Contents
Root Game Rules
Introduction
Welcome to Root, a thrilling board game that takes you on an adventure in the Woodland! I’ll guide you through the game rules so that you can quickly start your journey. Don’t worry, it’s easy to learn!
Objective
The objective of Root is to gain the most victory points and become the ruler of the Woodland! Each player represents a faction with unique abilities and goals.
Setup
Before starting the game, follow these steps:
- Place the game board in the center of the play area.
- Hand out faction boards and matching markers to each player.
- Give each player their deck and place the matching cards in front of them.
- Place the cardboard tokens and other components nearby.
- Decide who goes first, and give them the first player token.
- Prepare the deck as described in the rulebook. Don’t forget to shuffle!
Turn Structure
A game of Root is played over a series of rounds. Each round is divided into the following four phases:
- Birdsong: Perform your faction’s Birdsong actions, which usually involve drawing a card or gaining resources.
- Daylight: Take turns with other players, alternating between taking actions from your faction board and playing cards from your hand.
- Evening: Clean up your area and prepare for the next round. Refresh cards, remove any tokens on the board that expire, and draw cards as necessary.
- Draw: Draw a card from your deck to replenish your hand.
Playing the Game
During your turn, you can take different actions, such as moving your warriors, recruiting, battling opponents, or crafting items. Each faction has unique abilities and strategies, so make sure to utilize them to your advantage.
Spread your warriors throughout the Woodland, capturing clearings and gaining control. Be careful, though, as others may try to stop your progress! Defend your clearings and attack opponents to hinder their plans.
Don’t forget to manage your resources wisely. Use them to recruit new warriors, build buildings, and craft special items that can help you in your quest for victory!
Victory Points
You earn victory points by achieving your faction’s specific goals and by controlling clearings. The player with the most victory points at the end of the game wins!
Conclusion
Now that you have a basic understanding of Root’s game rules, it’s time to dive into the Woodland and claim your victory! Remember, each faction offers a unique experience, so explore different strategies and enjoy the exciting world of Root!
Root is an exciting game of adventure and war. I am one of four factions competing to prove that I am the rightful ruler of the vast Woodland.
My turn is divided into three phases: Birdsong, Daylight, and Evening. After completing these phases in order, my turn ends, and the player on my left starts their turn. I can find a detailed description of each phase on my faction board.
I can achieve victory in two ways: by scoring 30 victory points or by playing and completing a dominance card. It’s best to learn about dominance cards later since I can’t play them early in the game.
When playing Root, I can choose to be one of four factions. Each faction scores victory points in its unique way.
Allow me to introduce you to an intriguing tale. The Woodland, a majestic realm, finds itself facing a rather precarious situation. You see, the resourceful Marquise de Cat, a cunning and ambitious figure, has set her sights on the abundant riches of the Woodland.
In her quest for dominance, the Marquise de Cat has devised a clever strategy. She plans to harness the vast resources of the Woodland to fuel her economic and military endeavors. How does she do this, you may ask? Well, by constructing buildings within the Woodland, she gains the upper hand.
But what does this mean for the Woodland? The implications are deeply profound. The fragile balance of nature and harmony within this enchanted realm is at stake. The invasive presence of the Marquise de Cat threatens to disrupt the delicate equilibrium that has long defined the Woodland.
And so, the Woodland finds itself in dire need of a savior. Someone who can champion its cause and protect its integrity. The fate of this mystical realm rests in the hands of brave individuals like yourself. Will you rise to the challenge and defend the Woodland from the clutches of the Marquise de Cat?
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Hey there! I want to talk to you about the proud Eyrie Dynasties and their quest to restore their former glory and reclaim the Woodland from the Marquise. They have a unique way of scoring points – by building and defending roosts in the Woodland.
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In the mysterious forest, a group called the Woodland Alliance has emerged. They are determined to bring together all the creatures of the forest and fight against those who are causing them harm. Their goal is to spread compassion and understanding throughout the Woodland.
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I’m an adventurous Vagabond, seeking my place in the midst of this upcoming conflict. My goal? To earn a reputation, whether it’s good or bad, by completing quests for the creatures of the Woodland and impacting the other factions.
So, let’s dive in and explore the factions and how they earn points. I’ll also share a couple of ways that any faction can score points.
Things You’ll Need
- Get ready, because I’ve got an exciting game for you. It’s called Root.
- Let’s take a look at what you’ll find inside the box:
- A game board with two sides
- A custom box insert
- Four faction mats
- Two custom twelve-sided dice
- 56 wooden meeples
- 98 cards
- 93 tokens
- The Law of Root rulebook
- Learning to Play rulebook
- Learn-to-Play Walkthrough sheet
Ready, Set, Play
Before we begin, let’s make sure we have everything set up. If there are three players, we’ll remove the Vagabond. And if there are only two players, we’ll also remove the Alliance.
Choose Your Faction
Now it’s time to pick your faction. Each player will choose a faction board and take all of their faction’s pieces. The back of each faction board has a list of all its pieces and some basic instructions for how to play.
Match Results
Wow, have you ever wondered how people keep track of scores in competitions and games? It’s actually quite fascinating! Let’s take a closer look at how scores are recorded and understood.
First, you’ll often see a heading like “Set Scores.” This tells us that we’re looking at the scores for each set in a match. A match can be a sports game, a tennis match, or even a video game battle!
Each set has its own score, which is typically displayed as a number. For example, you might see “Set 1: 6-3” or “Set 2: 11-9.” The numbers on each side of the hyphen represent the scores for each player or team. The first number is the score for one player, and the second number is the score for their opponent.
