About Root
Root is unlike anything else. Each faction has completely unique rules and victory conditions. The Marquise builds and taxes; the Eyrie must follow a strict decree; the Alliance fans rebellion. Brilliant chaos.
Is Root Right for You?
Best for
Root is for players who love asymmetry and are willing to learn four (or more) genuinely different rulesets at one table. It rewards a group that plays repeatedly, because understanding what every faction is trying to do is half the game. Best with three to four engaged players who enjoy negotiation, table politics, and a bit of woodland warfare under a deceptively cute art style.
Maybe skip it ifβ¦
Skip it for a casual or one-off night; the asymmetry makes teaching hard, and a table where players don't understand each other's win conditions can let a runaway leader coast to victory unchallenged.
How to Play Root
Setup
Each player picks a faction. Set up per faction's unique setup rules.
On Your Turn
- Birdsong: passive faction effects.
- Daylight: take actions unique to your faction.
- Evening: draw cards and score points.
How to Win
First to 30 victory points β earned differently by each faction.
π‘ Strategy Tips
Learn one faction deeply before branching out. Watch what opponents need and deny it.
Common Mistakes to Avoid
- Not policing the leader; Root demands that everyone gang up on whoever is close to 30 VP, or that player simply wins.
- Playing the Eyrie's Decree carelessly; if you cannot resolve every action you promised, you fall into turmoil and lose points.
- Underestimating the Woodland Alliance's sympathy and outrage; mistreating them feeds their Outrage and powers them up.
- As the Marquise de Cat, overextending your buildings and warriors so you cannot defend your sprawling territory.
Advanced Strategy
- Match factions to player skill; give newcomers the Marquise de Cat or Vagabond and save the Eyrie for someone who likes planning.
- As the Vagabond, choose your relationships deliberately; aiding factions builds reputation and quest options while raiding them makes enemies.
- Time your scoring pushes so you cross into the danger zone late, when opponents have fewer turns to retaliate.
- Control the clearings that produce the suit of cards you need; the crafting and recruiting economy hinges on clearing suits.
Variants & House Rules
The Riverfolk Expansion
Adds the Riverfolk Company and Lizard Cult factions, makes the Vagabond more flexible, and adds rules for buying services from other players.
The Underworld Expansion
Introduces the Underground Duchy and Corvid Conspiracy along with new map boards that change the geography of the woodland.
The Marauder Expansion
Adds the Lord of the Hundreds and Keepers in Iron, plus Hirelings that bring faction abilities into games with fewer players.
Video Guides
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Our Verdict
We think Root is one of the best asymmetric games ever made, a sharp war game wearing an adorable disguise. The first game is rough while everyone learns their faction, but once a group clicks it becomes a tense, political dogfight. We strongly recommend the excellent digital version as a teacher before you tackle the cardboard.
Frequently Asked Questions
How many players is Root best with?
Three to four is the sweet spot; two-player works with the right faction pairing or the official two-player setups, but more players create the political pressure the game thrives on.
Is Root hard to learn?
The rules per faction are not huge, but you effectively learn several games at once, and teaching all factions in one sitting is challenging.
Does Root have a runaway leader problem?
It can, if the table fails to attack the leader. Good play requires actively suppressing whoever is closest to 30 points.
Is the digital version good?
Yes, it is widely praised as one of the best ways to learn the game and includes tough AI bots for solo practice.