Publisher: Leder Games
Root is a game full of adventure and war in which 2 to 4 players (1 to 6 with the 'Riverfolk' expansion) fight for control of a vast wilderness. In Root, every player has unique abilities and a different victory condition. Thanks to the beautiful, multi-purpose cards, a truly asymmetric design has never been this accessible.
The wicked Marquise de Cat has seized the great woodland, intent on harvesting its riches. Under her rule, the many creatures of the forest have united. This Alliance will try to strengthen its resources and undermine the Cat's rule. In this effort, the Alliance can call on the help of wandering Vagabonds who can move along the more dangerous forest paths. While some sympathise with the hopes and dreams of the Alliance, these wanderers are old enough to remember the great birds of prey who once ruled...
Meanwhile, at the edge of the region, the proud, squabbling Eyrie have found a new commander who they hope will lead their faction to take back their ancient birthright. The stage is set for a contest that will decide the fate of the great woodland. It is up to the players to decide which group will finally take root.
In Root, players shape the story, and the differences between each role create an unmatched level of interaction and replayability.
Root has 2 rulebooks. One is the 'Law of Root', where you can find the rules. The other is the 'Learn to Play', a booklet that guides you through the rules in a more narrative way.
You can find the English Law of Root here: The Law of Root (Rulebook, EN)
You can find the English Learn to Play here: Root Learn to Play (EN)
https://www.youtube.com/watch?v=a1N9ku4woTU
| Aantal spelers | 2 - 4 |
| BoardGameGeek categories | Animals, Fantasy, Negotiation, Territory Building, Wargame |
| BoardGameGeek mechanics | Action Points, Area Majority / Influence, Area Movement, Dice Rolling, Hand Management, Point to Point Movement, Variable Player Powers, Variable Set-up, Action Queue, Action Retrieval, Multi-Use Cards, Negotiation, Race, Sudden Death Ending, Take That |
| Complexiteit | Kenner |
| Leeftijd v.a. | 10 |
| Speeltijd | > 60 |
| Taal | Engels |
| Uitgever | Leder Games |
There are no reviews yet.
Only customers who bought this game can leave a review. Check the invitation in your email.
Players experience this quite differently. Some really enjoy Root with two, for example Cats versus Birds, and find it just as engaging as their favourite two-player games. Others miss the tug-of-war between several parties and suggest adding bots or hirelings, or simply playing with three or four.
Yes, you can, and players often suggest the Marquise (cats) versus the Eyrie (birds), or adding the bots from the Clockwork expansion. Opinions differ though: some find the two player game especially tactical and a great way to learn, while others miss the interaction you get with three or four players.
Players often recommend the four base game factions: the Cats, the Birds, the Woodland Alliance and the Vagabond. The clash between cats and birds shows off the game beautifully, and many people hand the Birds to someone with a bit of experience, since beginners can get stuck there. Those who know the game sometimes pick the Riverfolk Company to help the others along with their services.
Yes, but you do need separate bots for that, like the ones from the Clockwork expansion. Players say these bots put up a solid fight and play almost like a real opponent; opinions about the older Mechanical Marquise from Riverfolk are less enthusiastic.
Plenty of players enjoy Root on their own, but mainly with the Clockwork bots; they find the bots from the base game far less fun. One voice says solo isn't much to write home about and that Root really shines with three or four people, partly because of the talking and dealmaking. Keen to start alone anyway? Root works fine that way, and some players simply run several factions themselves.
Players say Root isn't perfectly balanced, and that seems to be on purpose: every faction plays differently and scores at its own pace. The balance comes from the table itself, because once you all go after the leader together, nearly every faction gets a fair shot. Groups notice this works better after a few plays.
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Root is a game full of adventure and war in which 2 to 4 players (1 to 6 with the 'Riverfolk' expansion) fight for control of a vast wilderness. In Root, every player has unique abilities and a different victory condition. Thanks to the beautiful, multi-purpose cards, a truly asymmetric design has never been this accessible.
The wicked Marquise de Cat has seized the great woodland, intent on harvesting its riches. Under her rule, the many creatures of the forest have united. This Alliance will try to strengthen its resources and undermine the Cat's rule. In this effort, the Alliance can call on the help of wandering Vagabonds who can move along the more dangerous forest paths. While some sympathise with the hopes and dreams of the Alliance, these wanderers are old enough to remember the great birds of prey who once ruled...
Meanwhile, at the edge of the region, the proud, squabbling Eyrie have found a new commander who they hope will lead their faction to take back their ancient birthright. The stage is set for a contest that will decide the fate of the great woodland. It is up to the players to decide which group will finally take root.
In Root, players shape the story, and the differences between each role create an unmatched level of interaction and replayability.
Root has 2 rulebooks. One is the 'Law of Root', where you can find the rules. The other is the 'Learn to Play', a booklet that guides you through the rules in a more narrative way.
You can find the English Law of Root here: The Law of Root (Rulebook, EN)
You can find the English Learn to Play here: Root Learn to Play (EN)
https://www.youtube.com/watch?v=a1N9ku4woTU
| Aantal spelers | 2 - 4 |
| BoardGameGeek categories | Animals, Fantasy, Negotiation, Territory Building, Wargame |
| BoardGameGeek mechanics | Action Points, Area Majority / Influence, Area Movement, Dice Rolling, Hand Management, Point to Point Movement, Variable Player Powers, Variable Set-up, Action Queue, Action Retrieval, Multi-Use Cards, Negotiation, Race, Sudden Death Ending, Take That |
| Complexiteit | Kenner |
| Leeftijd v.a. | 10 |
| Speeltijd | > 60 |
| Taal | Engels |
| Uitgever | Leder Games |
There are no reviews yet.
Only customers who bought this game can leave a review. Check the invitation in your email.
Players experience this quite differently. Some really enjoy Root with two, for example Cats versus Birds, and find it just as engaging as their favourite two-player games. Others miss the tug-of-war between several parties and suggest adding bots or hirelings, or simply playing with three or four.
Yes, you can, and players often suggest the Marquise (cats) versus the Eyrie (birds), or adding the bots from the Clockwork expansion. Opinions differ though: some find the two player game especially tactical and a great way to learn, while others miss the interaction you get with three or four players.
Players often recommend the four base game factions: the Cats, the Birds, the Woodland Alliance and the Vagabond. The clash between cats and birds shows off the game beautifully, and many people hand the Birds to someone with a bit of experience, since beginners can get stuck there. Those who know the game sometimes pick the Riverfolk Company to help the others along with their services.
Yes, but you do need separate bots for that, like the ones from the Clockwork expansion. Players say these bots put up a solid fight and play almost like a real opponent; opinions about the older Mechanical Marquise from Riverfolk are less enthusiastic.
Plenty of players enjoy Root on their own, but mainly with the Clockwork bots; they find the bots from the base game far less fun. One voice says solo isn't much to write home about and that Root really shines with three or four people, partly because of the talking and dealmaking. Keen to start alone anyway? Root works fine that way, and some players simply run several factions themselves.
Players say Root isn't perfectly balanced, and that seems to be on purpose: every faction plays differently and scores at its own pace. The balance comes from the table itself, because once you all go after the leader together, nearly every faction gets a fair shot. Groups notice this works better after a few plays.