Learning: A Game of Woodland Might and Right

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A Game of Woodland Might and Right

Learning
to
Play Table of Contents
Y
Introduction���������������������������������� 2
Walkthrough��������������������������������� 3
Setup��������������������������������������������� 4
The Map���������������������������������������� 5
The Cards�������������������������������������� 6
Battling����������������������������������������������� 8
Marquise de Cat���������������������������10
Eyrie Dynasties�����������������������������12
Woodland Alliance�����������������������14
Vagabond�������������������������������������17
Dominance Cards�������������������������21
Scenarios��������������������������������������22
The Winter Map���������������������������23
1
Introduction
Root is a fast-paced game of adventure and war. You will play as one of four factions
vying to show that you are the most legitimate ruler of the vast Woodland. Marquise de Cat
You have conquered the e Keep Field Hospitals
forest. Now you must Only you can place Whenever a Marquise warrior would be removed,

Flow of Play
build a kingdom worthy pieces in the clearing you may spend any card to instead move the
of your name. with the keep token. warrior to the clearing with the keep token.

Birdsong Building
0 1 2

Cost
Place one wood
at each sawmill.

Each turn is split into three phases: Birdsong, Daylight, and

Sawmills
Daylight +1 +2
1st Cra using workshops.
Evening. Once you play through these phases in order, your turn

Workshops
2nd Take up to 3 actions, plus one per you spend.
+2 +2
Battle
March
ends, and the player to your left begins their turn. The three phases +2

Recruiters
Take two moves.

Recruit +1
Once per turn, place one warrior at each recruiter.

are described in detail on each player’s faction board.


Build
In a clearing you rule, place a building, spending its cost in
wood connected through any number of ruled clearings.

Overwork
Spend a card to place one wood at a sawmill in a matching
clearing.

Victory and Gaining Victory Points


Evening
Draw 1 card, plus 1 card per showing. Discard down to 5 cards.

You can win in one of two ways: score 30 victory points or play and complete a
dominance card. Dominance cards cannot be played early in the game, so we recommend
learning about them later—they are described more on page 21.

In Root, you will play one of four factions. Each scores victory points in its own way.

The invading Marquise de Cat wishes to exploit the Woodland, using its
vast resources to fuel her economic and military machine. She scores by
constructing buildings in the Woodland.

The proud Eyrie Dynasties wish to reclaim the glory of their once-great
aristocracy and retake the Woodland from the Marquise. They score each turn
by building and protecting roosts in the Woodland.

The upstart Woodland Alliance wish to unite the creatures of the forest and rise
up against their oppressors. They score by spreading sympathy for their cause
across the Woodland.

The wily Vagabond wishes to gain fame—or infamy—in the midst of this brewing
conflict. He scores by completing quests for the creatures of the Woodland and
by aiding and harming the other factions.

As you read on, you’ll learn more about the factions and how they score points, along
with a couple ways that any faction can score points.
2
Walkthrough
If your group learns by playing and wants to jump into Root without needing a long
rules explanation, you can use our robust walkthrough, as described below.
Skip this page if your group prefers to learn most of the rules before starting play.

Even if you use this walkthrough, someone should carefully read this learning-to-play
guide before your group meets to play. We’ll assume this person is you.

Preparing
Set up the game as described on the next page, but make these changes:

1st Seat the factions in this clockwise order: Marquise, Eyrie,


Alliance, Vagabond. Along with their faction board, hand
Walkthrough

1st Place the keep and 1 sawmill

each player their faction’s walkthrough card. in the top-le fox clearing.
(e keep does not fill a slot.)

2 nd Place 1 warrior in each

3
clearing, except diagonally

rd Do not draw 3 cards for each player. Instead, the walkthrough


opposite from keep. (11 total.)

3 rd Place 1 workshop and 1


recruiter on map as shown
cards will tell the players to take specific cards from the deck. on walkthrough sheet.

4 th Place rest of buildings on


your faction board tracks,

7
from right to le.
th Follow the setup on the walkthrough cards, not on the faction 5 th Take these cards from the
shared deck into your hand:
(Bird) Brutal Tactics
board backs. Everyone sets up at the same time, not in order. (Rabbit) Better Burrow Bank
(Mouse) Travel Gear

Playing Walkthrough Card

When you start playing, give the walkthrough sheet to the Learn-to-Play Walkthrough
For your first game, pass around this sheet and ask each player to read the actions Turn 1
Marquise player, and ask them to read the text in the Marquise’s
of their faction while taking their turn. Aer everyone finishes their first turn, flip
this sheet over and continue the walkthrough.
Turn 1 introduces these concepts: turn structure, battle, movement, craing, and rule.
Note: Only the relevant parts of each turn are narrated.

Marquise (1st player) Eyrie (2nd player)


box aloud as they’re taking the actions described. When their turn Birdsong. I place a wood at my sawmill.
Daylight, Action 1: Build. I spend that wood to
build a new sawmill, so I score one point. 1
Birdsong. First, I add two rabbit cards to the Recruit
column of my Decree.
Daylight, Decree. First I recruit twice, placing two
warriors at my roost. 1 Next I move three warriors
Daylight, Action 2: March. I move my warrior first to

is over, pass the sheet to the Eyrie player, and have them read their
from the rabbit clearing west to the mouse clearing. 2
the mouse clearing, then move both warriors
Bird cards are always wild, so I’m treating this bird as a
to the fox clearing. 2 3 To take a move, I must rule
rabbit. Œen, because I rule the mouse clearing and it
the clearing I’m moving from or moving to, which I
doesn’t have a roost, I build a roost there. 3
definitely do.
Daylight, Action 3: Recruit. Evening. I have two roosts
I place a warrior at my 1
on the map, so I score one

actions aloud as well. After everyone has taken their first turn, flip
recruiter in the mouse point. Œen, I draw a card.
clearing. 4
2
Evening. 4
Finally, I
draw a card.
3

the sheet over and go through the second turn, as before. Alliance
(3rd player)
1

2 1 1
Vagabond
(4th player)
Birdsong, Spread Sympathy. Birdsong, Slip. I’ll slip into
I spend a fox card on my the central fox clearing. 1
Supporters stack to put a 2 Daylight, Aid. I exhaust my
sympathy token in the torch to give a fox card to

Throughout this process, encourage everyone to ask questions. You


central fox clearing and the Alliance and take their
score a point. 1 3 crossbow. Our relationship
improves, so I score a point.
Daylight, Cra. I want to
cra  my Crossbow card, so I’ll activate Daylight, Move. I exhaust a boot to move into
my fox sympathy to score a point and take the the mouse clearing. 2
crossbow from the item supply on the map. Daylight, Strike. I exhaust my crossbow to remove an

will likely be able to answer questions about shared concepts such


Daylight, Mobilize. I add my other Eyrie warrior, which moves our relationship to Hostile.
two cards to my Supporters stack. Daylight, Battle. I exhaust my sword to battle the
Eyrie. I roll a 1 and 0, and I use the higher roll
Evening. I haven’t had a revolt
because I’m the attacker. I deal one
yet, so I don’t have any officers.
hit, so this removes one Eyrie warrior.
No officers means no actions in
I score a point because they’re Hostile.
Evening, so all that’s le  for me
Evening. Finally, I draw a card.

as moving and battling with little reference to this guide. If someone


to do is draw a card.