But how do we know who won the set? Well, it’s quite simple! The player or team with the higher score is the winner of the set. In our examples, the player/team with a score of 6 in Set 1 and the player/team with a score of 11 in Set 2 would be the winners of those respective sets.
Now, let’s talk about how we understand the scores. The score is a representation of the points earned during the set. Each time a player/team scores a point, their score increases. The more points they earn, the higher their score becomes.
In some games, like tennis, the scoring system can be a bit tricky. Instead of counting points from 1 to 10, tennis uses a unique system with love, 15, 30, 40, and deuce. Love means zero or no points, while 15, 30, and 40 represent 1, 2, and 3 points, respectively. When both players/teams have a score of 40, it’s called deuce. From there, they need to win two points in a row to achieve victory.
Understanding set scores can be exciting, especially when you’re watching an intense match. It allows you to keep track of the progress and determine which player or team is leading. So, next time you see a heading like “Set Scores,” you’ll know exactly what it means and how to interpret it.
Match Results
So here’s what you need to do. First, place the score marker for each faction on the “0” spot on the score track. Got it? Great!
Now let’s move on to dealing cards.
You’ll need to shuffle the shared deck of 54 cards. Once that’s done, deal three cards to each player. Easy, right? Just make sure not to mix up this shared deck with the faction-specific cards listed on their faction boards.
Exploring the Wonders of Ancient Places
Have you ever wondered why ancient ruins hold such fascination for us? I think the answer lies in our innate curiosity. When I look at ancient ruins, I can’t help but ponder the stories they hold. These ancient structures, like the Place Ruins, give us a glimpse into the lives of those who came before us, offering a tangible connection to the past.
The Place Ruins, with their crumbling walls and weathered stones, are a testament to the passage of time. Each crack and crevice tells a story, reminding us that nothing lasts forever. It’s incredible to think about how these structures were built by hand, without modern technology. As I explore the Place Ruins, I find myself wondering about the people who lived here. What were their lives like? What were their dreams and aspirations?
When you visit ancient ruins like the Place Ruins, you can’t help but be transported back in time. It’s like stepping into a time capsule, where the past comes alive before your eyes. You can almost hear the echoes of laughter and conversation, envisioning the bustling communities that once thrived in these now deserted places.
There is a certain magic in visiting ancient ruins. It’s a chance to connect with our ancestors, to honor their memory and appreciate their achievements. These places are a physical reminder of the ingenuity and creativity of humankind. They inspire us to push the boundaries of what is possible, to strive for greatness in our own lives.
So, the next time you have the opportunity to visit ancient ruins like the Place Ruins, take a moment to pause and reflect. Let yourself be captivated by the mysteries of the past. Immerse yourself in the history and let your imagination run wild. You never know what you might discover.
Let’s start by placing the four ruin chits on the map. Look for the slots marked with “R” and place each chit on one of them.
Creating Item Supply
Hey there! Let’s get started by collecting the 12 item chits you see on the right side of the page. Find their corresponding spaces near the top of the map and place each chit there.
Collect the Rest of the Pieces
Here’s what you need to do:
First, hand out the 16 faction overview cards to everyone. Make sure to distribute them as you see fit. Then, place the two custom dice near the map.
Setting up the Factions
So here’s how the game starts: first, the Marquise, Eyrie, Alliance, and Vagabond factions set themselves up, just like it says in the instructions on each faction board.
Playing the Game
Now, let’s dig into how the game is played. Each turn, you go through three phases:
After finishing all three phases, it’s the next player’s turn. Simple enough, right?
We keep going like this until someone reaches 30 victory points and wins the game.
The Game Map
In Root, I find myself navigating a map called the Woodland. It’s made up of 12 different areas called clearings that are all connected by paths. Some of these clearings even have a river running through them, but I can only use it if the Riverfolk Company is in play.
Moving around the Map
When I want to go from one clearing to another, I simply pick up any number of my warriors from one clearing and move them to a connected clearing. It’s as simple as that.
Now, the clearings can be a bit tricky. You see, anyone can move to most of them except for the ones that are surrounded by paths, which we call forests. Only the Vagabond can venture into those.
But here’s the catch – in order to move, I need to be in control of the clearing I’m leaving or the one I’m going to. And ruling a clearing means having the most warriors and buildings there. If there’s a tie, well, no one gets to be in charge.
Remember, ruling a clearing will come in handy for other actions I plan on taking in Root. So it’s definitely a position I want to strive for.
Clearings
Welcome to the wonderful world of clearings! Clearings are unique spaces where you can find peace, tranquility, and a sense of rejuvenation. They serve as a sanctuary, a place for reflection and solace, a refuge from the chaos of everyday life.
In a clearing, you can escape the constant noise and distractions that surround you. It’s a sanctuary where you can pause, take a deep breath, and reconnect with yourself. Here, you’ll find yourself immersed in an oasis of serenity and stillness, away from the hustle and bustle of the outside world.
But what exactly is a clearing? Well, imagine a secluded spot in nature, enveloped by lush greenery and bathed in warm sunlight. Picture yourself surrounded by tall trees, their leaves rustling gently in the breeze. Envision the soft chirping of birds, the soothing sound of a nearby stream, and the sweet fragrance of wildflowers in the air. That, my friend, is a clearing.
Clearings have a special quality that can’t be fully explained. They possess an intangible aura that instantly puts you at ease. As you step into a clearing, you can feel the weight lift off your shoulders, the tension slowly dissipating. It’s a place where you can leave behind your worries, your stress, and your anxieties.
