A Game Of Woodland Might And Right Learning To Play - 1j1ju

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A Game of Woodland Might and RightLearningtoPlayTable of ContentsYIntroduction 2Walkthrough 3Setup 4The Map 5The Cards 6Battling 8Marquise de Cat 10Eyrie Dynasties 12Woodland Alliance 14Vagabond 17Dominance Cards 21Scenarios 22The Winter Map 231

IntroductionRoot is a fast-paced game of adventure and war. You will play as one of four factionsvying to show that you are the most legitimate ruler of the vast Woodland.Marquise de CatField HospitalsWhenever a Marquise warrior would be removed,you may spend any card to instead move thewarrior to the clearing with the keep token.Birdsongat each sawmill.Daylight1st Cra using workshops.2nd Take up to 3 actions, plus one peryou spend.BattleMarchTake two moves.RecruitOnce per turn, place one warrior at each recruiter.BuildIn a clearing you rule, place a building, spending its cost inwood connected through any number of ruled clearings.OverworkEveningDraw 1 card, plus 1 card pershowing. Discard down to 5 cards.You can win in one of two ways: score 30 victory points or play and complete adominance card. Dominance cards cannot be played early in the game, so we recommendlearning 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 itsvast resources to fuel her economic and military machine. She scores byconstructing buildings in the Woodland.The proud Eyrie Dynasties wish to reclaim the glory of their once-greataristocracy and retake the Woodland from the Marquise. They score each turnby building and protecting roosts in the Woodland.The upstart Woodland Alliance wish to unite the creatures of the forest and riseup against their oppressors. They score by spreading sympathy for their causeacross the Woodland.The wily Vagabond wishes to gain fame—or infamy—in the midst of this brewingconflict. He scores by completing quests for the creatures of the Woodland andby aiding and harming the other factions.2 1 2 2CostPlace one woodSpend a card to place one wood at a sawmill in a matchingclearing.Victory and Gaining Victory Points2SawmillsBuilding1WorkshopsEach turn is split into three phases: Birdsong, Daylight, andEvening. Once you play through these phases in order, your turnends, and the player to your left begins their turn. The three phasesare described in detail on each player’s faction board.e KeepOnly you can placepieces in the clearingwith the keep token.As you read on, you’ll learn more about the factions and how they score points, alongwith a couple ways that any faction can score points.RecruitersFlow of PlayYou have conquered theforest. Now you mustbuild a kingdom worthyof your name.0 1 2 2

