Root

Overview

Game Details

  • Min Players: 2
  • Max Players: 4
  • Play Time: 90
  • Year Published: 2018
  • BGG Rating: 8.1/10

Description

Root is a game of adventure and war in which 2 to 4 (1 to 6 with the ‘Riverfolk’ expansion, 2-6 with the ‘Underworld’, or ‘Marauder’ expansions) players battle for control of a vast wilderness. Like Vast: The Crystal Caverns, each player in Root has unique capabilities and a different victory condition. Now, with the aid of gorgeous, multi-use cards, a truly asymmetric design has never been more accessible.

The nefarious Marquise de Cat has seized the great woodland, intent on harvesting its riches. Under her rule, the many creatures of the forest have banded together. This Alliance will seek to strengthen its resources and subvert the rule of Cats. In this effort, the Alliance may enlist the help of the wandering Vagabonds who are able to move through the more dangerous woodland paths. Though some may sympathize with the Alliance’s hopes and dreams, these wanderers are old enough to remember the great birds of prey who once controlled the woods.

Meanwhile, at the edge of the region, the proud, squabbling Eyrie have found a new commander who they hope will lead their faction to resume their ancient birthright. The stage is set for a contest that will decide the fate of the great woodland. It is up to the players to decide which group will ultimately take root.

In Root, players drive the narrative, and the differences between each role create an unparalleled level of interaction and replayability. Leder Games invites you and your family to explore the fantastic world of Root!

—description from the publisher

Community Polls

Player Count Information

  • Best with 4 players
  • Recommended with 3–4 players
PlayersBestRecommendedNot Recommended
1697843
231370678
323984786
4113514012
4+69307470
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Age Recommendation

Total votes: 289

AgeVotes
21
52
816
1042
1284
14124
1619
181

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Language Dependency

Total votes: 81

LevelVotes
Some necessary text - easily memorized or small crib sheet1
Moderate in-game text - needs crib sheet or paste ups23
Extensive use of text - massive conversion needed to be playable52
Unplayable in another language5

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Notes

Expansions Recommendations

  • For 2-3, use Marauders
  • For 3-4, use Underworld
  • For 5-6, use Riverfolk
  • Always use exiles and partisans

Strategy

Cats

  • Points from buildings
  • Bunny cards are good
  • first turn.. build (recruiter) / overwork / build (workshop)
    • build (sawmill) / move / move
  • Bird cards for extra action
  • spread out sawmills
  • Leave the woodland alliance alone as much as possible, just contain them and bolster surrounding areas.

Eyrie

  • Points from Roosts
  • Keep bird cards for recruit and build
    • Move and battle take the unwanted suits?
  • Don’t battle if you don’t need to
  • Start with charismatic leader.. then change depending on what your status is at the turmoil.
  • Place two cards into decree every turn.. you get the best action economy of factions and should utilize that.
  • Don’t worry about turmoil.. it’ll happen 2-3 times in your game if you play well. Just make sure you have more VP gain (from roosts) than bird cards in the decree.

Alliance

  • Get a base out as soon as possible to get warriors and night actions.
  • Put sympathy in the middle clearings since these are the most-traveled.
  • Crafting and card-draw is big for alliance.. get more cards.
  • Battle is in your favor always, since you get highest roll as attacker and defender.
  • With three officers, you can move, organize and recruit back.. spreading sympathy efficiently.

Vagabond

  • Don’t get hostile with a faction until you have two boots.. otherwise your movement will be a problem.
  • You keep leading factions in check.
  • Each turn, analyze what will give you points.. infamy? Crafting? Questing? Aiding?

Guides