Homeland rules
ExpansionRoot
Homeland is an expansion for Root. Lilypad Diaspora, Twilight Council, Knaves of the Deepwood, Marsh and Gorge maps.
How Homeland changes play
Homeland Expansion
Adds three factions, two maps and three suited landmarks.
- Setup: Lilypad Diaspora: 20 warriors and 12 Enclaves; 5 warriors and a Peaceful Enclave in a river clearing. Shuffle the 14 frog cards into the deck (in a 2-player game remove Frog Dominance first) and put the Pond placard nearby.
- Setup: Twilight Council: 20 warriors; 4 in a corner clearing and 2 in a different clearing; all 6 assemblies on the Assemblies track.
- Setup: Knaves of the Deepwood (not with the Vagabond): 10 Skunks; choose 3 Captain cards and take their Captain pawns; one Captain and one Skunk in each of three different forests; the 6 items on the Captain cards face up in the Stash; 2 Acclaim in each Acclaim slot.
- Setup: Marsh or Gorge map: shuffle the 12 suit markers face down, place them in the clearings, then flip them. Marsh: ruins in the 2 unnumbered and 2 lowest-numbered R slots; flood markers with 1–4 players, or the three landmarks with 5+ (see Marsh Map).
- New factions: the Lilypad Diaspora, the Twilight Council and the Knaves of the Deepwood.
Root rules it changes
- Crafting At a Peaceful Enclave a clearing crafts as frog or its printed suit, not both.
- Dominance Cards Frog Dominance wins if you rule 2 or more Enclaves on the river at the start of your Birdsong.
- Revolt & Bases You can't Revolt at a Militant Enclave: your bases don't have the frog suit.
All Homeland rules (16)
- Homeland Expansion The Homeland Expansion adds three factions, the Lilypad Diaspora, the Twilight Council and the Knaves of the Deepwood, plus the Marsh and…
- Lilypad Diaspora The Diaspora places Enclaves, Peaceful or Militant, and swims: rivers are paths for it, and it may move along a connected river without…
- Enclaves and the Frog Suit A Peaceful Enclave adds the frog suit to its clearing, so it matches frog or its printed suit; crafting there uses one or the other, not…
- Frog Cards and the Pond The Diaspora shuffles 14 frog cards into the shared deck (13 in a 2-player game, without Frog Dominance); it can craft frog-icon cards for…
- Fears Come to Pass and Negotiations After an enemy attacks a defending Peaceful Enclave, or removes one outside battle, every Peaceful Enclave holding that enemy's pieces…
- Twilight Council The Council places assemblies, Closed or Governing, and keeps up to 4 Loyalists on its board (removable at any time; it loses one when an…
- Convene Woodfolk: Banish, Agitate, Empower In Evening the Council takes back each card revealed in Birdsong, one at a time, and may use it: Banish (non-bird) battles at a matching…
- Governing Assemblies, Entreat and Peacekeepers At a Governing assembly enemies can't activate crafting pieces, or place, take, remove or flip pieces, except in battle (the Vagabond…
- Knaves of the Deepwood The Knaves can't play in a game with the Vagabond.
- Captains and Skunks Captains and Skunks may enter and leave forests, ignoring rule, and Skunks may move with a moving Captain.
- Prisoners and Take It Easy When an Acting Captain attacks, the Knaves take 1 defending warrior they hit as a Prisoner: instead of removing it, move it (ignoring…
- Captain Acts Daylight: take up to 4 actions with the Acting Captain (3 if Ready placed it this turn): Move (with Skunks), Battle in its clearing, Filch…
- Knaves Item Actions Dash (boot): move the Acting Captain up to twice, ignoring rule.
- Marsh Map To set up the Marsh map, shuffle the 12 suit markers face down, put one in each clearing, then flip them.
- Gorge Map To set up the Gorge map, shuffle the 12 suit markers face down, put one in each clearing, then flip them.
- Mousehold, Foxburrow and Rabbittown Foxburrow: while moving, fox clearings count as adjacent to Foxburrow, ignoring paths.