanding The Law of Root Game

Nov 27, 2024

Root: The Law of Root

Introduction

  • Root contains two rulebooks: a rules reference and a learning-to-play guide.
  • Learning Guide: For those who prefer a conversational style with examples.
  • Rules Reference: For those who prefer formal rules.

1. Golden Rules

  • Rules Conflicts:
    • If a card conflicts with The Law, follow the card.
    • If Learning to Play conflicts with The Law, follow The Law.
    • Faction rules take precedence if conflicts arise.
  • Use of "Cannot": Absolute and cannot be overridden unless specified.
  • Simultaneous Effects: Current player chooses the order unless instructed otherwise.
  • Use of "Treat": If prompted to treat something as another, it assumes all properties of the latter.
  • Public and Private Information: Number of cards is public; specific cards in hand are private unless specified.
  • Negotiation and Deals: Discussions and agreements are non-binding.
  • Game Structure: Each turn has three phases: Birdsong, Daylight, Evening.

2. Key Terms and Concepts

  • Cards:
    • Suits: Bird, Fox, Rabbit, Mouse.
    • Birds Are Wild: Can substitute for other suits.
    • Ambush Cards: No crafted effect, used in battle.
    • Dominance Cards: Changes victory conditions.
  • Clearings and Paths:
    • Adjacency defined by paths.
    • Each clearing has a suit, slots, and possibly ruins.
  • Rivers and Forests:
    • Rivers usually not paths unless stated.
    • Forests are areas enclosed by paths and clearings.
  • Pieces:
    • Include warriors, buildings, tokens.
    • Limited by game contents.

3. Victory

  • Win Conditions: First to 30 victory points or by activating dominance cards.
  • Scoring: Remove enemy buildings/tokens, craft items.

4. Key Actions

  • Crafting: Craft cards for effects during Daylight.
  • Move: Move warriors, need to rule either origin or destination.
  • Battle: Choose a clearing, attacker and defender roles defined.
    • Ambushes, dice rolls determine hits.

5. Setup

  • Assign factions and starting player.
  • Draw starting hands, place ruins.

Factions Overview

  • Marquise de Cat: Occupies Woodland, focuses on building and scoring through construction.
  • Eyrie Dynasties: Restore control, score through roosts, suffers turmoil if Decree not followed.
  • Woodland Alliance: Gathers sympathy, scores with sympathy tokens, incites revolts.
  • Vagabond: Plays independently, engages in quests, builds relationships.
  • Lizard Cult: Focuses on ruling through gardens, uses rituals.
  • Riverfolk Company: Engages in commerce, establishes trade posts.
  • Underground Duchy: Sets up outposts, sways ministers.
  • Corvid Conspiracy: Engages in plots, strong use of misdirection.

Appendices

  • Faction Combinations: Reach values determine viable game setups.
  • Components: Lists of components for the game and expansions.

Credits

  • Game design by Cole Wehrle, illustrations by Kyle Ferrin.
  • Development by Leder Games and various contributors.

Key References and FAQs

  • Craft, Move, Battle: Summarized steps and rules.
  • FAQs: Clarifications on rules interpretations and actions.