Walkthrough Sheet
asks about their faction, encourage them to look over their faction
board—it is designed to answer most of those questions. Don’t be dismayed if play is in-
terrupted to explain the finer points of battling or crafting. For most players, Root is best
learned organically. After a few rounds, the game should flow seamlessly.
3
Setup
If playing with three players, remove the Vagabond. If playing with two, also remove the
Alliance. For more faction mixes, see page 22.

1st Choose Factions. Each player chooses a faction


board and takes all of their faction’s pieces.
The back of each faction board lists all of
its pieces and gives its basics of play.

2nd Set Scores. Place the score marker for each


faction in play on “0” on the score track. VP VP VP VP

3rd Deal Cards. Shuffle the shared deck of 54 cards,


and deal three cards to each player.
Do not confuse this shared deck with the
types of cards used by specific factions, as
listed on the backs of their faction boards.

4th Place Ruins. Place the four ruin chits on the


four slots on the map marked with “R.”

5th Make Item Supply. Gather the 12 item chits


shown to the right and place them on their
matching spaces near the top of the map.

6th Gather Other Pieces. Hand out the 16 faction


overview cards as desired, and place the two cus-
Ov
Overvie
w ervO vervO
iew ievwerv
iew

3
tom dice near the map.
0

7th Set Up Factions. The players set up their


factions, as described in Setup on the back of
each faction board, in this order: Marquise,
Eyrie, Alliance, Vagabond.

4
7

Path
8

9
Forest

The Map
R

10

11

12

13
Most action in
14
Root unfolds on the map of the Woodland,
R

consisting of1512 clearings connected by paths. R

16 R

17
A river runs through some clearings. Only use the river if
the Riverfolk
18
Company, an expansion faction, is in play.
19

Moving Around the Map


20

21

22

You can move


23 from clearing to clearing. When you move,

take any number


24 of your warriors from one clearing and
move them to a clearing connected by a path.
25

26

27

The spaces
28 on the Map enclosed by paths are forests,
which only the Vagabond can move into.
29

30

To move, you must rule the clearing you are moving


from or moving to. Slot
Clearing
You rule a clearing if you have the most combined
warriors and buildings there. On a tie, no one is ruler.
Warriors, which can move around the map
Various other actions in Root will require you to rule clearings. and battle pieces of the other players.

Warriors, which can Warriors


move around the map
and battle pieces of the other players.
Move Example
e Eyrie want to move
out of this clearing, which
they don’t rule. ey don’t rule this
Buildings
Buildings, which start on faction
clearing either, so they
cannot move here. boards and are placed in empty
slots on the map.
Buildings, which start on faction
boards the
Besides andfaction
are placed in empty
pieces, Root comes with
ey do rule this
clearing, so they
slots on the map.
Warriors, which can move around the map
can move here.
Tokens, which Tokens
are placed on the map
but do not
and battle pieces of the other players. Besides the faction fill building
pieces, slots.
Root comes with the f

5
0

Clearings
2

4
Each clearing on the map has one to three slots,
5
which hold buildings that players
6
will place.
A clearing with no open slots cannot
7 hold more
buildings. 8

9
R

10
Slots filled with ruins cannot hold buildings until
the Vagabond explores them. 11 Without a Vagabond,

these slots will be blocked for


12 the entire game.

13

Each clearing also has a suit: fox, 14 rabbit, or mouse.


ough both slots in this clearing are
A clearing’s suit represents the community
15
living there. full, tokens can still be placed here. R

16 R

17
A clearing’s suit is shown both by its symbol and by the color of the clearing’s trees.
18

The Cards
19

20

21

Throughout play, you will draw cards 22 from Root’s shared deck
into your hand, and many actions23will require you to spend cards
from your hand. Spending a card represents
24 calling upon animals to
Ar T
In battle m orer
lend you their labor, to do you a favor,
25
or to broker a deal. , ma
rasv
ignore all y discard thi
rolled hit
el G
s taken. a r
s toe
26 , +1 
dis en
card
B et teO C .
r o
Just like clearings, each card has a suit. Besides the fox, rabbit,
27 At star
anothe of
nBc u de
t at B e inrr ow b e
a irds D y rB
r playnothonag,
er liyo
g
aakn k
u edr s
er dr plaa ht, an
aw m
r’srd.ay loo
suit: bird.
yeca

and mouse suits, cards have a fourth


28 han k
d.

29

30
Birds Are Wild: The birds live in the treetops across the whole Woodland, so you can
always treat a bird card as a mouse, fox, or rabbit card. However, if you must spend a
bird card, you can’t substitute a card of another suit.
Mouse Bird
Matching Example
Let’s say you want to If the action said you must spend a
act in a fox clearing. matching card, you could spend a
fox or a bird card, since birds are wild.

OR

6
Crafting Cards Crafting Example
e Marquise wants to cra M
Most cards have a second use—you can craft the card a Gently Used Knapsack,
You have conquered the e Keep
to gain its effect, shown at the bottom. which costs one mouse. Only you can place
forest. Now you must
Gently
build a kingdom worthy Used pieces
Knapsack
in the clearin
To craft a card, you must activate crafting pieces in of your name. with the keep token
en
the clearings shown in the card’s bottom-left corner.
,, +1+1
Gently Used Knapsack
en discard.
discard.

You can activate each crafting piece only once per turn.
Each faction has a different crafting piece, as follows. Birdsong
e Marquise cras by
Crafting Pieces Place one wood
activating workshops.
at each sawmill.
Marquise cras Alliance cras
with workshops. with sympathy.
Daylight
1st Cra using workshops.
Eyrie cras Vagabond cras
with roosts. with hammers.

