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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

£9.9£99Clearance
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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. 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? Compared to other factions, the Duchy are slow to gain victory points at first. Don’t let this discourage you! By the mid-point of the game I found myself darting between my tunnels and creating almost unstoppable point scoring plays. 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.

Meanwhile, at the edge of the region, the proud, squabbling Eyrie have found a new commander who they hope will lead their faction to resume their ancient birthright. The stage is set for a contest that will decide the fate of the great woodland. It is up to the players to decide which group will ultimately take 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. 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. The woodland has become more and more popular, and even more factions have come to vie for control and assert themselves as the mightiest in the land. Now, not only are the Eyrie, Marquise, Alliance, and the Vagabond fighting for victory, but now the Riverfolk Company and Lizard Cult have joined the fray!The Grand Duchy gain points by swaying ministers. To sway a minister, you must match your suits of cards to the clearings you control and have built within. Less influential ministers allow you to take extra actions, whilst more prestigious minsters grant you victory points. 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. On opening the box, I was immediately drawn in by incredible artwork and high-quality components. Clearly, there is so much detail and love throughout the entire design of the game. The maps, player boards, and cards each have unique and charming artwork. Praise must be given to artist Kyle Ferrin for illustrating this fantastic world!

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. Meanwhile, the Vagabond plays all sides of the conflict for their own gain, while hiding a mysterious quest. Explore the board, fight other factions, and work towards achieving your hidden goal. I haven’t explored two or three player games as much as I’d like to yet, but the one experience I had of cats vs birds was incredibly close. The game felt competitive all the way through, until my wife beat me with a Dominance card. Had I had one more turn, I would have won, which is how close it was. I wouldn’t hesitate to play at fewer than four again. Finally, I must add, I am actually good at Root. I lost 2 of perhaps the last 30 games I played. I have my preferred factions, but I can play as any of them and give anyone a run for their money. Having said that, I have never won a solo game against the Mechanical Marquise that came with the Riverfolk Expansion, and that’s both what this piece will focus on and also what I would rather no one brought up in my presence ever.Point scoring ministers may generate points every round per particular type of building on the board,or by discarding any number of cards of the same suit to score that many victory points. 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. For those that can craft with ease then the mouse’s ‘Master Engravers’ can give you an extra point every time you do so. This can mean a whopping four points for those precious coins. However, Leder Games have four shiny new mechanical factions for us, and it’s a marked improvement. They slot into regular games of Root neatly, freeing players up to choose the smaller factions. Now, groups of two or three are no longer confined to the same factions. You can play as the Lizard Cult, or the Woodland Alliance, or whichever takes your fancy.

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. Soup Kitchen’, (a bird card), allows for your tokens to be counted toward rule. Not just counted, but counted twice. For someone like the Badgers or the Duchy where rule is so important in their scoring, or the Cats that need a route for their wood so they can build, this could be priceless. 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 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. 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 DeviousSometimes 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. 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.

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