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Root rules

Asymmetric woodland warfare and politics.

Players
2–4 (more with expansions)
Time
60–90 min
Ages
10+
Goal
Up to four very different factions fight for the woodland. The first to 30 points wins instantly — or win with a Dominance card instead.

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How to play Root

Setup

  1. Assign one faction to each player (not every faction suits every player count) and pick a random starting player; turns go clockwise and never change order.
  2. Set score markers to 0 and put ruins on the 4 slots marked R. Fill the item supply at the top of the map: 2 boots, 2 bags, 1 crossbow, 1 hammer, 2 swords, 2 teas and 2 coins. Place the 2 dice nearby.
  3. Deal everyone 3 cards (remove the 4 Dominance cards first in a 2-player game).
  4. Set up factions in setup order, the letter on each faction board (base game: Marquise, Eyrie, Alliance, Vagabond).
  5. Marquise: Keep in a corner clearing, 1 warrior in every clearing except the opposite corner, plus a sawmill, workshop and recruiter in or next to the Keep's clearing. Other buildings go on their tracks, leftmost spaces empty; keep 25 warriors and 8 wood in supply.
  6. Eyrie: a roost and 6 warriors in the corner opposite the Keep, a chosen leader, and its 2 Loyal Viziers placed in the Decree. Your other 6 roosts go on the Roosts track; keep 20 warriors in supply.
  7. Alliance: 3 cards face down as Supporters, your 3 bases in the Bases box, 10 sympathy tokens on the Sympathy track, and 10 warriors in supply.
  8. Vagabond: a character card, its starting items, the pawn in any forest, and 3 quests face up. Put a relationship marker for each other faction on Indifferent.
  9. Vagabond ruins: take the 4 ruins and the bag, boot, hammer and sword marked R. Put one item under each ruin, shuffle each stack and return the ruins to their slots.

Your turn

  1. Birdsong: your faction's start-of-turn steps.
  2. Daylight: you may craft (when depends on your faction), then take your faction's main actions.
  3. Evening: some factions score or act first. Then draw 1 card plus any bonuses, and discard down to 5 cards.

Moving & ruling

Cards & crafting

Battle

  1. Choose a clearing with your warriors and a defender there. The defender may play an Ambush card first.
  2. Roll: the attacker deals the higher die in hits, the defender the lower, each capped by their warriors there. A defender with no warriors takes 1 extra hit.
  3. Remove pieces, warriors first. Removing an enemy building or token scores you 1 point.

The four factions

Each faction plays its own way; tap its name for the full rules.

Winning

Every faction scores differently, so the leader is rarely obvious from the map. Check the score track each round and gang up on whoever's ahead.

Expansion rules

Only needed if you play with the expansion named on each heading.

Riverfolk Expansion Riverfolk

Adds two factions and lets a second Vagabond join the game.

Underworld Expansion Underworld

Adds two factions and two maps.

Marauder Expansion Marauder

Adds two factions and hirelings (4 in the box, 3 dealt per game).

Exiles and Partisans Exiles and Partisans

An alternate shared deck of 54 cards.

Vagabond Pack Vagabond Pack

More Vagabonds to play.

Clockwork Expansion Clockwork

Automated opponents for solo, small or co-op games.

All Root rules (92)

General

Clarification

Board

Scoring

Faction

Riverfolk expansion

Underworld expansion

Marauder expansion

Exiles and Partisans expansion

Vagabond Pack expansion

Clockwork expansion

Expansions covered

More about Root