2nd Take up to 3 actions, plus one per you spe


AcrossBattle
the map, the Marquise
If the card gives you an immediate has two fox workshops and two
Gently Used Knapsack
effect, resolve it and then discard mouseMarch
workshops.
Take two moves.
en
, +1 discard.
the card. Recruit
Once per turn, place one warrior at each recruiter.
Immediate Effect
Build
In a clearing you rule, place a building, spending its c
A common immediate effect is to take an item from the wood connected through any number of ruled clearin
Brutal Tactics
map’s supply and place it in the Crafted Items box in
In battle as attacker, may deal
Overwork
an extra hit, but defender
scores one point. So, theSpend
Marquise canone
a card to place activate
wood at a sawmill in a mat
the top-right corner of your faction board.
one ofclearing.
these mouse workshops to
Persistent Effect
Evening
cra this card!
Whenever you craft an item, you score the
VP
victory points listed on the card! +1
Draw 1 card, plus 1 card per showing. Discard do

If the supply does not have the matching item to take, She takes the matching item from
you cannot craft the card.
Gently Used Knapsack the supply, scores one victory
, +1
en
discard. point, and discards the card.
If the card gives a persistent effect, tuck the card
Immediate Effect
under your faction board to show only its effect, which you may use as written.

You may not craft a card with a persistent effect if you already have
Brutal Tactics
In battle as attacker, may deal
an extra hit, but defender
scores one point.
one of the same name.

Persistent Effect
7
Battling
Battle Example
You can battle other players to remove their
pieces from the map. e Eyrie attack the Marquise.

When you battle, choose any clearing where you


have any warriors. You are the attacker, and you
choose another faction with any pieces there as
the defender.

Broadly, a battle has two steps:


First…
»» First, roll two dice. The attacker deals hits
equal to the higher roll, and the defender
e Eyrie roll the dice. 3
As the attacker, they
0
deals hits equal to the lower roll. However, take the higher result.
each player can roll no more hits than their
number of warriors in the clearing of battle.
»» Then, remove pieces. Both players remove en…
pieces at the same time. The player taking Both sides deal hits. Because the Eyrie
hits chooses which pieces to remove, but only have two warriors, they can only
must remove all their own warriors in the deal two hits. e Marquise deals zero
hits.
clearing of battle before removing any of
their own buildings or tokens there.

Whenever you remove an enemy +1


VP building or token—even outside
battle—you score a victory point!
e Marquise returns two pieces to
her supply, and the Eyrie score a
Extra Hits victory point for removing a token.

Some effects allow you to deal extra hits.

Extra hits represent superior positioning, tactics, or leadership. They are not limited by the
number of warriors in the clearing of battle, so a single warrior could deal multiple hits.

The attacker deals an extra hit if the defender has no warriors in the clearing of battle,
leaving themselves defenseless.
8
Ambush Cards Ambush Example
e Eyrie attack the Marquise.
Before the roll in battle, the defender may play an
ambush card whose suit matches the clearing
of battle to deal two hits immediately.

Since ambushes deal hits immediately, they can reduce


the maximum number of hits the attacker can roll.

But…
However, if the defender plays an ambush card, Ambu
sh!
e Marquise plays a
the attacker can foil the ambush, canceling its
bird ambush card!
effect, by also playing a matching ambush card. Birds are wild, so this
card matches the
Like extra hits, ambush hits are not limited by
mouse clearing. You ma
At start
y ambus
h in any
deal two of battle, def
clearin

your number of warriors in the clearing of battle.


g.
immedia ender
plays a te may pla
match hits, unless att y to
ing am
bush car acker
d.

You can even play an ambush card if you’re e Eyrie cannot foil the ambush,
defenseless! If you’ve got an ambush card
in hand, don’t be afraid to bait your enemies
so they must remove two warriors,
into attacking you where you seem weak. returning them to their supply.
e battle ends.
If an ambush card removes all of the attacker’s
warriors, the battle immediately ends.

9
Marquise de Cat
The Marquise de Cat occupies the Woodland and wants to turn it into an industrial and military powerhouse.
Each time the Marquise builds one of her buildings—a workshop, sawmill, or recruiter—she scores victory
points. The more of the same building she has on the map, the more points she scores. However, to fuel ongoing
construction, the Marquise must maintain and protect a strong, interconnected economy of wood.

The Keep of Marquise de Cat grants two special abilities while it is on the map. First, no
one but the Marquise can place pieces in the clearing with the keep token. Also, whenev-
er Marquise warriors would be removed, the Marquise may call on her Field Hospitals,
spending a card matching the warriors’ clearing to place them back in the clearing with
the keep token.

Birdsong
Place one wood token at each sawmill.

Daylight
First, you can craft any cards in your hand using workshops. Then, you can take up to
three of the following actions. Hawks for Hire: After taking three actions,
you may take any number of extra actions
»» Battle: Initiate a battle. by spending one bird card per extra action.
»» March: Take two moves.
»» Recruit: Place one warrior at each recruiter. You may take this action only once per
turn.
»» Build: Place one building in a clearing you rule with an open slot by spending wood
tokens equal to its cost. You may spend any wood on the map connected to this clear-
ing by any number of clearings you rule. When you place the building, score the victo-
ry points revealed on your faction board.
»» Overwork: Spend a card to place one wood token at one sawmill in a clearing whose
suit matches the card spent.

Unless otherwise noted, a faction may take actions listed in the same phase
in any order, and may take a given action multiple times.

10
Daylight Example
First, the Marquise decides to cra€ the Gently Used Knap-
sack, so she activates one mouse workshop. She scores a Gently Used Knapsack
en
victory point and puts the item in her Cra€ed Items box. , +1 discard.

en, she begins to take her actions: Marquise de Cat


She starts by taking the March action,
You have conquered
forest. Now you must
the which
e Keep lets her Field
Only you can place
move twice.
Hospitals
Whenever a Marquise warrior would be removed,
Crafted Items
build a kingdom worthy pieces in the clearing you may spend any card to instead move the Vagabond can give you cards to take these items.

She moves two warriors from a mouse clearing, which


of your name. with the keep token. warrior to the clearing with the keep token.

she rules, to a rabbit clearing, which she doesn’t.


Birdsong Buildings
0 1 2 3 3 4

Cost
Place one wood
at each sawmill.

Sawmills
Daylight +1 +2 +3 +4 +5
1 Cra using workshops.
st

Workshops
2nd Take up to 3 actions, plus one per you spend.
+2 +2 +3 +4 +5
Battle
March
+2 +3

Recruiters
Take two moves.

Recruit +1 +3 +4
For her second move, she moves another two warriors into
Once per turn, place one warrior at each recruiter.

Build
the clearing. She now rules the rabbit clearing.
In a clearing you rule, place a building, spending its cost in
wood connected through any number of ruled clearings.

Overwork
Spend a card to place one wood at a sawmill in a matching
For her second and third actions, she takes the Overwork
clearing.