In a clearing, time seems to stand still. You can sit down on a moss-covered rock and allow your thoughts to wander. You can take a leisurely stroll along a winding path, absorbing the beauty that surrounds you. You can lie down on the cool grass and gaze up at the vast expanse of the sky, contemplating the mysteries of the universe. The possibilities are endless in a clearing.
Clearings offer a profound connection to nature. They remind us of the importance of slowing down, of embracing stillness, and of finding solace in simplicity. In a world that is constantly moving and evolving, clearings provide a much-needed respite. They offer us a glimpse into a different way of being, a way that is rooted in harmony and balance.
So, the next time you find yourself yearning for a break from the chaos of everyday life, remember the magic of clearings. Seek out these sanctuaries of serenity and allow yourself to be enveloped in their tranquility. Trust me, you’ll be amazed at the way a clearing can restore your soul, rejuvenate your spirit, and remind you of the beauty that exists all around us.
In conclusion, clearings are more than just physical spaces. They are portals to a deeper connection with oneself and with nature. They are reminders that simplicity and stillness can bring us profound joy and peace. So, go ahead and step into a clearing. Embrace its wonders, its mysteries, and its beauty. You’ll be grateful for the experience.
When looking at the map, I noticed that each clearing has one to three spaces available for buildings. These buildings are important because they allow players to expand and develop their strategies. It’s interesting to see that a clearing with no open spaces cannot hold more buildings. This means that players need to be strategic and choose the right clearings to place their buildings.
I also noticed that some of the slots are filled with ruins. These slots cannot hold buildings unless the Vagabond explores them. This adds an element of mystery and adventure to the game. Without a Vagabond, these slots will remain blocked for the entire game. It’s important to plan ahead and consider the presence of the Vagabond when deciding where to place buildings.
Another interesting aspect of the clearings is their suit, which can be fox, rabbit, or mouse. This suit represents the community that lives in that clearing. It’s fascinating to see how the game incorporates different animal communities into its mechanics.
The clearing’s suit is shown both by its symbol and by the color of the trees in the clearing. This makes it easy to identify the type of community in each clearing. It’s a clever way of visually representing the different factions in the game.
The Cards
As you dive into the game, you’ll find yourself grabbing cards from Root’s communal deck and adding them to your hand. And let me tell you, those cards aren’t just for decoration. Nope, they’re the key to getting stuff done!
Now, these cards have different suits, just like the different clearings on the board. There are fox, rabbit, and mouse suits, just like you’d expect. But here’s the cool part: there’s also a fourth suit called bird. And trust me, these bird cards can do some pretty amazing things!
Birds Are Wild: Birds are amazing creatures that roam freely in the Woodland. They make their homes up in the treetops, where they can see the world from a different perspective. What’s remarkable is that birds have a special power – they can transform into other animals! When it comes to playing the game, a bird card can be used as a mouse, fox, or rabbit card. They are incredibly versatile! However, there is one rule you need to remember. If you decide to use a bird card, you can’t replace it with a card from another suit. Birds may be wild, but they have their limits too!
Matching Example:
Crafting Cards: Unleash the Hidden Power
Did you know that most cards have a secret power waiting to be unlocked? By crafting a card, you can tap into its special abilities and use them to your advantage. It’s like discovering a hidden treasure! To unleash the power of a card, you need to activate specific crafting pieces located in the clearings at the bottom left corner of the card.
Now, here’s the catch – you can only activate each crafting piece once per turn. So, choose wisely and plan your moves carefully! Remember, every faction has a unique crafting piece that unleashes different powers. Let’s take a look at what each faction brings to the table.
You’ve got to admit, the world of cards is full of surprises. So, why not explore the possibilities and see what amazing abilities you can uncover? Get ready to unleash your creative genius and craft your way to victory!
If the card gives you an instant result, deal with it right away and then get rid of the card.
A typical instant result is grabbing an item from the map’s stock and putting it in the Crafted Items box at the top-right of your faction board.
I score victory points whenever I make something!
If there isn’t the specific thing I need, I can’t make the item.
If the item gives me a lasting effect, I put it under my faction board so only the effect is showing. I can use the effect just like it says.
If you already have a card with a persistent effect, you can’t create another card with the same name.
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Battling
Hey there! Ready to go head-to-head with other players and dominate the map? Well, get ready because it’s time to battle!
When you engage in battle, all you need to do is pick a clearing on the map where you have some warriors. Once you’ve done that, you become the attacker, and you get to choose another faction with pieces in that clearing to be the defender.
Now, let me break it down for you. A battle consists of two important steps:
- Step one is the dice roll. Both you and the defender roll two dice. The higher roll gives the attacker the upper hand and deals hits, while the lower roll allows the defender to strike back. But remember, you can’t roll more hits than the number of warriors you have in that clearing.
- Step two is the removal of pieces. This is where things get really interesting. Both players remove their pieces simultaneously. The player receiving hits gets to choose which pieces to remove. But here’s the catch: if you’re the one taking hits, you need to get rid of all your warriors in that clearing before you can even think about touching any of your buildings or tokens. Safety first, right?
So there you have it! Battling is all about strategy, luck, and a whole lot of nerve. Are you ready to conquer the map? Let the battles begin!
Whenever I take out an enemy building or token, whether it’s in a battle or not, I get a victory point! How awesome is that?
More Damage
Some special abilities let me do extra damage when I attack.