WalkthroughIf your group learns by playing and wants to jump into Root without needing a longrules 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-playguide before your group meets to play. We’ll assume this person is you.PreparingSet up the game as described on the next page, but make these changes:the factions in this clockwise order: Marquise, Eyrie,1st SeatAlliance, Vagabond. Along with their faction board, handeach player their faction’s walkthrough card.3cards will tell the players to take specific cards from the deck.7board backs. Everyone sets up at the same time, not in order.Place the keep and 1 sawmillin the top-le fox clearing.( e keep does not fill a slot.)nd Place 1 warrior in eachclearing, except diagonallyopposite from keep. (11 total.)rd Place 1 workshop and 1recruiter on map as shownon walkthrough sheet.th Place rest of buildings onyour faction board tracks,from right to le .th Take these cards from theshared deck into your hand:(Bird) Brutal Tactics(Rabbit) Better Burrow Bank(Mouse) Travel Gear2rd Do not draw 3 cards for each player. Instead, the walkthrough34th Follow the setup on the walkthrough cards, not on the faction5PlayingWhen you start playing, give the walkthrough sheet to theMarquise player, and ask them to read the text in the Marquise’sbox aloud as they’re taking the actions described. When their turnis over, pass the sheet to the Eyrie player, and have them read theiractions aloud as well. After everyone has taken their first turn, flipthe sheet over and go through the second turn, as before.Walkthrough1stWalkthrough CardTurn 1Learn-to-Play WalkthroughFor your first game, pass around this sheet and ask each player to read the actionsof their faction while taking their turn. A er everyone finishes their first turn, flipthis sheet over and continue the walkthrough.Turn 1 introduces these concepts: turn structure, battle, movement, cra ing, and rule.Note: Only the relevant parts of each turn are narrated.Marquise (1st player)Eyrie (2nd player)Birdsong. I place a wood at my sawmill.Birdsong. First, I add two rabbit cards to the Recruitcolumn of my Decree.Daylight, Action 1: Build. I spend that wood tobuild a new sawmill, so I score one point. 1Daylight, Action 2: March. I move my warrior first tothe mouse clearing, then move both warriorsto the fox clearing. 2 3 To take a move, I must rulethe clearing I’m moving from or moving to, which Idefinitely do.Daylight, Action 3: Recruit.I place a warrior at myrecruiter in the mouseclearing. 4Evening.Finally, Idraw a card.Daylight, Decree. First I recruit twice, placing twowarriors at my roost. 1 Next I move three warriorsfrom the rabbit clearing west to the mouse clearing. 2Bird cards are always wild, so I’m treating this bird as arabbit. en, because I rule the mouse clearing and itdoesn’t have a roost, I build a roost there. 3Evening. I have two roostson the map, so I score onepoint. en, I draw a card.124Alliance31(3rd player)Birdsong, Spread Sympathy.I spend a fox card on mySupporters stack to put asympathy token in thecentral fox clearing andscore a point. 1211Vagabond(4th player)Birdsong, Slip. I’ll slip intothe central fox clearing. 1Daylight, Aid. I exhaust mytorch to give a fox card tothe Alliance and take their3crossbow. Our relationshipimproves, so I score a point.Daylight, Move. I exhaust a boot to move intothe mouse clearing. 2Daylight, Strike. I exhaust my crossbow to remove anEyrie warrior, which moves our relationship to Hostile.Daylight, Battle. I exhaust my sword to battle theEyrie. I roll a 1 and 0, and I use the higher rollbecause I’m the attacker. I deal onehit, so this removes one Eyrie warrior.I score a point because they’re Hostile.2Throughout this process, encourage everyone to ask questions. Youwill likely be able to answer questions about shared concepts suchas moving and battling with little reference to this guide. If someoneWalkthrough Sheetasks about their faction, encourage them to look over their factionboard—it is designed to answer most of those questions. Don’t be dismayed if play is interrupted to explain the finer points of battling or crafting. For most players, Root is bestlearned organically. After a few rounds, the game should flow seamlessly.Daylight, Cra . I want tocra my Crossbow card, so I’ll activatemy fox sympathy to score a point and take thecrossbow from the item supply on the map.Daylight, Mobilize. I add my othertwo cards to my Supporters stack.Evening. I haven’t had a revoltyet, so I don’t have any officers.No officers means no actions inEvening, so all that’s le for meto do is draw a card.Evening. Finally, I draw a card.3

SetupIf playing with three players, remove the Vagabond. If playing with two, also remove theAlliance. For more faction mixes, see page 22.1stChoose Factions. Each player chooses a factionboard and takes all of their faction’s pieces.The back of each faction board lists all ofits pieces and gives its basics of play.2ndSet Scores. Place the score marker for eachfaction in play on “0” on the score track.3rdDeal Cards. Shuffle the shared deck of 54 cards,and deal three cards to each player.VPVPVPVPDo not confuse this shared deck with thetypes of cards used by specific factions, aslisted on the backs of their faction boards.4th5thMake Item Supply. Gather the 12 item chitsshown to the right and place them on theirmatching spaces near the top of the map.6thGather Other Pieces. Hand out the 16 factionoverview cards as desired, and place the two custom dice near the map.7th4Place Ruins. Place the four ruin chits on thefour slots on the map marked with “R.”Set Up Factions. The players set up theirfactions, as described in Setup on the back ofeach faction board, in this order: Marquise,Eyrie, Alliance, Vagabond.vervOOvw ervOiewievwervOvervieiew30