Evening
action twice, spending a mouse Recruitand a birdMarquise
card to putde Cat Move Ba
You have conquered the e Keep Field Hospitals Crafted Items
two extraDrawwood in a forest.
mouse Now …in clearing
1 card, plus 1 card per
must with a sawmill.
a clearing with a roost.
youDiscard showing. down toOnly
5 cards.
you can place Whenever a Marquise warrior would be removed,

The Decree
build a kingdom worthy pieces in the clearing you may spend any card to instead move the Vagabond can give you cards to take these items.
of your name. with the keep token. warrior to the clearing with the keep token.

ough she has taken three actions, she would like to go


Eyrie 3Dynasties
Birdsong Buildings
again, so she spends a bird card to Place
get one
anwoodextra action 0 1 2 3 4
Cost

(Hawks for Hire). With this action she decides to build. at each sawmill.
Sawmills

Daylight In a moment of weakness the Cats


+1 of+2the Forest
Lords +3 +4 +5
Disdain for T
Because she rules the rabbit clearing, she can nowNow
descended. build inrallied your
you have You rule any clearings When cra
ing
1 Cra st

its empty slot. e next sawmill to 2be built costs, three wood,
using workshops.
strength and are poised to recapture where you are tied in items, you sco
Workshops

3 actions nd Take up to
your birthright.
plus one per you spend.
+2 +2
presence.
+3 +4 +5
only +1 .
so she spends wood from the nearby mouse clearing. en,
Battle
March
she scores three victory points. +2 +3
Recruiters

Take two moves.

Birdsong
Recruit +1 +3 +4

Woodland
Once per turn, place one warrior at each recruiter.

Build
In a clearing you rule, place a building, spending its cost in

1st If your hand is empty, draw 1 card.


Evening
wood connected through any number of ruled clearings.

Overwork
Outrage
2nd Add one or two cards When
Spend a card to place one wood at a sawmill in a matching
clearing.
Decree
to thea player . sympathy or moves any warriors
removes
+0 into a +1
Evening Only one card added may be a sympathetic clearing, that player must add a matching card from
.
Draw one card plus one card per uncovered drawyou havebonus. Then, ifyou
youdraw have
a card andmore than five Turmoil
their hand to your supporters. If they cannot, they show you their
Draw
3rd Ifwarriors noDiscard
roosts, place ahand,
roost and
and three
1 card, plus 1 card per
in the clearing with the fewest total pieces.
add it to your
showing. supporters.
down to 5 cards.

cards in your hand, discard down to five.


DaylightBirdsong 1stDaylight
Humiliate: Lose one vic
bird card (including Vizie
Most of the other factions draw and discard during Evening in exactly the same way.
st st
1 Cra
using roosts.1 Revolt any number of times. 2ndYou may take these actions any num
Purge: Discard Decree, e
Spend 2 supporters matching a sympathetic clearing. Cra• using sympa
2 taking one action per card
nd Resolve the Decree Remove all
Place
enemy
from le
pieces
column
matching base
in matching
there.
to right,
and warriors there equal to total
clearing. 3rd Depose:
choose
Flip leader face
Mobilize
a new one. Reass
number of matching sympathetic clearings.
Add a card from hand

Evening2
Place a warrior in the Officers box.
nd
Spread Sympathy any number of times. 4th Rest: Immediately end D
go to 11
andTrain Evening.
Spend number of supporters listed on Sympathy track to Spend a card from ha
place a sympathy, adjacent to sympathetic clearing if base to place a warrio
Score VP of rightmost empty
possible. Supporters
space must match
on the Roosts track.the target clearing.
Eyrie Dynasties
The Eyrie Dynasties wish to restore their once-dignified kind to their former glory in the Woodland by resettling
the forest clearings. During their Evening, the Eyrie score victory points from their number of roosts on the
map. The greater their presence, the greater their gains. However, the Eyrie are bound by their Decree, an
ever-increasing set of mandated actions promised by their leader. Each turn, they must take all of the actions
on their Decree, or else fall into turmoil.

The Eyrie are the Lords of the Forest. They rule a clearing even when tied for presence.
However, their Disdain for Trade means they score less when crafting items.

Birdsong Emergency Orders: If you have no cards


at the start of Birdsong, draw one.
You must add one or two cards onto any columns in
the Decree. Only one card added may be a bird card. A New Roost: If you have no roosts,
place one roost and three warriors in
the clearing with the fewest warriors.
Daylight
First, you may craft any number of cards, using roosts.

Then, you must resolve the Decree, starting with the leftmost column and moving right.
In each column, you may resolve cards in any order.

For each card Recruit


in a column, Marquise
you must de take
Cat
Move Battle
the action listed by the column in a clearing Build
You have conquered the e Keep Field Hospitals Crafted Items
forest. Now …in a clearing with a roost. …in a clearing you ru
matching the
you must
card. Here are the actions in the four columns of the Decree:
Only you can place Whenever a Marquise warrior would be removed,

The Decree
build a kingdom worthy pieces in the clearing without a roost.
you may spend any card to instead move the Vagabond can give you cards to take these items.
of your name. with the keep token. warrior to the clearing with the keep token.

»» Recruit: Place a warrior in a matching clearing with a roost.


Eyrie Dynasties
Birdsong Buildings
»» Move: Move at least one warrior
0 from
1 a matching
2 3 clearing.
3 4
Cost

Place one wood


at each sawmill.
Sawmills

»» Battle:
DaylightInitiate aweakness
In a moment of battlethein
Catsa matching
+1 clearing.
Lords of+2 +3
the Forest +4 +5
Disdain for Trade Crafted Items
descended. Now you have rallied your You rule any clearings When cra
ing
1st Cra using workshops.
»» Build: Place
strength a perroost
and are poised in a matchingwhere
to recapture clearing
you are you
tied inrule with anyouopen
items, score slotVagabond
and can nogiveroost.
you cards to take these items.
Workshops

2nd Take up to 3 actions, plus one


your birthright.
you spend.
+2 +2 +3 +4 +5
Battle presence. only +1 .

Evening March
+2 +3
Roosts
Recruiters

Take two moves.

Birdsong
Recruit +1 +3 +4

Woodland Alliance
Once per turn, place one warrior at each recruiter.

Build
First, scorest the victory points shown on the rightmost empty
In a clearing you rule, place a building, spending its cost in

1 If your hand is empty, draw 1 card.


wood connected through any number of ruled clearings.

