Is the otters hand public during advanced setup?
I cant find it anywhere in the rules. When exactly do the otters cards become revaled to other players?
I cant find it anywhere in the rules. When exactly do the otters cards become revaled to other players?
if this looks familiar, its cause i've posted this before. wasn't happy with the end result, so i redid significant parts of it.
Are the Lilypad just supposed to have all of their enclaves out and all of their warriors out for the entire game (without hirelings)? I've tried various combinations at 3 players and it always feels like the Lilypad get all of their warriors out by turn 3 and then the warriors and enclaves stay out throughout the entire game. I know that they're balanced at 4p, but are they just not balanced or viable at 3p?
Doesn’t seem to strictly correspond with popularity on BGG, and it’s always by far the most complicated game I see there (I don’t see Twilight Imperium being sold in Target for example)
What makes root special in that these supermarkets sell it? Is it the cute art? And maybe the supermarkets don’t think it’s a relatively heavy game? The next heaviest game I see is usually smth like Catan
I just finished building a little solution to keep everything except the homeland extension (even the bots) !
I started it as a temporary solution to make it easier bringing the game over with a single box, and wanted in the long run to replace the plastic bag for the faction pieces for boxes, but i'm not even sure i want to box the pieces now, everything fits so perfectly, and even when i'll get homeland, i'm sure i'll just have to remove 3 or 4 bots to fit it.
I'll receive the last 2 hirelings packs next week and kepts some space to even fit them.
Definitly not the best looking but i didn't expect to be able to fit the entirety of root in a single box, it will make playing so much easier!
Frog (formerly rabbit) Militant Clearing: 2 frogs, 3 cats
Cats battle: 3-3
Both Frogs and the Enclave are removed, as well as two cats.
Cat player has no Frog cards in hand.
May the Cat player spend a Rabbit card for Field Hospital, since the Militant Enclave is now gone?
Or do all those things happen simultaneously and they could only have spent a Frog card?
Just wanted to make sure I understand the whole flooded path thing on the marsh map. I assume it's referring to a path like this one in the center of the picture. It doesn't connect with the clearing now, and the cover puts a "cap" on it.
It just doesn't look flooded, just sorta ends suddenly. But if I understand this, nothing can go there, pieces can't walk down it, it's like the other clearing it starts at has one less connection, but it still separates the forest. Do I have that correct?
I'm in the middle of a game, so I can't easily search for this on like Thingiverse.
Are there any trays that could be used to hold Hirelings as you pass them around the table?
Right now I'm just passing a teetering pile of ducklings balanced precariously on the Hireling card.
Ideally I'd print three of these and store them in the Hirelings box.
If you know a print of this, please share it!
I understand the faction at the base level, but I guess I am trying to understand how this faction should glow throughout the game. Integrating for the most part is capped at 4 pts a turn but idk if that is a realistic standard to average throughout the game. i’m guessing on average you probably want to be close to 3 pts a turn for integrating, and at like 7-8 turns that is around 21-24 points. so i guess you would battle and craft for the remaining 6-9 points. I guess how reasonable is it to average 3 pts a turn for integrating with this faction? I feel like I get locked out of peaceful enclaves in the places I need to score those integration points, so then i spend time recruiting and battling but i don’t get nearly enough points. Idk do I come out hot out the gate to try and really bring this game into the muck before I can set up consistent scoring but I fear if i don’t score big early I won’t be able to do it later. For some reason the other new factions are feeling more intuitive in their game loop, and i keep running into road blocks with the frogs.
Why so bad? Do you guys think if they have one more turn they would still be bad and lose the same?
Made by myself on my workshop.
I could be wrong about Knaves. I don’t know them well. Let me know your thoughts!
Edit: I was wrong about otters
Just wondering if anyone else has tried or thought of this... Had an idea for Corvid. One of their downsides is that for a lot of factions, bypassing their guessing mechanism and just battling them is an easy way to avoid losing cards. My suggestion is to raise the embedded agent hits from 1 to 2.... Therefore making opponents more incentivized to engage with the guessing mechanic, and not making it a strong strategy to just muscle out your plots. Thoughts?
I just played my first game with the Squires and Disciples deck and I have to be honest, I think it kinda sucks. I feel that if this came out before Exile and Partisans, I would probably like it a fair bit, but as it is, E&P is just so so much better. S&D just falls victim to having such niche and convoluted abilities that its not very frequent that they'll come up nor very satisfying to actually pull off. I have only played one game so obviously there is a knowledge and experience gap there but I wanna hear other thoughts about it. It is still better than the default deck probably.
At the end of the vid he announces he’s going to be making how to play videos for each of the factions soon
Hey everyone, I’ve been playing Root with my buddies and having a blast. Right now, I own the base game, the Exiles and Partisans deck, and the Riverfolk Expansion.
As the title says, I’m looking for advice on which expansion to pick up next. I was really leaning toward the Marauder Expansion, but I also love the look of the newest expansion. The problem is, I can’t seem to find it available anywhere.
Should I go ahead and get Marauder, or would it be better to wait until the newest expansion becomes more widely available?
Thanks so much.
I’ve been endlessly impressed by the faction ideas for Root. Finally had some ideas of my own.
The role we’re missing is that of “backers” or “supporters.” There is nobody who invests in others or spreads propaganda for others. WA’s sympathy is for itself. Otters sell goods, but this is like the opposite of what I’m thinking. Vagabond in alliance or coalition is the closest we get, but vagabond is built for something else. I think it would be interesting to see whether a faction could be built that invests in other players and pushes them toward certain goals.
It could be interesting to have an insects faction. The idea would be that they are initially present in all clearings, but rule none. They might look like the Marquise or Eyrie in many ways. They could be knowledge brokers and spies, manipulating the card deck, the dice, and seeing players’ hands.
With the frogs we now have a faction moving into the woodland to settle long term. What if we had the opposite? Think of the elves of Rivendell from LotR. Their goal is to get all of their people out. This might resemble the badgers a bit. VP from migrating across the board and not losing its citizens to battles.
The title says it all. This is for you to share which factions you think should never be neglected under any circumstances. I know many of you will say the Vagabond, but rather than stating the obvious, I’d also like to talk about the others. And here’s a question that was raised on BGG: do you think militant factions need to be watched more closely than insurgent ones?
The Hibernal Monarchy is the true undisputed rulers of the forest. With a monarch of great streangth at the seat of power no other faction can compare. But the Bears need vasst amount of food and with winter coming they need to prepare and once they emerge from their hibernation slumber they will claim the forest completly. No single faction can oppose them but united. United they might stand a chance. The Bears try to gain vp from bring fish from the river to the cave to store food. The more fish they bring the more vp the fish are worth. As well the monarch patrols the woods keeping the other factions at check as he acts at the end of other players turns. The bears must maintain a steady stream of fish while keeping evryone in check. This faction changes the game where 3 players of difrent faxctions fight together against the bear. The bear wants to gain 30 vp and the rest want to gain enough vp to gain honey and destroy it. I hope u like and any feedback is apreciated.
I was playing the frogs and placed a militant enclave on a clearing which was needed for another player to win by dominance. Could the player have flipped the enclave to peaceful before the check and win the game?