Extra damage happens when I use smart strategies, have superior positioning, or show strong leadership. It’s not limited by the number of opponents on the battlefield, so even one warrior can inflict multiple blows.
If my opponent has no warriors defending the area where we’re battling, I get to deal an extra hit. That really puts them at a disadvantage!
Surprise Attack Cards
Before we engage in battle, I have the option to play an ambush card that matches the clearing where the battle is taking place. When I play an ambush card, it immediately deals two hits to the enemy.
Ambushes have the advantage of dealing hits right away, which means they can reduce the maximum number of hits the enemy can roll.
However, if I decide to play an ambush card, the enemy can thwart my plans by playing their own matching ambush card, canceling out the effect of my ambush.
Ambush hits work differently from regular hits because they are not limited by the number of warriors I have in the clearing of battle.
Surprisingly, I can even use an ambush card when I have no warriors defending the clearing! So, if I have an ambush card in my hand, I can tempt my enemies into attacking me where I appear vulnerable.
If my ambush card manages to remove all of the enemy’s warriors, the battle ends immediately.
The Marquise De Cat
The Woodland is where the Marquise de Cat reigns, and she wants to transform it into a powerful industrial and military hub. Whenever she constructs a workshop, sawmill, or recruiter, she earns victory points. The more buildings of the same type she has, the more points she gets. However, the Marquise needs to maintain and protect a strong and interconnected economy of wood to fuel her ongoing construction.
The Keep of Marquise de Cat brings two special abilities when it’s on the map. Firstly, only the Marquise can place pieces in the clearing where the keep token is located. Secondly, if the Marquise’s warriors are about to be removed, she can use her Field Hospitals to bring them back by spending a card that matches the warriors’ clearing, placing them back in the clearing with the keep token.
Now, let’s move on to Birdsong, the first phase of the game.
Hey there! Let’s dive into the rules of this game and figure out how to play. I’ll break it down for you and explain how each part works, so you’ll be ready to jump right in.
Daylight
First, I’m going to show you what you can do during the Daylight phase. You have a few options, and I’ll explain each one to you:
Crafting Cards: You can use your workshops to craft cards from your hand. Take a look at your cards and see if there are any you want to craft. Spend the required resources and get some new cards for your collection.
After crafting, you can also take up to three different actions. Let’s check them out:
- Battle: If you want to start a battle, spend a bird card for each extra action you want to take. This can be a powerful move!
- March: Need to move around the board? With this action, you can take two moves. Plan your strategy and choose where you want to go.
- Recruit: If you need more warriors on your team, this action is for you. Place one warrior at each recruiter. Remember, you can only take this action once per turn.
- Build: Building is important for scoring victory points. Spend wood tokens equal to the cost of the building and place it in a clearing you control. You can use any wood on the map, as long as it’s connected to one of the clearings you rule. When you place a building, don’t forget to score the victory points on your faction board. It’s a great way to boost your score!
That’s it! You now know what you can do during the Daylight phase. Have fun exploring the game and may the best player win!
In this game, you have different actions you can take depending on the phase of the game. Let me explain how some of them work.
During the Day, one of the actions you can take is Overwork. This means you spend a card to place a wood token at a sawmill in a clearing that matches the suit of the card you spent. This can help you gather resources and progress in the game.
It’s important to note that unless otherwise stated, you can take actions in any order and repeat actions if you choose to.
Then comes the Evening phase. During this phase, you draw one card and an additional card for every draw bonus that is still uncovered. After that, if you have more than five cards in your hand, you need to discard down to five cards. This helps keep your hand manageable and allows you to plan your strategies effectively.
The Eyrie Dynasties is one of the factions in the game. They have their own unique abilities and actions. Each faction has their own special rules and strategies, which adds to the depth and excitement of the game. Remember to read the rulebook and familiarize yourself with each faction’s abilities to make the most out of your gameplay.
By understanding the different actions and phases of the game, you can make informed decisions and develop winning strategies. Have fun exploring the world of Eyrie Dynasties and may your conquests be glorious!
The Eyrie Dynasties have a grand mission: to bring their once-respected group back to its former glory in the Woodland by relocating the forest clearings. At nightfall, the Eyrie gain victory points based on the number of their roosts on the map. The more roosts they have, the more points they earn. But here’s the catch: the Eyrie are bound by their Decree, a growing list of actions they must take as promised by their leader. If they fail to carry out all the actions on their Decree each turn, they will fall into turmoil.
The Eyrie are known as the Lords of the Forest. Even if they are tied with other groups, they still rule a clearing. However, their Disdain for Trade means they score fewer points when they craft items.
Now, let’s talk about Birdsong. During this phase, you need to add one or two cards to any columns in your Decree. Just keep in mind that only one of those cards can be a bird card.
Emergency Orders: If you don’t have any cards at the start of Birdsong, draw one.
A New Roost: If you don’t have any roosts, put one roost and three warriors in the clearing with the fewest warriors.
Daylight
First, you can make as many cards as you want, using roosts.
Then, you must follow the Decree, starting with the column on the left and moving to the right. In each column, you can follow the actions on the cards in any order you like.
For each card in a column, you have to do the action listed on it in a clearing that matches the card. There are four columns in the Decree, and here’s what each column can do:
- Recruit: Put a warrior in a clearing that matches a roost.
- Move: Move at least one warrior from a matching clearing.
- Battle: Start a battle in a matching clearing.
I Can Help You Build a Roost
Hi there! I’m here to help you understand how to build a roost. Let me break it down for you.