Overwork
space of your Roosts track. Outrage Guerrilla War
+4 Crafted
2
Spend a card to place one wood at a sawmill in a matching
nd Add one or two cards When
clearing.
Decree
to thea player +0 +1
. sympathy or moves any warriors into a
removes
+2 +3
In battle as defender,
+4 +5
Evening Only one card added may
sympathetic
be a clearing,
. that player must add a matching card from you use the higher
Vagabond can give you ca
Then,Draw
drawrdone cardroosts,plusplaceone per uncovered draw bonus. If you
their hand to your supporters. If they cannot, they show you their
Turmoil
roll and the attacker
3 Ifwarriors
you have noDiscard
1 card, plus 1 card per ahand,
roost and
and you
showing. threedraw a card and add it to your supporters.
in the clearing with the fewest total pieces.
down to 5 cards. uses the lower.

12 have more than five cards in your hand, discard down to five. Leader Card
DaylightBirdsong 1 Daylight
st Humiliate: Lose one victory point per
bird card (including Viziers) on Decree. Evening
Turmoil
If you cannot take an action for any reason, you fall into turmoil. Follow these steps:

»» First, your regime is humiliated. Lose one victory point per bird card in the Decree.
»» Then, your court is purged. Discard all of the cards in the Decree except the two Loyal
Vizier bird cards.
»» Next, your leader is deposed. Flip your current leader face down and set it aside,
choose a new leader from those face up, and place it on your faction board. Then, tuck
your Loyal Viziers into the Decree spaces listed on your new leader.
»» Finally, you rest. End Daylight and go to Evening.

There are many ways to fall into turmoil! For example, you might not have any warriors in your supply
to recruit, or maybe all the clearings you rule already have a roost, meaning you can’t build any more.

Decree Example

e Eyrie’s Decree has a bird and


fox card in the Recruit column, and
a rabbit card in the Move column, a
bird card on the Battle column, and Recruit Move Battle Build

a bird card on the Build column.


…in a clearing with a roost. …in a clearing you rule

The Decree
without a roost.

Eyrie Dynasties
In a moment of weakness the Cats Lords of the Forest Disdain for Trade Crafted Items
descended. Now you have rallied your You rule any clearings When cra
ing
strength and are poised to recapture Vagabond can give you cards to take these items.
items, you score

For the recruit, Eyrie choose to treat the bird


where you are tied in
your birthright. presence. only +1 .

Roosts
Birdsong
card as a fox
1st card and so place two warriors
If your hand is empty, draw 1 card.

2
in a fox clearing with a roost.
nd Add one or two cards to the Decree. +0 +1 +2 +3 +4 +4 +5
Only one card added may be a .

3rd If you have no roosts, place a roost and three Turmoil


warriors in the clearing with the fewest total pieces.
Leader Card
Daylight 1st Humiliate: Lose one victory point per
bird card (including Viziers) on Decree.

1st Cra
using roosts. 2nd Purge: Discard Decree, except for Viziers.
2nd taking

2 1
Resolve the Decree from le
column to right,
one action per card in matching clearing. 3rd Depose: Flip leader face down and
choose a new one. Reassign Viziers.

Evening 4th Rest: Immediately end Daylight


and go to Evening.

Score VP of rightmost empty space on the Roosts track.

Draw 1 card plus 1 card per showing. Discard down to 5 cards.

Next, the Eyrie


must move at least en, the Eyrie must battle.
one warrior from ey only have a target in
a rabbit clearing. the rabbit clearing.
Battle Build In the battle the Eyrie and
d Items …in a clearing you rule Marquise each lose one warrior.
Decree
ards to take these items. without a roost.

Finally, the Eyrie must place a roost in a clearing they rule that does not have a roost

ynasties
already. ey have nowhere to place a roost, so the dynasty enters turmoil!
3 4
4 +5 13
Disdain for Trade Crafted Items
When cra
ing
Vagabond can give you cards to take these items.
items, you score
Woodland Alliance
The Woodland Alliance works to gain the sympathy of the various oppressed creatures of the Woodland. Each
time the Alliance places a sympathy token, they score victory points. The more sympathy on the map, the more
victory points they score. Gaining the sympathy of the people requires supporters, cards on the Alliance’s fac-
tion board. These supporters can also be put toward violent revolt. A revolt establishes a new base, allowing
the Alliance to train officers that increase their military flexibility.

The Alliance are experts in Guerrilla War. When defending in battle, the Alliance uses the
higher roll and the attacker uses the lower roll.

Supporters, Sympathy, and Outrage


To act as the Alliance, you often spend supporters—cards
Supporter Limits: If you don’t
in your Supporters stack. Supporters are separate from your have a base on the map, you may
hand of cards, and you can only spend supporters for their only have up to five supporters.
Discard any excess cards.
suit. For example, you couldn’t craft a card in the Supporters
stack or play an ambush card there to deal hits.

Supporters are often spent to place sympathy tokens. Placing sympathy is the main way
you score victory points, and sympathy can gain you more supporters through Outrage.

Whenever another player removes a sympathy token or moves any warriors into a clearing
with a sympathy token, they must add a card from their hand matching that clearing to
your Supporters stack. If they don’t have a matching card, they show you their hand, and
then you draw a card from the deck and add it to your Supporters stack.
Outrage Example
e Eyrie would like to move into the fox Supporters Stack
clearing. Because it has a sympathy token,
they must pay one fox card to the Alliance’s
Supporters stack.

en the Eyrie battle in the fox clearing and


remove the sympathy token. ey must now
pay another fox card to the Supporters stack.
e Eyrie pay a bird card. If they couldn’t
pay, the Alliance would have drawn a card
from the deck to add to their Supporters stack.
14
their hand to your supporters. If they cannot, they show you their roll and the attacker
hand, and you draw a card and add it to your supporters. uses the lower.

Birdsong Birdsong Daylight Evening


1 Spend 2 supporters matching a sympathetic clearing.
st
Revolt any number of times.
You may take these actions any number of times.
1st Military Operati
Cra• using sympathy.
You may revolt any number
Remove all of
enemytimes,
pieces there. and then spread sympathy any number of times. Move B
Place matching base and warriors there equal to total
number of matching sympathetic clearings.
Mobilize Recruit O
Add a card from hand to your Supporters stack. Place warrior at base. Rem
Place a warrior in the Officers box.
»» Revolt: Spend 2twond supporters
Spread Sympathy matching a sympathetic
Train clearing. Remove all enemy symp

to 2
any number of times.
Spend a card from hand matching a built nd Draw 1 card, plus 1 card p
pieces there and place the matching base.
clearing Then,
Spend number of supporters listed on Sympathy track to
place a sympathy, adjacent to sympathetic if place
base to place a warrior inthere
warriors equal
the Officers box. theDiscard
num-down to 5 cards.
possible. Supporters must match the target clearing.
ber of sympathetic clearings matching the suit of the revolt clearing, including the
revolt clearing itself. Last, place a warrior Recruit Marquise
in the Officers box. Bases de CatMove
OffiBa
Supporters
You have conquered the e Keep Field Hospitals Crafted Items
forest. Now …in a clearing
you must with a roost.
Only you can place Whenever a Marquise warrior would be removed,

