Game Overview
Root is an asymmetric strategy game for 2-4 players where each faction has unique rules and victory conditions.
Players compete for control of the woodland through different means: military might, economic dominance,
guerrilla warfare, or personal adventures.
Victory Condition
The first player to reach 30 victory points immediately wins the game! Players can also
win through dominance cards by controlling 3 or more clearings of the same suit and having the most
total warriors on the board.
Turn Structure
Each player's turn consists of three phases that must be completed in order. Different factions
may have variations, but this is the standard structure:
1
Birdsong
Start-of-turn actions
2
Daylight
Main actions
3
Evening
End-of-turn scoring
Birdsong Phase
- Faction-specific start-of-turn actions
- Crafting items (most factions)
- Resource generation
- Mandatory faction abilities
Daylight Phase
- Take actions (number varies by faction)
- Move warriors between clearings
- Battle enemy pieces
- Build structures or recruit units
Evening Phase
- Score victory points
- Draw cards based on board presence
- Discard down to hand limit
- Faction-specific end-of-turn effects
Core Mechanics
Movement
Warriors can move from one clearing to an adjacent clearing. Movement is limited by paths between
clearings and may be restricted by enemy control or faction abilities.
Battle
When attacking, both attacker and defender roll dice equal to their warriors in the clearing (maximum 4 dice).
The highest roller wins, and the loser removes one warrior. Ties go to the defender.
Battle Steps
- Declare target clearing and defender
- Both players roll dice (max 4)
- Compare highest dice
- Loser removes one warrior
- Attacker scores 1 point if enemy piece removed
Ruling Clearings
- You rule if you have the most total pieces
- Ties mean no one rules
- Only ruling player can build in clearing
- Some effects require ruling specific clearings
Card Draw
- Count warriors in different suit clearings
- Draw 1 card per suit where you have warriors
- Maximum 5 cards in hand (unless specified)
- Discard excess cards in Evening
Crafting System
Most factions can craft items using workshops or other crafting abilities. Crafted items provide
immediate benefits like victory points, extra actions, or ongoing abilities.
Crafting Requirements
- Must have crafting ability (workshop, etc.)
- Pay card cost shown on item
- Workshop suit must match one required suit
- Gain immediate and ongoing benefits
Item Categories
- Items: Permanent benefits and victory points
- Services: One-time powerful effects
- Dominance: Alternative victory conditions
Faction Asymmetry
Each faction breaks the standard rules in different ways. This asymmetry is Root's defining feature
and requires players to understand not just their own faction, but how others operate.
Learning New Factions
When playing a new faction, focus on understanding their unique victory path and core mechanics first.
Advanced tactics can be learned through experience, but knowing how to score points and avoid
elimination is essential for any competitive game.
Beginner Factions
- Marquise de Cat: Straightforward military and economic strategy
- Eyrie Dynasties: Clear action system with growth mechanics
Intermediate Factions
- Woodland Alliance: Reactive gameplay with hidden information
- Vagabond: Solo play style with relationship management
Advanced Factions
- Lizard Cult: Complex outcast mechanics
- Underground Duchy: Multi-layered noble system
- Corvid Conspiracy: Deception and hidden information