Description
Meanwhile, at the edge of the region, the proud, squabbling Eyrie have found a new commander who they hope will lead their faction to resume their ancient birthright. The stage is set for a contest that will decide the fate of the great woodland. It is up to the players to decide which group will ultimately take root.
Root represents the next step in asymmetric design. Like Vast: The Crystal Caverns, each player in Root has unique capabilities and a different victory condition. Now, with the aid of gorgeous, multi-use cards, a truly asymmetric design has never been more accessible.
The Cats play a game of engine building and logistics while attempting to police the vast wilderness. By collecting Wood they are able to produce workshops, lumber mills, and barracks. They win by building new buildings and crafts.
The Eyrie musters their hawks to take back the Woods. They must capture as much territory as possible and build roosts before they collapse back into squabbling.
The Alliance hides in the shadows, recruiting forces and hatching conspiracies. They begin slowly and build towards a dramatic late-game presence–but only if they can manage to keep the other players in check.
Meanwhile, the Vagabond plays all sides of the conflict for their own gain, while hiding a mysterious quest. Explore the board, fight other factions, and work towards achieving your hidden goal.
In Root, players drive the narrative, and the differences between each role create an unparalleled level of interaction and replayability. Explore the fantastic world of Root!
The Underworld Expansion adds two more factions and two new maps. The Mountain and Lake provide new battlegrounds to fight to victory on while the factions give you new ways to do so. The Great Underground Duchy mixes the play style of the Marquise and Eyrie factions, while The Corvid Conspiracy are a sneaky faction that plot and plan.
Player Count: 2-6 Players
Time: 60-90 Minutes
Age: 13+
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