Whenever you remove a base, you’ll have to remove half your officers and discardThe Decree
build a kingdom worthy pieces in the clearing you may spend any card to instead move the Vagabond can give you cards to take these items.
of your name. with the keep token. warrior to the clearing with the keep token.
If you have no bases on the map, discard any
all supporters matching the suit of that base—even your bird supporters!
cards that would be added beyond 5.
Removing Bases. If a base is removed from the map, discard all matching

Eyrie 3Dynasties
Birdsong Buildings
supporters (including birds), and remove half of officers (rounded up).
If no bases remain on the map, discard supporters down to 5.
0 1 2 3 4

Cost
»» Spread Sympathy: Place a sympathy token in an unsym-
Place one wood
at each sawmill.

Sympathy

Sawmills
Daylight +1 of+2the Forest
+3 +4 +5
pathetic clearing, adjacent to a sympathetic In a moment clearing
of weakness the if
Cats Lords Disdain for T
1 Cra 1
descended. Now you have rallied your
st 2 You rule any clearings 3 When cra
ing
possible. You must spend supporters as , shown byto the
using workshops.
strength and are poised recapture where you are tied in items, you sco

Workshops
2 3 actions
your birthright.
nd Take up to plus one per you spend.
+2 +2 +3 +4 +5
Battle presence. only +1 .
cost on your Sympathy track. If theMarch
target clearing +1 has +1 +2 +4
+2 +3

Recruiters
three or more warriors of another player,
Take two moves.
you must spend+1
Birdsong
Recruit +1 +2 +3 +3 +4
Woodland
Once per turn, place one warrior at each recruiter.

another matching supporter to placeBuild sympathy there.


In a clearing you rule, place a building, spending its cost in

1st If your hand


wood connected through any Placement Limits.
number of ruled clearings. Each clearing Martial Law. You must spend another matching sup
is empty,
may only havedraw 1 card.
one sympathy token. if the target clearing has at least 3 warriors of anothe
Overwork
If there are no sympathy tokens on the board, Add
youone canorplace your first Decree
Outrage sympathy in any clearing. +0
2
Spend a card to place one wood at a sawmill in a matching
clearing. nd
two cards When
to thea player . sympathy or moves any warriors
removes into a
+1
Evening Only one card added may
sympathetic clearing, that player must add a matching card from
be a .
Birdsong Example
their hand to your supporters. If they cannot, they show you their
3rd Ifwarriors
Draw you have no roosts, place ahand,
Discard
1 card, plus 1 card per roost and
and you
showing. Turmoil
threedraw a card and add it to your supporters.
down to 5 cards.
in the clearing with the fewest total pieces.
At the start of Birdsong, the Alliance sees a
sympathetic fox clearing as a prime targetDaylight
for Birdsong 1stDaylight
Humiliate: Lose one vic
bird card (including Vizie
revolt, so they take the opportunity, spending
1st Revolt
1st Cra
using roosts. any number of times. 2ndYou may take these actions any num
Purge: Discard Decree, e
a fox and a bird from their Supporters stack. Spend 2 supporters matching a sympathetic clearing. Cra• using sympa
nd
2 Resolve the Decree
Remove all enemy pieces there.
Place
taking one action per card
from le
column to right,
matching base
in matching and warriors there equal to total
clearing. 3rd Depose:
choose
Flip leader face
Mobilize
a new one. Reass
Supporters number of matching sympathetic clearings.
Add a card from hand

Evening2
Place a warrior in the Officers box.

Stack nd
Spread Sympathy
Officers any number of times. 4th Rest: Immediately end D
andTrain
go to Evening.
Spend number of supporters listed on Sympathy track to Spend a card from ha
place a sympathy, adjacent to sympathetic clearing if base to place a warrio
Score VP of rightmost empty
possible. Supporters
space must match
on the Roosts track.the target clearing.

Draw 1 card plus 1 card per showing. Discard down to 5 cards.


Ba
is revolt removes the Eyrie’s roost and two Marquise
Supporters
warriors, and the Alliance scores a victory point for the
removed roost. Because the Alliance hasIf youthree sympathetic
have no bases on the map, discard any
cards that would be added beyond 5.

fox clearings, they place three warriors and a fox base in the Removing Bases. If a base is remov
supporters (including birds), and re
fox clearing of the revolt and one warrior in the Officers box. If no bases remain on the map, disca

en, the Alliance places a sympathy token in a


rabbit clearing. is is the fourth sympathy token, so 1 2
it costs two rabbit supporters. Also, because the Eyrie
have three warriors there, the cost increases to three +1
rabbit supporters. e Alliance places the sympathy +1
and scores one victory point. 15
Placement Limits. Each clearing
may only have one sympathy token
Daylight
You may take the following actions. Unlike in Birdsong, these cards come from your
hand, not your supporters.

»» Craft: Craft a card, using sympathy tokens.


»» Mobilize: Add a card to the Supporters stack.
»» Train: Spend a card whose suit matches a built base to place a warrior in the Officers
box. This warrior is now an officer.

Your officers determine the number of military operations you can take during Evening.
Without officers, you can’t move or battle with your warriors! Training officers will also let
you recruit new warriors and place sympathy tokens without spending supporters.

Evening
You may take these military operations, up to your
number of officers.

»» Move: Take one move.


»» Battle: Initiate a battle.
»» Recruit: Place a warrior in a clearing with a base.
»» Organize: Remove one of your warriors from an unsympathetic clearing to place a
sympathy token there. Score the revealed victory points.
After you finish military operations, draw one card plus one per uncovered draw bonus.
Then, if you have more than five cards in your hand, discard down to five.

Military Operations Example


Officers
It is now the start of Evening. e Alliance has three officers, so they can
perform three operations.
First, they choose to Next, they move two warriors to an
recruit, placing a adjacent mouse clearing.
warrior at their Finally, they organize, removing one of
fox base. their warriors to place a sympathy token
in the mouse clearing.

16
Vagabond
The Vagabond plays all sides of the conflict, making friends and enemies as suit his ends, while going on quests
to increase his renown throughout the wood. As the Vagabond improves his relationships with other factions,
or removes pieces of factions hostile toward him, he scores victory points.

Being a Lone Wanderer, the Vagabond cannot rule a clearing or stop another player from
ruling one, but he is Nimble, so he can move regardless of who rules his clearing.