First things first, you need to find a clearing that you rule. It should have an open slot and no roost on it. Once you’ve found the right spot, you can start building.
It’s important to remember that building a roost is a double-edged sword. On one hand, it can elevate your position in the game. On the other hand, it can also regenerate a response from your opponents. So, you need to weigh the pros and cons before making a decision.
When someone builds a roost, it can have a big impact on the game. It can change the dynamics and the strategies you need to employ. So, it’s important to carefully consider your moves.
If you’re looking for an effective way to gain an advantage, building a roost is definitely a strategy to consider. By following this simple guide, you’ll be able to build a roost and take your game to the next level!
First, I want you to score the victory points that are shown on the rightmost empty space of your Roosts track. It’s important to keep track of your progress and see how many points you’ve earned.
Next, I want you to draw one card from your deck, and if you have any uncovered draw bonuses, you can draw additional cards based on the number of bonuses you have. It’s important to have a good selection of cards in your hand, but be careful not to have more than five cards. If you do, you’ll need to discard down to five cards.
Turmoil
If there’s a situation where you’re unable to take an action, things can get a bit chaotic. Here’s what you should do:
- First, your regime will be humiliated, and you’ll lose one victory point for each bird card in the Decree. It’s important to protect your cards and make strategic decisions.
- Next, your court will be purged. This means you’ll need to discard all the cards in the Decree, except for the two Loyal Vizier bird cards. Keep an eye on your court and make sure you’re not losing valuable resources.
- After that, your leader will be deposed. You’ll need to flip your current leader face down and choose a new leader from the ones that are face up. Then, you’ll need to place your new leader on your faction board. Take the Loyal Viziers you have and tuck them into the Decree spaces assigned to your new leader.
- Finally, it’s time to rest. This means that the Daylight phase ends, and you’ll move on to the Evening phase. Take a moment to regroup and prepare for what comes next.
Imagine this: you find yourself in a tricky situation, faced with a problem that seems unsolvable. It could happen in many different ways, like having no warriors available to recruit or ruling over clearings that already have roosts, preventing you from building more.
Let’s take a look at an example:
Woodland Alliance
Welcome to the Woodland Alliance! If you’re curious about the Woodland Alliance, you’ve come to the right place. I’m here to tell you all about this fascinating group and why it’s so special.
So, what exactly is the Woodland Alliance? It’s a collective of individuals who are passionate about preserving nature and protecting the environment. We believe that the natural world is essential to our well-being, and it’s our duty to take care of it.
The Woodland Alliance is not your average environmental organization. We’re not just about planting trees and cleaning up litter (though those things are important too!). We’re about going deeper and addressing the root causes of environmental issues.
Our goal is to raise awareness about the interconnectedness of ecosystems and the impact of human actions on the planet. We want to inspire people to think critically about their own lifestyles and how they can make a positive difference.
We understand that taking care of the environment can sometimes be overwhelming. It’s easy to feel like a small fish in a big pond, but every effort counts. That’s why we encourage everyone to start small and make changes in their own lives.
By making simple changes like using reusable shopping bags, conserving water, and recycling, we can all contribute to a healthier planet. And if you’re already doing these things, we’ve got plenty more ideas to take your eco-consciousness to the next level.
The Woodland Alliance is also committed to education and outreach. We believe that knowledge is power, and by sharing information and resources, we can empower individuals and communities to make a difference.
So, if you’re passionate about the environment and want to be part of a community of like-minded individuals, the Woodland Alliance is the place for you. Join us and together let’s create a world where nature thrives and future generations can enjoy the beauty of our planet.
The Woodland Alliance is on a mission to win over the oppressed creatures of the Woodland and gain their sympathy. Every time the Alliance places a sympathy token, they earn victory points. The more sympathy they have on the map, the more victory points they rack up. But here’s the catch: getting the sympathy of the people requires supporters and cards on the Alliance’s faction board.
These supporters can also be used for a more aggressive approach: revolt. By starting a revolt, the Alliance can establish a new base and train officers to enhance their military flexibility. They’re all about guerrilla warfare, so when they defend themselves in battle, they use the higher dice roll while their attackers use the lower one.
It’s all about supporters, sympathy, and outrage for the Woodland Alliance. By winning hearts, they can sway the tides of the Woodland in their favor.
When I’m part of the Alliance, I use supporters-cards from my Supporters stack. These supporters are different from the cards in my hand, and I can only spend them for their suit. For example, I can’t use a supporter to create a card or play an ambush.
There’s a limit to how many supporters I can have: If I don’t have a base on the map, I can only have up to five supporters. If I have more than that, I have to discard the excess cards.
I mostly use supporters to place sympathy tokens. Placing sympathy is the main way to score victory points. And, guess what! Sympathy can even earn me more supporters through Outrage.
So, here’s the deal: if anyone messes with my sympathy tokens or decides to crash a clearing with one of my warriors, I get a little bonus. They have to toss a card from their hand that matches that clearing into my Supporters stack. But hey, if they don’t have a matching card, I get to peek at their hand and snag a card from the deck instead. Nice, huh? Gotta love those added perks.
Check this out for an example:
Birdsong
Hey there! Let’s talk about something fascinating – birdsong! Ever wondered how birds communicate with each other? Well, I have, and I think it’s pretty amazing.
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Revolt: So, imagine this: you’re a bird, and you want to take over a space that’s currently occupied by your enemies. What do you do? Well, you gather all your supporters from another space and head to that enemy territory with a plan in mind. Once you’re there, you remove all the enemy pieces, establish your base, and bring your warriors to guard it. Oh, and you also place an additional warrior in your officers’ box – just to show how serious you are!
