
Top 20 · #15 of 40 in Strategy
Root
A fierce war hides behind cute animal art! Four factions (the Marquise de Cat, the Eyrie Dynasties, the Woodland Alliance, and the Vagabond) compete for control of the Woodland using completely different rules and victory conditions. Even on the same map, each faction's goals and actions differ so much that it's considered the quintessential asymmetric strategy game.
Rules
Behind the cute animal art, four factions that each play by completely different rules fight over the same Woodland in this asymmetric area-control game. Every faction has its own turn structure and its own way to score, so the same map plays like a brand-new game depending on which factions are in it.
Components
| Component | Count | Notes |
|---|---|---|
| Faction boards | 4 | One each for the Marquise de Cat, Eyrie Dynasties, Woodland Alliance, and Vagabond |
| Map board | 1 (double-sided) | Fall map / Winter map (for experienced players, suits placed randomly) |
| Warriors (wood) | 55 | 25 Marquise, 20 Eyrie, 10 Alliance. The single Vagabond pawn is not a warrior |
| Buildings (cardboard) | 28 | 6 each of sawmills, workshops, and recruiters (Marquise), 7 roosts (Eyrie), 3 bases (Alliance) |
| Tokens | 19 | 10 sympathy tokens (Alliance), 8 wood tokens (Marquise), 1 keep token (Marquise) |
| Item markers | 23 | Boots, swords, bags, hammers, tea, coins, crossbows, and a torch, gained by the Vagabond through exploring and trading |
| Shared card deck | 54 | Four suits — fox, rabbit, mouse, and bird — including 5 ambush cards and 4 dominance cards |
| Eyrie leader cards | 4 | Plus 2 Loyal Vizier cards |
| Vagabond quest cards | 15 | The Vagabond's dedicated quest deck |
| Ruin markers | 4 | Block building slots at the start of the game until the Vagabond explores them |
| Battle dice | 2 | Custom dice (faces 0–3) |
| Victory point markers | 4 | One per faction's score track |
Root plays 2 to 4 players, and the official rules recommend an age of 14 and up. A game usually runs 60 to 90 minutes, though a first session with explanations will take longer.
Setup
- 1Choose factions. With 3 players, the official advice is to drop the Alliance; with 2 players, drop both the Alliance and the Vagabond.
- 2Place each faction's score marker on 0 on the score track.
- 3In a 2-player game, remove all 4 dominance cards from the deck first (2-player games do not use them). Otherwise shuffle all 54 cards and deal 3 to each player.
- 4Place a ruin marker on each of the 4 clearings marked 'R.' Without a Vagabond, these slots stay blocked for the whole game.
- 5Fill the item supply with the specified starting items (2 boots, 2 bags, 1 tea, 1 hammer, 2 swords, 2 crossbows, and so on).
- 6Hand out faction overview cards and place the 2 battle dice beside the map.
- 7In the order Marquise, Eyrie, Alliance, Vagabond, each player follows the setup instructions on the back of their own faction board.
Each faction's setup is completely different
Root isn't explained by a single shared rulebook page. The back of each faction board carries that faction's own setup and summary rules, so it's fastest to have each player read their own board first.
Turn structure — Birdsong, Daylight, Evening
- 1Birdsong: each faction takes its fixed setup step for the turn (Marquise place wood at sawmills, Eyrie add to the Decree, Alliance may revolt or spread sympathy, Vagabond flip items face up).
- 2Daylight: each faction takes its allotted actions, usually a mix of battling, moving, building, and recruiting.
- 3Evening: score that turn's points (Eyrie, Alliance, etc.), draw cards up to your draw bonus, then discard down to 5 if you have more.
- 4Once a player finishes Evening, the next player clockwise begins their own Birdsong.
Moving and ruling
To move, you must rule either the clearing you're leaving or the clearing you're moving into. You rule a clearing when your combined warriors and buildings there outnumber every other player's; a tie means no one rules. The Eyrie Dynasties are the exception: as the 'Lords of the Forest,' they rule a clearing even on a tie, as long as they have at least one piece there.
Battle — dice and ambushes
- 1The player initiating a battle is the attacker and chooses another player present in that clearing as the defender.
- 2Before the roll, the defender may play an ambush card matching the clearing's suit to deal 2 hits immediately. If the attacker holds a matching ambush card (or a bird card), they may play it to foil the ambush.
- 3Roll both battle dice. The higher die is the number of hits the attacker deals, and the lower die is the number of hits the defender deals.
- 4Each side's hits are capped by their own number of warriors in that clearing. Effects explicitly described as 'extra hits' ignore this cap.