7Path89The MapR10Forest111213Most action inRoot unfolds on the map of the Woodland,14consisting of1512 clearings connected by paths.16RRR17A river runsthrough some clearings. Only use the river if18the RiverfolkCompany, an expansion faction, is in play.19Moving Around the Map202122You can move23 from clearing to clearing. When you move,24take any numberof your warriors from one clearing and25move them to a clearing connected by a path.2627The spaceson the Map enclosed by paths are forests,28which only the Vagabond can move into.2930To move, you must rule the clearing you are movingfrom or moving to.SlotClearingYou rule a clearing if you have the most combinedwarriors and buildings there. On a tie, no one is ruler.Warriors, which can move around the mapVarious other actions in Root will require you to rule clearings. and battle pieces of the other players.Move Examplee Eyrie want to moveout of this clearing, whichthey don’t rule.Warriors, which can Warriorsmove around the mapand battle pieces of the other players.ey don’t rule thisBuildingsBuildings, whichstart on factionclearing either, so theyboardsandareplacedin emptycannot move here.slots on the map.Buildings, which start on factionboards theandfactionare placedin emptyBesidespieces,Root comes withey do rule thisslotsonthemap.clearing, so theyTokens, which Tokensare placed on the mapWarriors, which can movearound the mapcan move here.but do notfill buildingslots.and battle pieces of the other players. Besides the factionpieces,Root comeswith the f5

01Clearings234Each clearing on the map has one to three slots,5which hold buildings that playerswill place.6A clearing with no open slots cannothold more78buildings.9R10Slots filled with ruins cannot hold buildings until11 Without a Vagabond,the Vagabond explores them.these slots will be blocked for12 the entire game.1314 rabbit, or mouse.Each clearing also has a suit: fox,15A clearing’s suit represents the communityliving there.ough both slots in this clearing arefull, tokens can still be placed here.R16R17A clearing’s suit is shown both by its symbol and by the color of the clearing’s trees.The Cards18192021Throughout play, you will draw cardsfrom Root’s shared deck22into your hand, and many actions23will require you to spend cards24from your hand. Spending a card representscalling upon animals to25lend you their labor, to do you a favor,or to broker a deal.26Just like clearings, each card has a suit. Besides the fox, rabbit,28and mouse suits, cards have a fourthsuit: bird.27ArTrasvIn battle m orer, mael Gignore all y discard this toerolled hits taken. a rdis encard.B et teO CornBAt starc u deowb et at B e inrranothe ofa irds D y rBaakn kr playnothonag,liyogu edr serer drplaa ht, anawmyecar’srd.ay loohan kd., 12930Birds Are Wild: The birds live in the treetops across the whole Woodland, so you canalways treat a bird card as a mouse, fox, or rabbit card. However, if you must spend abird card, you can’t substitute a card of another suit.MouseBirdMatching ExampleLet’s say you want toact in a fox clearing.If the action said you must spend amatching card, you could spend afox or a bird card, since birds are wild.OR6

Crafting CardsCrafting ExampleMost cards have a second use—you can craft the cardto gain its effect, shown at the bottom.To craft a card, you must activate crafting pieces inthe clearings shown in the card’s bottom-left corner.You can activate each crafting piece only once per turn.Each faction has a different crafting piece, as follows.Crafting PiecesMarquise cra swith workshops.Eyrie cra swith roosts.Gently Used Knapsack, 1endiscard.Immediate EffectAlliance cra swith sympathy.Vagabond cra swith hammers.If the card gives you an immediateeffect, resolve it and then discardthe card.In battle as attacker, may dealan extra hit, but defenderscores one point.Whenever you craft an item, you score thevictory points listed on the card!If the supply does not have the matching item to take,you cannotcraft the card.Gently Used Knapsack, 1endiscard.in the clearinbuild a kingdomworthy Used piecesGentlyKnapsackwith the keep tokenof your name.,, 1 1endiscard.Gently Used Knapsackendiscard.Birdsonge Marquise cra s byPlaceone woodactivatingworkshops.at each sawmill.Daylight1st Cra using workshops.2nd Take up to 3 actions, plus one peryou speAcrossBattlethe map, the Marquisehas two fox workshops and twomouseMarchworkshops.Taketwo moves.RecruitOnce per turn, place one warrior at each recruiter.BuildA common immediate effect is to take an item from theBrutal Tacticsmap’s supply and place it in the Crafted Items box inthe top-right corner of your faction board.Persistent EffectVPMe Marquise wants to cra a Gently Used Knapsack,e KeepYou have conquered thewhich costs one mouse. Only you can placeforest. Now you mustIn a clearing you rule, place a building, spending its cwood connected through any number of ruled clearinOverworkSo, theSpendMarquisecanoneactivatea card to placewood at a sawmill in a matone ofclearing.these mouse workshops tocra this card!Evening 1Draw 1 card, plus 1 card pershowing. Discard doShe takes the matching item fromthe supply, scores one victorypoint, and discards the card.If the card gives a persistent effect, tuck the cardImmediate Effectunder your faction board to show only its effect, which you may use as written.Brutal TacticsIn battle as attacker, may dealan extra hit, but defenderscores one point.Persistent EffectYou may not craft a card with a persistent effect if you already haveone of the same name.7

