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Leder Games | Root: A Game of Woodland Might & Right | Board Game | Ages 10+ | 2-4 Players | 60-90 Minute Playing Time

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The forest creatures are not passive bystanders in the war for control of their homeland. They have formed an alliance to fight against the cats, birds, and anyone who wants to control them. Though they start with nothing on the board, they use supporter cards to gain support tokens around the clearings, eventually rising up in violent revolts. If you and your game group love interaction between players and negotiation then the Riverfolk expansion has to be top of your list. This expansion offers the otter Riverfolk company who are constantly trying to peddle their wares to their fellow woodland creatures. They set the costs of their wares to try and capitalise on the chaos of woodland war. As your opponents scrabble to gain traction in the woods, you can expand your trade operations with the hope to toppling the power tower in your favour. The other faction in this big box expansion is the Lizard Cult, these are the mormons of the Root world, spreading the good word of their leader throughout the land.

If you're teaching people Root for the first time, make sure they know what to expect. If they can read the rules beforehand, even just for a single chosen faction, even better. The game gives you two rule books - one 'Learning to Play' walk through and one complete rules guide, the 'Law of Root'. It even gives you a walk-through to follow on your first two turns. Even so, you won't work out all the rules until you see them in action and that first play through is likely to go wrong. If you accept that and press on, you'll find that this game is truly excellent. Components And Art Factions that require intentional player interaction to score are also virtually useless. The Riverfolk Company will never sell any services, since the Mechanical Marquise never does anything other than those three actions in sequence: battle, move, recruit. Likewise, she won’t be trying to guess plots from the Corvid Conspiracy, although this is easier to excuse, as the Underworld Expansion, which introduced the crows, came after. But I would expect a faction introduced in the same box as the Mechanical Marquise to be somehow fitted to work with or against her. The Lizard Cult is also affected by her gameplay, since one of their most game changing abilities is to Sanctify – that is, replace an enemy building with one of their own. This causes such bombastic effects when used against other factions, possibly immediately forcing the Eyrie Dynasty into turmoil, or destroying one of the Woodland Alliances precious bases, but against an enemy that builds nothing, it’s impossible to use. Who Can Threaten The Marquise? One of the challenges in designing a completely asymmetrical game is balancing it. How do you make sure that every player has a fighting chance when they're all following different rules? I can't answer that question, but it appears that Cole Wehrle can. The games I've played so far have all been close, with no runaway leader. On paper, this all sounds rather grand and, frankly, Wehrle’s execution is nothing short of genius. The services up for grabs consist of buying cards from the Riverfolk’s public hand, hiring their otter mercenaries for use on your turn or getting the chance to temporarily utilise the Riverfolk’s unique ability to travel along the map’s river. Instead of bundling the Riverfolk with some arbitrary currency, the Company exchange their services for each faction’s spare warriors.Along with these exciting new factions the Riverfolk Expansion brings in a second Vagabond player board and three new Vagabond variants, allowing up to two players compete as the wily outcast. As well as this, this expansion comes with a robotic version of the Marquise de Cat, balancing out game play in smaller groups and allowing players to explore new factions.

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 sympathise with the Alliance’s hopes and dreams, these wanderers are old enough to remember the great birds of prey who once controlled the woods. The obvious draw of the Riverfolk Expansion is the two new factions it introduces. These are the titular Riverfolk Company and the devious Lizard Cult. Both come with delightful screen-printed wooden meeples, cardboard tokens, player boards and reference cards. Even before we get into playing the game itself, I have to say that the Riverfolk and Cult warrior designs are my favourite across the whole Root series. Those little grinning Lizards are adorable. In the base game, four factions battle for supremacy in the woodlands. I’ll introduce them here. I don’t have space to go into their mechanical nuances, but I’ll give you an overview of how they work. The Marquise de Cat However, if you manage to craft something at the forge then as a reward you get an extra point and get to draw a card. This might slow down someone like the Rats who need items but really help the Eerie as they would get that extra point despite their ‘distain for trade’. Worth The Fight The Learning to Play book suggests combinations for two and three-player games, indicating what each player should try to do in those scenarios. Essentially, any combination of factions can be used for lower player counts except the Vagabond, who can’t be played at two.Root's gameplay is governed by some foundation rules that allow the factions to interact. It plays out on a wooded board containing 12 clearings, all separated by forests and connected by paths. Players battle for control between these clearings. At its heart, Root is an area control game. Three of the four factions score points by adding warriors, buildings, and other tokens to the board, then fighting for control against the other players. To enable this area control, players battle - a simple mechanic in which two D8s are rolled and players can do damage based on the number of warriors they control in the clearing. Root represents the next step in asymmetric design. 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. Root has been touted as the spiritual successor to Vast, a popular game released in 2016. Though the games have different designers, both are published by Leder Games, and both feature brilliant art from Kyle Ferrin, whose name quite rightly appears on the front of the box alongside Wehrle. Both Vast and Root share a feature that’s rare in popular board games: complete asymmetry.

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