- 5If the defender has no warriors there (defenseless), the attacker deals one additional hit.
- 6Both sides remove pieces equal to the hits they take. You must remove all of your own warriors in the clearing before removing any of your own buildings or tokens. Removing an enemy building or token scores you 1 victory point.
Ambushes aren't capped
The 2 hits from an ambush card apply regardless of how many warriors are in that clearing. Even a lone warrior holding one ambush card can break a large attacking force.
Four factions — four different turns and scoring methods
| Faction | Core Birdsong/Daylight actions | How it scores |
|---|---|---|
| Marquise de Cat | Produce wood, then choose up to 3 actions among battling, marching (2 moves), recruiting, building, and overworking (fueling sawmills) | Scores each time it builds a sawmill, workshop, or recruiter. Building more of the same type unlocks a higher score each time |
| Eyrie Dynasties | Add cards to the four-column Decree (Recruit/Move/Battle/Build), then must resolve every column left to right | Scores each Evening based on the number of roosts on the map. Failing to resolve the Decree sends it into Turmoil, losing cards and the current leader |
| Woodland Alliance | Spend Supporters cards to revolt (establishing bases and training officers) and spread sympathy; recruit, train, and mobilize during Daylight | Scores each time it places a sympathy token. Placing more sympathy raises the cost of the next token |
| Vagabond | Exhaust items for free-form actions: move, battle, explore, aid, or complete quests | Scores by completing quests, deepening relationships with other factions through Aid, and removing hostile factions' pieces |
Eyrie Turmoil
If even one Decree column cannot be resolved (no clearing to build in, nowhere to recruit, and so on), the Eyrie immediately falls into Turmoil: they lose a point per bird card in the Decree, discard everything except their 2 Loyal Viziers, and must choose a new leader. Roosts already on the map stay put, so earned points aren't erased, but the next few turns get much harder to run.
The Alliance fights a quiet war
The Alliance operates through its Supporters stack rather than pieces on the map. Whenever another faction battles or moves into a clearing with a sympathy token, they must pay a matching card into the Supporters stack — or, if they can't, reveal their hand and the Alliance draws a replacement card from the deck instead (Outrage). Those cards later fund revolts.
Scoring and shared rules
Root has no end-of-round tally. All four factions add victory points straight to their track as they play, so the running total is always the current standing. Faction-specific scoring follows the table above, but two rules apply to everyone regardless of faction.
- Whenever you remove an enemy's building or token, by battle or by any other effect, you score 1 victory point (removing warriors does not score).
- Whenever you craft an item using a card's crafting effect, you score the victory points printed on that card.
| Situation | Who scores |
|---|---|
| Removing an enemy building or token | Whoever removed it (regardless of faction) |
| Crafting an item card | Whoever crafted it (regardless of faction) |
| Marquise building / Eyrie holding roosts / Alliance spreading sympathy | That faction's own rule |
| Vagabond quests, Aid, removing hostile pieces | The Vagabond's own rule |
Winning the game
- 1The moment anyone reaches 30 victory points, the game ends immediately and that player wins.
- 2If multiple players reach 30 on the same turn, the tied player closest clockwise from the current player wins (including the current player).
- 3During Daylight, if you have at least 10 victory points, you may activate a dominance card matching your hand (one per suit) to replace your victory condition entirely. Activating it removes your marker from the score track, so you can no longer win by victory points.
- 4After activating a dominance card, you win immediately at the start of your Birdsong if, depending on the suit, you rule 3 clearings of the matching fox/rabbit/mouse suit, or 2 clearings in opposite corners of the map for the bird dominance card.
A dominance card cannot be undone
Once activated, a dominance card cannot be removed from play or swapped for another, and you cannot return to scoring victory points. It's a late-game gamble for a player who had been winning by battles and buildings, so check that you can actually rule the required clearings before committing.
Getting started
- The official Learning to Play guide recommends Eyrie versus Marquise as the ideal 2-player learning game. The Marquise's turn is predictable (wood, then build), which makes it easy to learn first, while the Eyrie shows off the game's signature Decree pressure.
- Learning to Play itself explains the four factions in the order Marquise, Eyrie, Alliance, Vagabond. The Marquise has the fewest exceptions, while the Vagabond juggles items, relationships, and quests and is usually learned last.
- With 3 players, drop the Vagabond; with 2 players, drop both the Vagabond and the Alliance, to keep interaction simpler.
- This is a game about ganging up on the leader, not a race against the clock. When one faction pulls far ahead, the others typically gang up on them in battle — a dynamic that falls naturally out of the design (scores post immediately to a visible track) rather than being a written rule.
