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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 player controlling the cats benefits from a big starting presence on the board. Their goal is to maintain control. They will score points by building different kinds of buildings in the clearings that they rule. To do this, players spend three action points on any combination of actions that are designed to allow the cats to fight off competition, keep their numbers high, and build increasingly expensive – and rewarding – buildings. The Eyrie It would be remiss of me to hide the difficult side of Root. Though I don’t think any one faction is very complex, teaching it for the first time to a group at full player count was hard. The teaching takes a while because you need to give different guidelines to every player andmake sure everyone understands the basics.

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 represents the next step in our development of 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. I particularly enjoyed playing with the new maps. The lake map is very different from previous maps, with a large lake in the centre. This makes mobility an extra challenge. Taking command of the ferry gives you free rein over the lake! This added an extra, fun dimension to the game. If you find that you’re frequently playing with only 2-3 players, I would lean slightly towards the Underworld Expansion. At 2 players, the best match-up is Marquise v Eyrie, so the Duchy really help the two player game come alive. Likewise, I find the new maps inject some much needed variety at those low player counts and the Corvids work best for me at 3-4 players. In contrast to the Riverfolk, the Corvids and Duchy are also a little more new player friendly. This could tip the scales for you if you’re constantly introducing Root to groups of new players. Root is a game of adventure and war in which 2 to 4 (6 with the 'Riverfolk' expansion) players battle for control of a vast wilderness.

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. The Marquise and her feline legion are in control of the woodland. They start with a warrior in every clearing except one. They pushed out the forest's previous rulers and now subjugate its denizens - the foxes, mice and rabbits. 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. 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. When I first heard Root being talked about I had one burning question: would it play well at two players? I was concerned that the balance of the game would be off when the number of factions was reduced. It turns out that I needn't have worried.

Sometimes the hype over a new release is overdone but I can’t think of a game more deserving than Root. The Riverfolk Expansion is now also available, featuring two new factions and a solo/co-op mode! Bring on more Root; it’s a fantastic game. The Underworld Expansion adds two more factions and two new maps. The Mountain and Lake provide new battlegrounds to fight to victory on while the factions give you new ways to do so. The Great Underground Duchy mixes the play style of the Marquise and Eyrie factions, while The Corvid Conspiracy are a sneaky faction that plot and plan. Now I run away from the mormon analogy as these are not nice people, of course this is a war game after all. You will be converting other pieces to become your followers with your wily ways, sacrificing warriors to gain more actions and ramp up your “spreading of the creed” engine. This expansion offers new types of factions that feel nothing like any of the base game ones, but are definitely best suited to groups you love to have a bit of negotiation and fun with their Root games. Perhaps not so much for the quiet and serious groups. It also brings into the foray three new vagabond characters for use with the base game material, and instructions for both cooperative and competitive bot play for those smaller player count games. With all the content from this game, Root can now be played with up to 6 players, although I am not sure I could sit at the table long enough for such a huge game to run its course. Best For Those Who Love To Be Devious Card management and building placement are particularly important when playing as the Grand Duchy. Certainly not a complicated faction to play, but still very engaging and fun.

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.

However, the beautiful design of the asymmetric factions means there's more depth here than almost any game on my shelf. I simply cannot see myself getting bored of it. I want to play every faction and I want to play them again and again in all the different combinations you available. 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. 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 Say the first card you reveal for the Marquise is a fox card with a crafting cost of two foxes. At the end of that turn, you will add 2 warriors to every fox clearing in the board, each of which already started with 1 warrior during setup. In her next turn, if you haven’t taken out any of her warriors, she will score 8 points. Plus one per human player playing, so 1 in a solo game. She will go from 1 to 10 points before you’ve had your second turn. And she will recruit every single time. If she recruits at rabbit or mouse clearings next, the game can end in 3 or 4 turns. Your Ways To Score Are Slashed In Root, players drive the narrative, and the differences between each role create an unparalleled level of interaction and replayability. Explore the fantastic world of Root!Every conflict encourages opportunists who travel around trying to make a profit and a name for themselves. In Root, this role is played by the Vagabond, a lone wanderer who is allied to no one and everyone. The Vagabond is just a single pawn that can move freely around the board, no matter who’s in control. My only difficulty with the Grand Duchy is that, without any swaying ministers, their actions are limited to two per round. This really isn’t enough when you have markets to make and enemies to slay. So, swaying ministers that grant extra actions is advisable from the start! 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. On a similar note, if you enjoy the base game of Root, then you will almost certainly appreciate this expansion. There are no major changes in the core mechanics of the game. Rather, The Underworld Expansion adds variation and expands on the world of Root. The second time I played, however, I was playing a two-player game with my wife. I’d seen the rules in practice and was able to avoid the traps I’d walked into previously. It was much easier to teach the game to just one other person.

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