Now, here’s the interesting part. When you remove an enemy piece, you have to sacrifice some of your officers and discard any supporters that match the type of that base – even those cute bird supporters of yours!
Hey there! Let me tell you about spreading sympathy in this game. It’s really important, so pay close attention!
When it’s your turn, you can place a sympathy token in a clearing that doesn’t have any sympathy. Try to pick a clearing that is right next to a sympathetic clearing if you can. To do this, you’ll need to use your supporters. The number of supporters you need to spend is shown on your Sympathy track.
But wait, there’s a catch! If the clearing you want to place sympathy in has three or more warriors from another player, you’ll have to spend an extra supporter that matches the one you want to place. It’s like an extra cost.
However, if there are no sympathy tokens on the board yet, you’re in luck! You can place your first sympathy token in any clearing you want. How cool is that?
Just to help you understand better, let me give you an example during the Birdsong phase. Say it’s your turn, and you want to place a sympathy token. You check the board and see a clearing that doesn’t have any sympathy yet. You also notice that there’s a sympathetic clearing right next to it. Perfect! You use your supporters to pay the cost from your Sympathy track and place your sympathy token in the empty clearing. Great job!
Daylight: What You Can Do
Hey there! Let me tell you about some things you can do during the Daylight phase. And guess what? Unlike Birdsong, you use cards from your hand, not supporters!
- Craft: You can create a new card by using sympathy tokens.
- Mobilize: Add a card to your Supporters stack. It’s like gathering more allies, you know?
- Train: If you have a card that matches a built base, you can spend it to put a warrior in the Officers box. That warrior becomes an officer! Pretty cool, huh?
By the way, the number of military operations you can take during Evening depends on the officers you have. They’re super important!
Without officers, you won’t be able to move or battle with your warriors. So make sure to train officers! They’ll also help you recruit new warriors and place sympathy tokens without using supporters.
Evening: What Happens Next
When it comes to military operations, you have some options at your disposal. Let’s take a look at what you can do:
- Move: You can make a single move.
- Battle: If you’re feeling confrontational, you can initiate a battle.
- Recruit: If you have a base, you can place a warrior in a clearing.
- Organize: If you want to exert influence, you can remove one of your warriors from an unsympathetic clearing and replace it with a sympathy token. This action also allows you to score the revealed victory points.
Once you finish with your military operations, it’s time to replenish your hand. You draw one card, plus an additional card for each uncovered draw bonus you may have. However, if you find that you have more than five cards in your hand, you’ll need to discard down to five.
Let me give you an example of how military operations work:
Vagabond
I have always found myself captivated by the idea of being a vagabond. The allure of exploring unknown lands, meeting new people, and experiencing different cultures has always intrigued me. The life of a vagabond is filled with uncertainty and adventure, with each day bringing something new and unexpected.
When I think of a vagabond, I envision someone who is free-spirited, unencumbered by material possessions, and always open to new experiences. They wander the world with a sense of curiosity and wonder, never knowing where they will end up next.
Being a vagabond means embracing the unknown and letting go of the need for stability and routine. It means stepping outside of your comfort zone and embracing the challenges and opportunities that come your way.
Of course, being a vagabond also has its challenges. It can be difficult to leave behind the familiar and venture into the unknown. There is often a lack of stability and security, and it can be challenging to find your place in a world that is constantly changing.
However, I believe that the rewards of being a vagabond far outweigh the challenges. The experiences and memories that you gain from traveling and exploring new places are priceless. You learn to appreciate the beauty and diversity of the world, and you gain a deeper understanding of yourself and your place in it.
So, if you have ever felt the call of the unknown, if you have ever wondered what life is like beyond the boundaries of your everyday routine, then I encourage you to embrace your inner vagabond. Step outside of your comfort zone, explore new places and cultures, and let the world be your classroom. Embrace the uncertainty and adventure, and let the experiences and memories enrich your life in ways you never thought possible. The world is waiting for you, so go out there and be a vagabond.
The Vagabond wears many hats, hopping from one side of the conflict to the other, making friends and foes along the way, all to serve his own interests. He embarks on quests to gain fame in the wood, boosting his reputation by strengthening his bonds with other factions or eliminating members of hostile groups.
As a “Lone Wanderer,” the Vagabond can’t seize control of a clearing or prevent other players from doing so. However, he’s nimble, allowing him to move freely even if someone else has dominion over his current spot.
The Vagabond has only one game piece: the Vagabond pawn. It can move and engage in battles just like a warrior, although it isn’t technically considered one.
Now let’s talk about items. To be an effective Vagabond, you’ll need to stay on top of managing your items. This means exploring the Woodland’s ruins to uncover new treasures and providing assistance to other factions in order to expand your selection.
Have you ever thought about the different possibilities an item can have? It’s fascinating to consider how an item can be damaged or undamaged, and how it can be face up or face down. These two qualities give items so many potential outcomes.
Think about it: You can use an undamaged item that’s face up to perform a specific action. It’s like unlocking the potential of that item and putting it to good use. But what happens when an item is damaged or face down? Does it lose its usefulness?
Well, not necessarily. Even when an item is damaged or face down, it still has a purpose. It might not be as powerful or effective as an undamaged face-up item, but it can still be used in some way. Sometimes, a damaged or face-down item can even surprise you and prove to be more valuable than you expected.
