Root Rules

Essential Rules Summary

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

  1. Declare target clearing and defender
  2. Both players roll dice (max 4)
  3. Compare highest dice
  4. Loser removes one warrior
  5. 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

Important Rules Clarifications

Common Mistakes

  • You cannot move through clearings you don't rule unless you have specific abilities
  • Buildings and tokens are removed when all warriors in a clearing are eliminated
  • Hand limit is enforced in Evening - you must discard excess cards
  • Some factions have different hand limits or turn structures

Removal Effects

  • Removing enemy pieces scores 1 point each
  • Buildings removed when all defenders eliminated
  • Tokens may have special removal rules
  • Some pieces are immune to certain removal

Suit System

  • Fox (orange): Usually associated with military
  • Rabbit (yellow): Often linked to movement/cards
  • Mouse (gray): Typically economic/crafting
  • Bird (blue): Wild cards, work as any suit

Priority and Timing

  • Active player chooses order of simultaneous effects
  • Some abilities are mandatory, others optional
  • Reactions can interrupt normal turn flow
  • Check faction rules for specific timing

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

Quick Reference

Victory Points

  • First to 30 points wins immediately
  • Building structures: varies by faction
  • Removing enemy pieces: 1 point each
  • Crafting items: varies by item
  • Faction abilities: varies by faction

Combat Resolution

  • Roll dice equal to warriors (max 4)
  • Highest die wins
  • Ties go to defender
  • Loser removes 1 warrior
  • Continue until no valid targets

Card Management

  • Hand limit: 5 cards (usually)
  • Draw in Evening based on presence
  • Bird cards are wild for most purposes
  • Discard excess cards in Evening