The Vagabond only has one piece: the Vagabond pawn. This pawn can move and battle
just like a warrior, but it is not a warrior.

Items
To move and act effectively as the Vagabond, you must manage your items, expanding
your selection by exploring the Woodland’s ruins and providing aid to other factions.

At any time, an item can be damaged or undamaged, and an item can be either face up
or down. You can exhaust an undamaged face-up item to perform an action.
face up face down Damaged

An item can be in
one of three states:
ex h
a u st

While undamaged, T, X, and B are stored on their tracks on the left side of your faction
board, while all other items are stored in your Satchel. You can only carry so many items
in your Satchel, and you will have to discard down to your item capacity during Evening.
Birdsong Possible Slips

Flip two items face up per T on its track at the


start of Birdsong, then flip three more face up.

Then, you may slip once, moving into an adjacent


clearing or forest without exhausting any M.

Slip is the only way you can enter a forest!

17
Daylight
You can take various actions by exhausting items, flipping them face down.

»» Move: Exhaust a M to take a move.


»» Battle: Exhaust a S to initiate a battle.
»» Strike: Exhaust a C to remove a warrior in your clearing. If a player has no warriors
there, you can instead remove a building or token of that player.

Recruit »» Explore: Exhaust a F to take one item Battle


Move from a ruin in your clearingBuild and score one vic-
clearing with a roost.
tory point. Remove the ruin from the map. …in a clearing you rule

»» Aid: Exhaust any one The Decree


without a roost.
item, and give a card from your hand matching your clearing to
any player in your clearing. Then, take one item, if any, from their Crafted Items box.
Eyrie Dynasties
»» Quest: Claim a quest whose suit matches your clearing by exhausting the two items
listed on the quest.
n a moment of weakness the Cats
Place the claimed
Lords of the Forest
quest into your play
Disdain for Trade
area. Then, you may draw two
Crafted Items
escended. Now you havecards from the deck, or you may score one victoryVagabond
rallied your You rule any clearings When cra
ing point per quest of this suit that you
can give you cards to take these items.
rength and are poised to recapture where you are tied in items, you score
our birthright. have completed, including this one.only
presence. Finally,
+1 . draw and put out a new quest.

»» Craft: Exhaust H equal in number to the suits Roosts


shown on a card’s crafting cost. All of
irdsong your H match the suit of your clearing.
Woodland Alliance
»» Repair: Exhaust a H to repair a damaged item.
If your hand is empty, draw 1 card.

Add one or two cards When


Outrage
Decree
to thea player +0
. sympathy or moves any warriors +1 Guerrilla War
+2 +3 +4 +4 Crafted
+5 Items
»» Special
sympathetic
Only one card added may
Action:
removes
be a clearing,
Exhaust a F tointo takea
. that player must add a matching card from
the action listed
higher on your character card.
In battle as defender,
you use the
Vagabond can give you cards to take these items.
their hand to your supporters. If they cannot, they show you their roll and the attacker
Turmoil
Evening
If you have no roosts, place ahand,
roost and
and you
threedraw a card and add it to your supporters. uses the lower.
warriors in the clearing with the fewest total pieces.
Leader Card
aylight you are in a forest, repair all 1ofDaylight
IfBirdsong your damaged items.
st Humiliate: Lose one victory point per
bird card (including Viziers) on Decree. Evening
Cra
1 Revolt
st
using roosts. any number of times. nd
2
You may take these actions any number of times.
Purge: Discard Decree, except for Viziers. 1st Military Operations up to officers.
Spend 2 supporters matching a sympathetic clearing. Cra• using sympathy.
Resolve the Then,
Decree draw one card,
to right, plus one card per FlipX onfaceits track. If you have Move Battle
3rd Depose:
Remove all enemy
from le
pieces
column there.
leader down and
Place
taking one action per card matching base
in matching and warriors there equal to total
clearing. Mobilize
choose a new one. Reassign Viziers. Recruit Organize
more than five cards
number of matching sympathetic clearings.
in your hand, discard
Add a card fromdown to
hand to your five.
Supporters stack. Place warrior at base.

vening2nd Spread
Place a warrior in the Officers box. Remove warrior, place

Sympathy any number of times. 4th andTrain


Rest: Immediately end Daylight sympathy there.

2box
go to Evening. nd Draw 1 card, plus 1 card per
Spend number of supporters listed on Sympathy track to Spend a card from hand matching a built showing.
Finally, if you
place a sympathy, have
adjacent more
to sympathetic items
clearing if in your Satchel
base to place a warrior in and Damaged
the Officers box. Discard down toVagabond’s
5 cards.
re VP of rightmost emptypossible. Supporters
space must match
on the Roosts track.the target clearing.
than your item limit—six plus two per B on its track—you must Draw Bonus
w 1 card plus 1 card per showing. Discard down to 5 cards.
remove items from your Satchel down to yourBases
item limit. Return any Officers
Supporters
removed items to the box.
If you have no bases on the map, discard any
cards that would be added beyond 5.
Removing Bases. If a base is removed from the map, discard all matching
Unlike other factions, the Vagabond does not
supporters (including uncover
birds), and removedraw
half of bonuses, but
officers (rounded instead gets draw bonuses
up).
If no bases remain on the map, discard supporters down to 5.
as items. This item only adds a bonus draw if it is undamaged and face up on its matching track.

Sympathy
1 2 3
18
+1 +1 +2 +4 +4
Shifting Items Vagabond
You can freely move face-up, undamaged T, X,
and B between your Satchel and their tracks. If
you exhaust a T, X, or B, you must move it to
your Satchel.

When an item is damaged, move it to your Dam- Other items are


placed in the
aged box in your Satchel.
Satchel.
Coin stacks, tea,
When an item is repaired, move it out of the
and bags are
Damaged box and back to the Satchel. placed on tracks.

Relationships
Your Relationships chart represents how friendly or hostile other factions are toward you.

You can improve a relationship with a faction by giving them cards with the Aid action.
During the same turn, you must take the Aid action the number of times shown between
their current relationship space and the next one. When you improve a relationship, you
score the victory points listed on the new space. When you reach the Allied space, you
may move and battle with that faction’s warriors. For more, see Law of Root (9.2.9).

If you ever remove a warrior, place its faction’s relationship marker in the Hostile box.
From now on, you score a victory point each time you remove one of their pieces in battle
during your turn, along with any points you score for removing buildings and tokens.
However, you must exhaust another M whenever you move into a clearing with any Hos-
tile warriors.
Aid and Improving Relationships Example
e Vagabond would like to improve
+1 +2 +2
his relationship with the Eyrie.
Ally
Indifferent

He shares a fox clearing with May move and


battle with allied
them, so he can target the Eyrie warriors.

with the Aid action. Each time, he 1 2 3


must exhaust an item and give a
fox or bird card. He decides to aid three times.
Score +2 for
e Vagabond advances the Eyrie marker two each Aid.

spaces and scores three victory points.