So, the next time you come across an item that’s damaged or face down, don’t dismiss it right away. Take a moment to consider its potential and how it could still be useful to you. Sometimes, things aren’t always what they seem at first glance.
When everything’s fine, you’ll find #image.jpg, #image.jpg, and #image.jpg neatly organized on the left side of your faction board. These are important resources, so make sure to take good care of them. The rest of your stuff goes in your Satchel, but here’s the catch: you can’t carry everything. Your Satchel has a limited capacity, so you’ll need to make some tough choices during Evening and discard any excess items. It’s a bit of a bummer, but that’s how it goes.
Now, let’s talk about Birdsong. It’s the start of your turn, a fresh new day, and you have a few actions to consider. Remember, you want to make the most out of your turn, so choose wisely.
When Birdsong begins, flip two items face up on the track, and then flip three more face up. This will help you keep track of the items that are available to use.
If you happen to make a mistake, you can always slip into a nearby clearing or forest without using up any energy.
Slipping is the only way to enter a forest!
Try These Slips:
Daylight
When it’s my turn during the Daylight phase, I can do different things with the items I have by using them and flipping them face down.
- Move: I can use a #image.jpg to take a move.
- Battle: I can use a #image.jpg to start a battle.
- Strike: I can use a #image.jpg to eliminate a warrior in my clearing. If there are no warriors from another player there, I can instead remove one of their buildings or tokens.
- Explore: I can use a #image.jpg to take an item from a ruin in my clearing and score one victory point. The ruin will be removed from the map.
Hi there! Let’s talk about some important actions you can take in the game. There are three main actions you can choose from: Aid, Quest, and Craft.
Aid: If you exhaust any one item and have a card in your hand that matches your clearing, you can give that card to another player in any clearing. In return, you get to take one item, if there are any, from their Crafted Items box.
Quest: To complete a quest, you need to find a quest card that matches your clearing. Then, you have to exhaust the two items listed on the quest card. Once you’ve done that, you can place the completed quest in your play area.
After completing a quest, you have two options: you can either draw two cards from the deck or score one victory point for each quest of this suit that you have completed, including the one you just finished. Lastly, draw a new quest card and place it face-up for everyone to see.
Craft: This action requires you to exhaust a number of items that match the suits shown on a card’s crafting cost. All the items you exhaust must match the suit of your clearing.
I hope this helps! Remember, these actions are important for your success in the game. Good luck!
Evening
Repair:
To fix something that’s broken, use a repair tool. Just tap on the tool icon to make it happen.
Special Action:
When you want to do something special, use a special tool. Just tap on the tool icon to see what special action you can take.
That’s it! Repairing and taking special actions are important parts of the game. So remember, if something’s broken, grab a repair tool, and when you want to do something special, use a special tool!
If you’re ever in a forest, make sure to repair any items that have been damaged.
When it comes to playing the card game, one of the most important steps is drawing cards. I find it fascinating how the process of drawing cards can have such a profound impact on the outcome of the game. It’s like opening a door to a world of possibilities.
So, let me break down the process for you. You start by drawing one card, and then you draw one additional card for each card on its track. It’s a simple rule that can make a big difference in your strategy.
Now, here’s the thing. You need to be mindful of how many cards you have in your hand. If you have more than five cards, you have to discard down to five. This is where strategy comes into play. You have to carefully consider which cards to keep and which ones to let go. It’s a delicate balance that requires both intuition and rational thinking.
And if you think about it, drawing cards is a lot like life. You never know what you’re going to get. Sometimes you get lucky and draw the perfect card that helps you win the game. Other times, you’re not so fortunate and draw a card that doesn’t quite fit your strategy. But that’s the beauty of it – the uncertainty, the thrill of the unknown. It keeps you on your toes and makes the game exciting.
So, the next time you sit down to play a card game, remember the importance of drawing cards. It’s not just a mechanical act; it’s an essential part of the game that can pave the way to victory. Embrace the unpredictability and enjoy the journey. Good luck!
So, here’s the deal: if you have more stuff in your Satchel and Damaged box Vagabond’s than your item limit – which is six, plus two for each slot on its track – you gotta get rid of some things. You gotta toss ’em out until you’re back within your limit. Any items you remove, just put ’em back in the box where they belong.
Now, unlike the other factions, the Vagabond doesn’t get any fancy draw bonuses. Nope, ain’t gonna uncover anything here. Instead, the Vagabond gets those sweet draw bonuses in the form of items. There’s a catch, though. This item here, it only adds a bonus draw if it’s in good condition and face up on its matching track.
Moving Things Around
You can freely move face-up, undamaged images of cards between your Satchel and their tracks. If you use up a card, you have to put it in your Satchel. When a card gets damaged, it goes into your Damaged box in your Satchel. Once a card is fixed, it goes back from the Damaged box to the Satchel. Your Relationships chart shows how friendly or unfriendly other factions are towards you.
If you want to make a faction like you more, you can give them cards with the Aid action. But it’s not enough to just give them the cards – you have to actually use the Aid action the right number of times on your turn.
When you make a faction like you more, you get victory points. The more they like you, the more points you get. And when you reach the highest level of liking, called the Allied space, you can do more with that faction. You can move around and fight battles with their warriors.
But remember, this only works if you follow the rules exactly. So make sure you read the Law of Root (9.2.9) for more details.
If you ever take out a warrior, just put their faction’s relationship marker in the Hostile box. You’ll earn a victory point every time you take out one of their pieces in a battle on your turn, plus any points you get for removing buildings and tokens. But there’s a catch: whenever you move into a clearing with Hostile warriors, you have to use up one of your own warriors.
