The Brutally Cute Game of Root
Art courtesy of Leder Games
Root hides a complex and highly competitive game beneath the cute veneer of a forested board with clearings populated by adorable woodland creatures with mischievous properties. It’s almost too bad that they’re going to start killing each other before the first round is over.
It turns out that the forest just isn’t big enough for all of these creatures, and the competition for space is immediate. The novel aspect of Root, however, is that each player gets a unique tribe with different starting conditions, powers, and even pieces—a completely asymmetrical game for two to four players (up to six with the Riverfolk expansion) that manages to create a surprisingly balanced experience even though each player operates from a different playbook than everyone else. There are a lot of rules, and learning the game well for one faction doesn’t necessarily prepare you for playing a different faction, but it’s a game that rewards repeated play of any single role.
The four factions in the base game are themselves all very different right from the setup phase. The Marquise de Cat controls most of the board at the very beginning, placing “warriors” (albeit adorable feline ones) in every clearing on the board except for one, and gains points by placing any of its three building types on those clearings, with point values increasing as the player builds more of any one type. The Eyrie, playing as eagles, get that one remaining clearing for their first roost and must expand outward from there by battling the Marquise’s forces, scoring points every turn based on how many roosts they have on the board. The Woodland Alliance represents the oppressed creatures of the forest and scores by placing Sympathy tokens on the board, representing the good will of the people … er, animals supporting the Alliance against the cats. The Vagabond is the one faction without any forces of its own; that player has its own deck of Quests to complete, which it does by stealing Items from other players in exchange for cards, also gaining points for these trades.
All players can also Craft cards or items over the course of the game to gain points, add special abilities, or create one-time effects. The Marquise and the Eyrie can craft cards by controlling clearings of each of the three main card types as long as they have their buildings (workshops for the Marquise, roosts for the Eyrie) in those spaces. The Alliance crafts with sympathy tokens, while the Vagabond can craft if that player has obtained sufficient hammer Items and moves its token to the right clearing. Items themselves are worth one to three points when crafted, while cards with special abilities don’t award points but may make the player more powerful in battle or give the player extra moves.
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