19
Battling as the Vagabond
Because you don’t have warriors, you follow a
few different rules in battle.

»» The Vagabond pawn is not a warrior, so


you can’t rule and you are not affected
by effects that refer to warriors. You
can battle where your pawn is.
»» The maximum hits you can deal by
rolling equals your total undamaged
S, whether exhausted or not.
»» You take hits by damaging items of
your choice. If you have no undam-
aged items, you ignore further hits.
»» You are defenseless, taking an extra hit,
if you have no undamaged S.

Vagabond Battle Example


e Vagabond is in a clearing with three Marquise warriors. He has

1
two face-up swords in his Satchel. Aer a long and fruitful relationship
with the Marquise, the Vagabond is ready to betray his friend.
e First Battle
1
He exhausts a sword to battle the Marquise. e Marquise
doesn’t play an ambush card. e Vagabond then rolls the
dice, rolling a 1 and a 1. e Vagabond deals one hit and
moves the Marquise’s relationship marker to Hostile. e
Marquise also deals one hit, so the Vagabond chooses to
damage the exhausted sword.
e Second Battle +1
Undeterred, he exhausts his second sword to battle again.
e Marquise doesn’t play an ambush card. e Vagabond
then rolls the dice, rolling a 2 and a 0. With only one
undamaged sword, the Vagabond can only deal one hit.
2
Because he removed a warrior of a Hostile faction, the
Vagabond scores one point.
0
20
ce
inan
Dom e available.
Dominance Cards If sp
ent
least
for
10 p o
, ma
suit
k

play
durin
ints, re marke
our s
co
g
r.

ve at remove y
u ha
If yo ght and
The deck has four dominance cards, one in each suit. Like Dayli

ambush cards, these cards cannot be crafted, but they can


be spent for their suit.
f you s
When you discard or spend a dominance card for its suit, me i
t h e ga clearing g.
wi n bit son
You ree rab ur Bird
do not discard it! Instead, place it near the map. Any player, th
rule start of
yo
e ,
at th more
during their Daylight, may pick up a dominance card near the mes
ur or
of fo , you m
d
ay
.
In ga Vagabon coalition
map by spending a card of matching suit. as form
a

Changing Your Victory Condition


During your Daylight, if you have at least 10 victory points, you may play a dominance
card into your play area to activate it. Remove your score marker from the score track.
For the rest of the game, you can only win by meeting the victory condition listed on your psa
ck
Kna
sed
activated dominance card. Gen
t ly U
+1
enard.
disc
,

Your activated dominance card does not count against your hand size, and it cannot be
removed from play or replaced.

Forming a Coalition as the Vagabond


The Vagabond cannot rule clearings, but he can play a
dominance card to form a coalition with the player
other than himself with the lowest score. If there’s a tie
for lowest score, the Vagabond chooses which player to
form a coalition with.

When forming a coalition, the Vagabond


removes his score marker from the score
track and places it on the faction board
of that player. Now, the Vagabond will
share the victory if that player wins.
A Vagabond can even form a coalition
with a Hostile faction! If doing so, the
Vagabond moves his partner’s relationship
marker to the Indifferent space.
21
Scenarios
Root can be played with many combinations of factions. The following list is not exhaus-
tive. Other combinations are possible but may be more fragile and thus require experi-
enced, aggressive players. We offer some recommended mixes (marked with a torch) as
ideal ways to introduce the game to new players.

When playing with two players, do not use the dominance cards. The two player game
is also best played over the course of two full games (each takes about 30-45 minutes).
After the first game, players should record their scores and trade factions. After the second
game, each player should add their scores from both games to determine the winner.
Two Players
Eyrie versus Marquise is an ideal two-player learning game. The
Eyrie must grow explosively to keep the Marquise in check.

Two-player Alliance games offer Alliance players a chance to hone


their skills in difficult situations. They will usually fare better
against the Eyrie, but well-timed revolts and rapid mobilization
can vex the Marquise as well.

Here the Eyrie must be careful to build a Decree that can withstand
the Vagabond’s nimble attacks.

Three Players
The struggle between the Marquise and the Eyrie will be
the defining characteristic of these games. Vagabond and
Alliance alike must be careful to pick their friends and not
create a situation that they cannot later control.

Here, the Vagabond will have a natural friend in the Alli-


ance. Both should watch out for dominance victory and not
neglect developing their military strength.

Four Players With the map brimming with interlopers, the Mar-
quise must not neglect policing the Woodland in
22 the hopes of scoring a few extra victory points. If
she loses control, she will not easily regain it.
The Winter Map
The reverse side of the autumn map is the winter map. You can play any mix of factions
on this map, but it is recommended only for experienced players.

Setup
Before playing on the winter map, take out the 12 suit markers, flip them face down, and
shuffle them. Then, place one suit marker near each clearing on the map. After a suit
marker has been added to each clearing, flip them all over, and set up the game as normal.
Note the different placement of ruins, as shown below.

A Game of Woodland Might and Right

ace
then pl
ize
om
d
ran

0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30

The Raging River


On the winter map, the river divides forests as if it were a path.

A Warning
A Note from Leder Games:
Sometimes errors happen during
manufacturing. If you feel a part
On the winter map, the randomness of clearing suits can of your game is missing or arrived
damaged please contact us at
introduce many new challenges to each faction. Keep
our website (www.ledergames.
the map’s geography in mind when picking factions, com) or email us at support@
and understand that certain factions may gain new ad- ledergames.com and we will
be happy to work with you to
vantages and disadvantages in each possible layout. replace the missing piece.
23
Piece Glossary

Warriors, which can move around Tokens, which can be placed in


the map and battle pieces of other clearings but do not fill slots. ey
players. ey add to rule. do not add to rule.

VP

Buildings, which start on faction Markers, which track things like


boards and can be placed in empty victory points and the Vagabond’s
slots in clearings. ey add to rule. relationships with other factions.

Ruins, which fill slots in clearings. Items, which the Vagabond


e Vagabond can explore ruins to exhausts to take actions. All
find items and empty their slots. factions can cra items.

Crafting Pieces
Marquise cras Alliance cras
e Vagabond Pawn, which can with workshops. with sympathy.
move around the map and battle
Eyrie cras Vagabond cras
pieces of other players. It is not a with roosts. with hammers.
warrior and does not add to rule.

Have more questions?


Read The Law of Root!

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