Here’s an example of how helping and improving relationships works:
Battling As The Vagabond
Introduction
Have you ever had one of those days where life feels like a chaotic rollercoaster? I know I have! You see, sometimes life can throw unexpected challenges your way, and it’s important to be prepared for anything that comes your way. So, let’s talk about the art of battling as the vagabond and how it can elevate your life to exhilarating new heights.
Embracing The Unknown
Picture this: You are standing at a crossroad, unsure which path to take. Instead of feeling overwhelmed, why not embrace the unknown like an adventurous vagabond? By doing so, you open yourself up to a world of limitless possibilities. The vagabond thrives on uncertainty, finding joy and excitement in the unexpected twists and turns of life.
Finding Strength In Resilience
Life is not always smooth sailing, but every obstacle presents an opportunity for growth. As a vagabond, I’ve learned that resilience is my superpower. When faced with adversity, I tap into my inner strength and bounce back stronger than ever before. Remember, you have the power to overcome any challenge that comes your way.
Discovering Beauty In Simplicity
In a world filled with noise and distractions, simplicity is a treasure to be cherished. The vagabond understands the beauty of simplicity and seeks to embrace it in every aspect of life. By letting go of material possessions and unnecessary complexities, you open yourself up to a world of freedom, peace, and contentment.
Embracing Authenticity
Society often pressures us to conform to certain standards and expectations. But as a vagabond, I believe in embracing authenticity and staying true to who I am, no matter what. By being unapologetically yourself, you attract experiences and connections that align with your true essence. So, embrace your quirks, unique talents, and passions – they are the essence of your vagabond spirit.
Conclusion
In conclusion, embracing the vagabond spirit is a transformative journey that can elevate your life in ways you never thought possible. By embracing the unknown, finding strength in resilience, discovering beauty in simplicity, and embracing authenticity, you’ll embark on an adventure that will ignite your soul and push the limits of what you thought was possible. So, are you ready to unleash your inner vagabond?
Your approach to battle is different because you don’t have warriors like others do. Let me explain the rules that apply to you:
- You’re not a warrior: Since you’re the Vagabond pawn, effects and rules that mention warriors don’t affect you. You have the freedom to battle in the clearing where your pawn is.
- Maximum hits you can deal: The number of hits you can deal by rolling the dice depends on your undamaged items, whether they are exhausted or not.
- Taking hits: You can take hits by damaging your items of choice. However, if you have no undamaged items left, you can ignore any further hits.
- Defenseless without undamaged items: If you find yourself with no undamaged items, you become defenseless and take an extra hit.
Let me give you an example of a Vagabond battle:
The Vagabond pawn is in a clearing surrounded by three Marquise warriors. In his trusty Satchel, he has two swords. After a long and prosperous relationship with the Marquise faction, the Vagabond is preparing to execute a betrayal.
The Initial Clash
I go into battle armed with my trusty sword, ready to face off against the Marquise. To my surprise, the Marquise doesn’t spring any unexpected tricks on me. So, I decide to roll the dice, hoping for a bit of luck and strategy. The dice land on a one and a one, and I manage to land a successful hit on the Marquise. This hit changes the Marquise’s attitude towards me, making them hostile. In retaliation, the Marquise lands a hit on me as well. Faced with this situation, I carefully consider my options and choose to inflict damage on my already worn-out sword.
#image.jpg
The Second Battle
So, here I am, undeterred, ready to take on another round of battle using my second trusty sword. No surprises this time, no ambush cards from the clever Marquise. Now it’s time to roll the dice and see what fate has in store for me. And would you look at that, I rolled a 2 and a big fat 0. Not the most promising roll, I must admit. With only one sword left intact, I can only manage to land one hit. But hey, every little victory counts, right? And boy, does it feel good to take down another one of those hostile warriors. That’s worth a point in my book.
Dominance Cards
The deck has four really powerful cards, one in each suit. These cards are different from the regular cards because you can’t make them, but you can use them in a special way.
When you use a powerful card, don’t throw it away! Instead, put it close to the map. During your turn, you or any other player can take one of these powerful cards by using a regular card of the same suit.
Changing How I Win
If I have 10 or more victory points during my turn, I can play a powerful card and activate it. This means I have to take my marker off the score track. From now on, I can only win if I meet the win condition on my powerful card.
My powerful card doesn’t count as one of my regular cards, and it can’t be taken away or replaced.
Teaming Up as the Vagabond
When it comes to the game of Vagabond, there’s a special rule that allows me, as the Vagabond, to team up with another player who has the lowest score. If there’s a tie for the lowest score, I get to choose which player I want to join forces with.
Once we form a coalition, I take my score marker off the score track and put it on that player’s faction board. From that moment on, if our partner wins the game, I share in their victory.
Now here’s an interesting twist – I can even team up with a Hostile faction! If I do that, I move their relationship marker to the Indifferent space.
When does the game end?
The game ends as soon as one player reaches 30 victory points. And guess what? That player is declared the winner right then and there.
But here’s the thing – if two or more players hit 30 or more victory points at the same time, the player who is currently taking their turn wins the game. So timing is everything!
When you play the game, there are certain cards called dominance cards that can help you win, even if you haven’t reached 30 victory points yet. However, you have to make sure you meet the victory conditions listed on the dominance cards in order to win the game.
How to Get Victory Points
Every faction has different ways to score victory points, but there is a common method that any faction can use.