BattlingYou can battle other players to remove theirpieces from the map.Battle Examplee Eyrie attack the Marquise.When you battle, choose any clearing where youhave any warriors. You are the attacker, and youchoose another faction with any pieces there asthe defender.Broadly, a battle has two steps:»» First, roll two dice. The attacker deals hitsequal to the higher roll, and the defenderdeals hits equal to the lower roll. However,each player can roll no more hits than theirnumber of warriors in the clearing of battle.»» Then, remove pieces. Both players removepieces at the same time. The player takinghits chooses which pieces to remove, butmust remove all their own warriors in theclearing of battle before removing any oftheir own buildings or tokens there.Whenever you remove an enemyVP building or token—even outsidebattle—you score a victory point!Extra HitsFirst e Eyrie roll the dice.As the attacker, theytake the higher result.30 en Both sides deal hits. Because the Eyrieonly have two warriors, they can onlydeal two hits. e Marquise deals zerohits. 1e Marquise returns two pieces toher supply, and the Eyrie score avictory 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 thenumber 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 CardsBefore the roll in battle, the defender may play anambush card whose suit matches the clearingof battle to deal two hits immediately.Ambush Examplee Eyrie attack the Marquise.Since ambushes deal hits immediately, they can reducethe maximum number of hits the attacker can roll.However, if the defender plays an ambush card,the attacker can foil the ambush, canceling itseffect, by also playing a matching ambush card.Like extra hits, ambush hits are not limited byyour number of warriors in the clearing of battle.You can even play an ambush card if you’redefenseless! If you’ve got an ambush cardin hand, don’t be afraid to bait your enemiesinto attacking you where you seem weak.But e Marquise plays abird ambush card!Birds are wild, so thiscard matches themouse clearing.Ambush!You may ambush in anyAt startclearing.deal two of battle, defenderimmediamay plateplays amatch hits, unless att y toing ambush car ackerd.e Eyrie cannot foil the ambush,so they must remove two warriors,returning them to their supply.e battle ends.If an ambush card removes all of the attacker’swarriors, the battle immediately ends.9

Marquise de CatThe 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 victorypoints. The more of the same building she has on the map, the more points she scores. However, to fuel ongoingconstruction, 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, noone but the Marquise can place pieces in the clearing with the keep token. Also, whenever 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 withthe keep token.BirdsongPlace one wood token at each sawmill.DaylightFirst, you can craft any cards in your hand using workshops. Then, you can take up tothree of the following actions.Hawks for Hire: After taking three actions,»» Battle: Initiate a battle.you may take any number of extra actionsby 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 perturn.»» Build: Place one building in a clearing you rule with an open slot by spending woodtokens equal to its cost. You may spend any wood on the map connected to this clearing by any number of clearings you rule. When you place the building, score the victory points revealed on your faction board.»» Overwork: Spend a card to place one wood token at one sawmill in a clearing whosesuit matches the card spent.Unless otherwise noted, a faction may take actions listed in the same phasein any order, and may take a given action multiple times.10