- As the Eyrie, avoid leaving a Decree column you cannot resolve; restraint in how many cards you add is the key to avoiding Turmoil.
Expansions and maps
| Edition | Contents |
|---|---|
| Winter map (included in the base game) | The reverse side of the board. Clearing suits are placed randomly, giving experienced players new terrain |
| Riverfolk Expansion (2018) | Adds the Riverfolk Company and a second Vagabond faction, plus a trade-post mechanic |
| Underworld Expansion (2020) | Adds the Underground Duchy and Corvid Conspiracy factions |
| Clockwork Expansion (2020, 2nd ed. 2022) | Supports solo and cooperative play against automated factions |
| Marauder Expansion (2022) | Adds the Lord of the Hundreds and other factions, plus a hireling system |
| Homeland Expansion (2026) | The most recent expansion; Namuwiki cross-checks list a planned November 2025 release |
In Korea, the game is licensed and distributed by Korea Boardgames. Namuwiki records a 2019 Korean edition combining the base game and the Riverfolk expansion, and Korea Boardgames' own magazine article describes the same combination in Korean, confirming the game is officially sold there. This guide still uses the official English faction names (Marquise de Cat, Eyrie Dynasties, Woodland Alliance, Vagabond) because this research did not obtain the actual Korean rulebook text or confirm its specific terminology.
Frequently confused rules
Q. Can I rule a clearing that has warriors but no buildings?
Yes. Ruling only compares the total of warriors plus buildings in that clearing. Tokens and the Vagabond pawn don't count toward that total.
Q. Does a tie always mean no one rules?
Usually, yes. The Eyrie Dynasties are the exception: their 'Lords of the Forest' ability lets them rule a clearing on a tie as long as they have a piece there.
Q. Why can't the Vagabond rule any clearing?
The Vagabond pawn is a special piece that the official rules do not classify as a warrior. It can move and battle, but it never rules a clearing, and it can move regardless of who rules where it is.
Q. How many times can an ambush card be used?
The defender may play one per battle before the roll, and the attacker may foil it with a matching suit (or a bird card). Ambush cards cannot be crafted and are discarded once used.
Q. Can I go back to scoring victory points after activating a dominance card?
No. Activating a dominance card removes your marker from the score track, and no further victory points can win you the game afterward. Only that dominance card's condition can.
Q. Are dominance cards used in a 2-player game?
No. The official rules direct 2-player games to remove all 4 dominance cards before shuffling, and also recommend playing two full games in a row and adding up both scores.
History and editions
Designed by Cole Wehrle with art by Kyle Ferrin, Root was published by Leder Games in 2018. It won the Golden Geek Board Game of the Year that same year, then took three categories at the 2019 Origins Awards — Game of the Year, Best Board Game, and Fan Favorite Game. It also won the American Tabletop Awards' Complex Game category and Spiel Portugal's Jogo do Ano, and was nominated for the 2020 As d'Or Expert award.
Several expansions followed the base game: Riverfolk (2018), Underworld (2020), Clockwork and its second edition (2020, 2022), and Marauder (2022). A Homeland expansion and related hireling packs are announced for 2026. Nearly every expansion adds at least one new playable faction, which is a defining feature of Root's ecosystem.
In Korea, the game is licensed and distributed by Korea Boardgames, and Namuwiki records a 2019 Korean edition combining the base game with the Riverfolk expansion. Both English Wikipedia and Namuwiki were cross-checked as of 2026-10-11.
Sources
Leder Games official rulebook — Law of Root (October 2025 revision PDF)Leder Games official introductory rules — Learning to Play (October 2020 PDF)Leder Games official resources pageWiki cross-check — English Wikipedia: Root (board game)Wiki cross-check — Namuwiki: Root (board game, Korean)Rule summaries are reference content written by us, not quotations from the official rulebook. Always check the official rulebook for exact rules. Diagrams are original schematics, not rulebook illustrations.
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Last updated 2026-10-11
💡 Master tip
Play to the strengths of whichever faction you choose (the Marquise's economy, the Eyrie's explosive expansion, the Alliance's guerrilla tactics, the Vagabond's flexibility), and keep a sense of balance by teaming up with the other players to check whichever faction is in the lead. The Eyrie in particular needs restraint — keep your Decree resolvable rather than overexpanding, since falling into turmoil is a real risk.
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Per-faction turn flow guide
A walkthrough of the three-step turn and action order for each faction — the Marquise, the Eyrie, the Alliance, and the Vagabond
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