♜

MARQUISE DE CAT

Industrial Dominance Strategy Guide

Faction Overview

The Marquise de Cat is the industrial powerhouse of Root - a faction built for new players who want straightforward, aggressive gameplay. You start with the most warriors and buildings, giving you immediate board control. Your goal is to maintain economic and military dominance through buildings and crafting while defending your territory from insurgents.

Perfect For New Players

The Marquise is the recommended starting faction because your actions are direct and your victory path is clear: build, craft, and defend. You don't need to worry about complex card mechanics or faction-specific rules.

Core Strategy

Economic Engine

Sawmills give you wood to build more buildings. Workshops let you craft cards for points and powerful effects. Build these first in fox, rabbit, and mouse clearings to maximize your crafting options.

Priority: Sawmill → Workshop → Recruiter (if needed)

Military Control

Use your starting army advantage to control key clearings. Place your keep in a central clearing that connects to multiple other areas. Always keep warriors in clearings with your buildings - they're vulnerable when undefended.

Rule: Never leave buildings undefended unless absolutely necessary.

Victory Path

Score points by:

  • Building - Score points shown on faction board when placing buildings
  • Crafting - Most cards give 1-2 points when crafted
  • Removing - 1 point per enemy piece removed in battle

Aim to build 6-8 buildings and craft regularly to maintain point flow.

Turn Phases Guide

1
Birdsong

Wood: Place one wood token at each sawmill you have on the board.

Note: You cannot craft during Birdsong - crafting happens during Daylight.

2
Daylight

First: You may activate workshops to craft cards from your hand.

Then, Actions (3 total):

  • Battle: Initiate a battle
  • March: Take two moves
  • Recruit: Place one warrior at each recruiter (once per turn)
  • Build: Choose building type, choose clearing you rule, remove wood equal to building cost from chosen clearing/adjacent clearings you rule/clearings connected to chosen clearing through clearings you rule, place building and score points
  • Overwork: Spend matching card to place wood at sawmill

Extra Actions: Spend one bird card per extra action after taking three.

3
Evening

Draw: Draw one card, plus one card per uncovered draw bonus on your faction board.

Hand Limit: If you have more than five cards in your hand, discard cards of your choice until you have five.

Note: You do NOT score points during Evening - points are scored when buildings are placed during Daylight.

Early Game (Turns 1-3)

Opening Moves

Turn 1: Build a sawmill in a fox clearing, then a workshop in a different suit clearing. Use your third action to march warriors to defend these buildings.

Keep Placement: Put your keep in the clearing with the most adjacent clearings for maximum mobility.

Building Priority

Build in this order:

  1. Sawmill in fox clearing (craft crossbow, hammer, bag)
  2. Workshop in mouse clearing (craft teapot, coin)
  3. Workshop in rabbit clearing (craft boot, sword)
  4. More sawmills for wood production

Defensive Setup

Always leave at least 1 warrior in clearings with buildings. The Woodland Alliance loves to revolt in undefended clearings, which removes all your pieces there.

Golden Rule: Buildings without warriors = free points for enemies

Common Early Game Mistake

Don't spread too thin! It's better to have strong control over 4-5 clearings than weak control over 8-9 clearings. Focus your initial expansion.

Mid Game (Turns 4-6)

Expansion Phase

With your economy established, start aggressive expansion. Build recruiters in well-defended clearings to maintain your army size. Target clearings that give you crafting flexibility.

Focus: Get workshops in all four suits if possible for maximum crafting options.

Managing Threats

vs Eyrie: They're expanding fast - battle them before they become too strong, but be careful not to trigger turmoil too early.

vs Alliance: Remove sympathy tokens immediately. Never let them get 3+ sympathy on the board.

vs Vagabond: Keep them hostile or ignore them. Don't help unless absolutely necessary.

Crafting Strategy

Prioritize crafting:

  • Items that give immediate VP
  • Better Burrow Bank (2 VP + card draw)
  • Command Warren (extra action)
  • Cobbler (2 VP + boot)

Late Game (Turn 7+)

Victory Push

You should have 15-20 points by now. Focus on consistent point scoring through crafting and building. Remember that you score points when buildings are placed from your faction board, not when pieces are removed.

Target: 3-4 points per turn to win by turn 10.

Defensive Play

Other factions will target you as the leader. Keep a mobile reserve of warriors and don't over-extend. It's better to secure your existing territory than grab risky expansions.

Use Field Hospitals: When a warrior is removed, spend a matching card to place it in the keep clearing instead of losing it.

