Guerrilla Warfare Strategy Guide
The Woodland Alliance represents the oppressed creatures rising up against their overlords. As a guerrilla faction, you start weak but grow powerful through spreading sympathy and launching devastating revolts. Master the art of patience and timing to overwhelm your enemies when they least expect it.
The Alliance plays unlike any other faction. You don't control territory directly - instead, you spread sympathy tokens and use supporter cards to fuel your revolution. Your strength comes from being underestimated until you explode into action.
Sympathy tokens are your primary tool. They provide income, revolt potential, and protection from enemy actions. The more sympathy you have, the stronger your engine becomes.
Revolt (Birdsong Action): You may revolt any number of times:
Outrage (Enemy Triggered): When another player removes sympathy token or moves warriors into sympathetic clearing, they must add one matching card to your Supporters stack (or you draw if they can't).
Remember: Score one victory point per token and building removed during revolts!
Bases are your strongholds - they recruit warriors, provide actions, and anchor your revolution. Each base type offers different benefits for your guerrilla campaign.
Benefit: Recruit warriors, Spread sympathy
Best For: Early establishment and expansion
Priority: High - provides action economy
Benefit: Train officers, Military operations
Best For: Mid-game power spike
Priority: Medium - enhances combat effectiveness
Benefit: Organize, Score points
Best For: Late game victory push
Priority: Low early, High late game
Officers provide ongoing benefits and powerful one-time effects. Choose officers that support your current strategy and board position.
Effect: Move and battle with same action
Use: Aggressive plays and multi-clearing attacks
Best With: Large warrior armies
Effect: Place sympathy without matching supporters
Use: Rapid sympathy expansion
Best With: Low supporter card count
Effect: Extra organize actions
Use: Converting cards to supporters efficiently
Best With: High card draw
Effect: Ignore building benefits in battle
Use: Attacking fortified positions
Best With: Anti-Marquise strategy
Revolt: If enemies removed sympathy, you may revolt in those clearings
Draw Cards: Draw cards based on your sympathy track
Strategy: Save cards for organize actions unless you have strong revolt opportunities
Actions: Based on bases + sympathy track bonuses
Military Operations: You may take actions, up to your number of officers, in any order and combination: Move, Battle, Recruit (place warrior at base), Organize (remove warrior from unsympathetic clearing, place sympathy, score points)
Income: Draw one card, plus one card per uncovered draw bonus. Then, if you have more than five cards in your hand, discard cards of your choice until you have five
Turn 1: Organize cards to supporters, aim for 2-3 supporters
Turn 2: Spread sympathy in clearings with enemy pieces
Goal: Get sympathy removed for early revolts
Key: Don't be afraid to place sympathy where it will be removed - that's how you get bases!
Your first base determines your early game strategy:
Placement: Choose defensible clearings with good connectivity
Place sympathy strategically:
Remember: You WANT sympathy to be removed for revolt opportunities
The Alliance starts weak and that's intentional! Don't try to compete militarily in the early game. Focus on building your supporter base and sympathy network. Your power spike comes later.
With 2+ bases and supporters, you can launch major revolts:
Impact: One good revolt can swing the entire game
Your evening Military Operations become crucial:
Goal: Use Military Operations to take 3-4 actions per turn (Organize, Move, Battle, Recruit)
Train officers based on your needs:
Timing: Train 1-2 officers by mid-game for flexibility
With established bases and sympathy network:
Target: Reach 30 points through consistent Military Operations
Dominance Victory: If you have 10+ victory points and rule 3+ clearings of one suit, you can craft a matching dominance card to win immediately
Other factions will target you as a threat:
Adaptation: Use revolts defensively if necessary
Consider dominance if you control many clearings of one suit:
Risk: Other players will gang up to prevent dominance
Late game Alliance wins through steady Military Operations scoring. Don't get greedy with risky revolts - consistent 4-5 points per turn will win the game. Focus on protecting your bases and maintaining card flow.
Deliberately place sympathy where enemies want to go:
Goal: Force enemies to trigger revolts or avoid good moves
With enough supporters, revolt in multiple clearings:
Impact: Can swing 8-12 victory points in one birdsong
Use revolts defensively to protect key areas:
Flexibility: Revolts are reactive - use them adaptively
Manage your deck efficiently:
Efficiency: Every card should serve a purpose
Don't hide in corners organizing cards. Place sympathy aggressively where enemies will remove it. You need revolts to establish bases and start scoring.
Supporters are meant to be spent on revolts. Don't save them indefinitely - use them for strategic revolts that give you territory and points.
Military Operations are your main late-game scoring method. Don't spend all your cards on organize actions - save some for evening scoring.
Bases without warriors are easy targets. Always keep adequate defenders, especially as other players recognize you as a threat.
Strategy: Target their buildings with sympathy
Revolts: Hit undefended sawmills and workshops
Key: Force them to choose between attacking you or expanding
Strategy: Spread sympathy in their roost clearings
Revolts: Time revolts to trigger their turmoil
Key: Their Decree makes them predictable - plan accordingly
Strategy: Generally ignore unless they're winning
Interaction: Keep them hostile to prevent aid
Key: Focus on other threats - Vagabond can't stop your engine