Just like clearings, each card has a suit. Spending a card represents calling upon animals to lend you their labor, to do you a favor, or to broker a deal. Throughout play, you will draw cards from Root's shared deck into your hand, and many actions will require you to spend cards from your hand. A clearing's suit represents the community living there.Ī clearing's suit is shown both by its symbol and by the color of the clearing's trees. Without a Vagabond, these slots will be blocked for the entire game.Įach clearing also has a suit: fox, rabbit, or mouse. Slots filled with ruins cannot hold buildings until the Vagabond explores them. A clearing with no open slots cannot hold more buildings. ClearingsĮach clearing on the map has one to three slots, which hold buildings that players will place. Various other actions in Root will require you to rule clearings. You rule a clearing if you have the most combined warriors and buildings there. To move, you must rule the clearing you are moving from or moving to. The spaces on the Map enclosed by paths are forests, which only the Vagabond can move into. When you move, take any number of your warriors from one clearing and move them to a clearing connected by a path. Only use the river if the Riverfolk Company, an expansion faction, is in play. Most action in Root unfolds on the map of the Woodland, consisting of 12 clearings connected by paths.Ī river runs through some clearings. Play continues until one player has won the game by reaching 30 victory points. The players set up their factions, as described in Setup on the back of each faction board, in this order: Marquise, Eyrie, Alliance, Vagabond.Įach player's turn consists of three phases:Īfter a player completes all three phases, the next clockwise player begins their turn. Hand out the 16 faction overview cards as desired, and place the two custom dice near the map. Gather the 12 item chits shown to the right and place them on their matching spaces near the top of the map. Place the four ruin chits on the four slots on the map marked with "R". Shuffle the shared deck of 54 cards, and deal three cards to each player.ĭo not confuse this shared deck with the types of cards used by specific factions, as listed on the backs of their faction boards. Place the score marker for each faction in play on "0" on the score track. The back of each faction board lists all of its pieces and gives its basics of play. If playing with two, also remove the Alliance.Įach player chooses a faction board and takes all of their faction's pieces. If playing with three players, remove the Vagabond. He scores by completing quests for the creatures of the Woodland and by aiding and harming the other factions.Īs you read on, you'll learn more about the factions and how they score points, along with a couple ways that any faction can score points. The wily Vagabond wishes to gain fame-or infamy-in the midst of this brewing conflict. They score by spreading sympathy for their cause across the Woodland. The upstart Woodland Alliance wish to unite the creatures of the forest and rise up against their oppressors. They score each turn by building and protecting roosts in the Woodland. The proud Eyrie Dynasties wish to reclaim the glory of their once-great aristocracy and retake the Woodland from the Marquise. She scores by constructing buildings in the Woodland. The invading Marquise de Cat wishes to exploit the Woodland, using its vast resources to fuel her economic and military machine. Each scores victory points in its own way. In Root, you will play one of four factions. Dominance cards cannot be played early in the game, so we recommend learning about them later. You can win in one of two ways: score 30 victory points or play and complete a dominance card. The three phases are described in detail on each player's faction board. Once you play through these phases in order, your turn ends, and the player to your left begins their turn. You will play as one of four factions vying to show that you are the most legitimate ruler of the vast Woodland.Įach turn is split into three phases: Birdsong, Daylight, and Evening. Root is a fast-paced game of adventure and war.
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