Closing the Game

With 6+ workshops, you can craft multiple cards per turn. Look for high-value crafts and dominance cards if you control enough clearings.

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. Consider this when you control multiple clearings of the same suit.

Endgame Tip

Don't get greedy! If you're at 25+ points, play defensively. Other players will gang up on you, so focus on protecting your point sources rather than expanding further.

Victory Point Sources

The Marquise wins through consistent, steady point accumulation. Here are your main scoring methods:

▲
Building
1-2 points per building
◆
Crafting
1-3 points per craft
⚔
Removing Pieces
1 point per piece removed
♜
Dominance
10+ VP + rule 3+ clearings

Common Mistakes to Avoid

Over-Expansion

Don't build everywhere at once. It's better to have strong control over fewer clearings than weak control over many. Focus on defending your economy first.

Ignoring the Alliance

The Woodland Alliance is your biggest threat. Their revolts can destroy entire corners of your empire. Always remove sympathy tokens and never leave buildings undefended.

Poor Wood Management

Don't spend all your wood at once. Keep 2-3 wood in reserve for emergency buildings or to replace destroyed sawmills. Use Overwork sparingly - removing your own pieces hurts your board presence.

Advanced Building Patterns

The Triangle Setup

Control three connected clearings of different suits to maximize crafting:

  • Fox Clearing: Workshop for feline items and crossbows
  • Mouse Clearing: Workshop for bags and hammers
  • Rabbit Clearing: Workshop for boots and swords

Benefit: Can craft any item type and most card requirements

Resource Management

Optimize your building economy:

  • 2-3 Sawmills: Provides steady wood income
  • 3-4 Workshops: Maximum crafting potential
  • 1-2 Recruiters: Only if facing heavy military pressure

Wood Priority: Keep 3-4 wood in reserve for emergency building

Defensive Positioning

Position buildings to support each other:

  • Central Keep: Projects power to multiple areas
  • Connected Buildings: Can reinforce each other quickly
  • Corner Buildings: Harder to attack but isolated

Rule: Never build where you can't defend immediately

Faction Matchup Guide

vs Eyrie Dynasties

Challenge: They expand aggressively and can outpace your building

Strategy: Force them into turmoil by attacking their poorly defended expansions

Key: Build defensively and let them overextend, then counter-attack

Advanced: Use crossbows to enhance your battle effectiveness

vs Woodland Alliance

Challenge: They want you to attack to fuel their engine

Strategy: Build up defensively, craft items to remove sympathy

Key: Don't take the bait - let other factions trigger revolts

Advanced: Craft Brutal Tactics to remove sympathy safely

vs Vagabond

Challenge: They can be anywhere and strike unexpectedly

Strategy: Keep track of their items and relationship status

Key: Form temporary alliances when they're leading

Advanced: Craft items they need to maintain Friendly status

vs Lizard Cult

Challenge: They can score massive points from Outcast cards

Strategy: Control the Outcast suit to limit their options

Key: Build in the most common suit clearings

Advanced: Force them to use less optimal card combinations

vs Riverfolk Company

Challenge: They profit from all faction conflicts

Strategy: Don't buy their services unless absolutely necessary

Key: Build your own economy instead of relying on theirs

Advanced: Coordinate with other factions to limit their profits

vs Underground Duchy

Challenge: They can tunnel under your defenses

Strategy: Control the tunnels early or accept their inevitability

Key: Build where they can't easily tunnel to

Advanced: Use their tunnels for your own movement when possible

Master-Level Tips

Economic Mastery

Advanced crafting optimization:

  • Root Tea Priority: Easy 2 points, craft early and often
  • Field Hospitals: Spend matching cards to save removed warriors
  • Travel Gear: Enables flexible positioning
  • Item Trading: Maintain Vagabond relations

Goal: 2-3 crafts per turn in mid-game

Military Precision

Advanced battle tactics:

  • Crossbow Timing: Use before declaring attacks
  • Multiple Battles: Attack different enemies same turn
  • Defensive Stance: Force enemies to attack your strongholds
  • Warrior Conservation: Don't throw away your military advantage

Political Awareness

Reading the table:

  • Leader Targeting: Everyone attacks the person in first
  • Alliance Building: Temporary partnerships against threats
  • Information Sharing: Reveal threats to redirect attention
  • Timing Attacks: Strike when enemies are vulnerable
The Industrial Empire

Master Marquise players don't just build - they create an unstoppable economic machine. Your buildings generate resources, your workshops craft victory points, and your military protects it all. Remember: you start strong but must maintain that advantage through superior positioning and resource management.