Daylight ExampleFirst, the Marquise decides to cra the Gently Used Knapsack, so she activates one mouse workshop. She scores avictory point and puts the item in her Cra ed Items box.Gently Used KnapsackMarquise de Cat en, she begins to take her actions:e Keep lets her FieldHospitalsYou have conqueredtheShe starts by taking the Marchaction,whichmovetwice.Only you can placeWhenever a Marquise warrior would be removed,forest. Now you mustyou may spend any card to instead move thewarrior to the clearing with the keep token.She moves two warriors from a mouse clearing, whichshe rules, to a rabbit clearing, which she doesn’t.Birdsong 1 2 3 4 5 2 2 3 4 5 1Cost2SawmillsDaylightstyou spend.BattleMarchTake two moves. 2 334 3 4For her second move, she moves another two warriors intothe clearing. She now rules the rabbit clearing.Once per turn, place one warrior at each recruiter.Build031Workshopsat each sawmill.RecruitCrafted ItemsVagabond can give you cards to take these items.BuildingsPlace one wood1 Cra using workshops.2nd Take up to 3 actions, plus one perendiscard.Recruiterspieces in the clearingwith the keep token.build a kingdom worthyof your name., 1In a clearing you rule, place a building, spending its cost inwood connected through any number of ruled clearings.OverworkSpend a card to place one wood at a sawmill in a matchingclearing.For her second and third actions, she takes the OverworkMoveRecruitEveningaction twice,spending a mouseand a birdMarquisecard to putde Cate KeepField HospitalsYou have conquered thea clearing with a roost.Now inyouDiscardmusttwo extraDrawwood in a forest.mouseclearingwith a sawmill.build a kingdom worthy1 card, plus 1 card pershowing.of your name.down toOnly5 cards.you can placepieces in the clearingwith the keep token.Whenever a Marquise warrior would be removed,Vagabond can give you cards to take these items.you may spend any card to instead move thewarrior to the clearing with the keep token.Cost ough she has taken three actions, she would like to goBirdsongagain, so she spends a bird card to Placeget oneanwoodextra action(Hawks for Hire). With this action she decides to build.In a moment of weakness the CatsDaylightBecause she rules the rabbit clearing,she cannowNowbuildinrallied yourdescended.you have1 Cra strengthand are poisedto recaptureits empty slot. e next sawmill to 2be builtcosts, threewood,3 actionsyour birthright.Battleso she spends wood from the nearby mouse clearing. en,Marchshe scores three victory points.Recruitplus one peryou spend.Take two moves.BirdsongOnce per turn, place one warrior at each recruiter.Evening3Dynasties234Eyrie 1 of 2the Forest 3 4LordsYou rule any clearingswhere you are tied in 2 3 4 2presence.Recruitersnd Take up toBuild1Workshopsusing workshops.The DecreeBuildings0Sawmillsat each sawmill.stBaCrafted Items 1 2 3In a clearing you rule, place a building, spending its cost inwood connected through any number of ruled clearings. 3 5Disdainfor TWhen cra ingitems, you sco 5only 1 . 4Woodland1st If your hand is empty, draw 1 card.Outrage 0 into a 1to thea playerDecree. sympathy or moves any warriorsremoves2nd Add one or two cards Whensympathetic clearing, that player must add a matching card fromOverworkSpend a card to place one wood at a sawmill in a matchingclearing.Evening Only one card added may be a.their hand to your supporters. If they cannot, they show you theirDraw one card plus one card per uncovereddrawThen,ifyouyouthanfive Turmoilyou havebonus.noDiscardroosts, placeahand,roost andandthreedraw havea card andmoreadd it to yoursupporters.Draw3rd Ifwarriorsin the clearing with the fewest total pieces.cards in your hand, discard down to five.1 card, plus 1 card pershowing.down to 5 cards.DaylightBirdsongMost of the other factions draw and discardduring Eveningin exactly the same way.ststHumiliate: Lose one vic1stDaylightbird card (including VizieYou may take these actions any numndPurge:Discard Decree, e2Cra using sympaany number of times.1 Revolt1 Cra using roosts.Spend 2 supporters matching a sympathetic clearing.nd Resolve the DecreeRemove allenemythere.fromle piecescolumnto right,Flip leader face2 taking one action per cardPlacematching baseand warriors there equal to totalin matchingclearing.Mobilize3rd Depose:choosea new one. Reassnumber of matching sympathetic clearings.Evening2ndScorePlace a warrior in the Officers box.Spread Sympathy any number of times.Spend number of supporters listed on Sympathy track toplace a sympathy, adjacent to sympathetic clearing ifpossible.Supportersmust matchspaceon the Rooststrack.the target clearing.VP of rightmost emptyAdd a card from handImmediately end D4th Rest:andTraingo to 11Evening.Spend a card from habase to place a warrio

Eyrie DynastiesThe Eyrie Dynasties wish to restore their once-dignified kind to their former glory in the Woodland by resettlingthe forest clearings. During their Evening, the Eyrie score victory points from their number of roosts on themap. The greater their presence, the greater their gains. However, the Eyrie are bound by their Decree, anever-increasing set of mandated actions promised by their leader. Each turn, they must take all of the actionson 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.BirdsongEmergency Orders: If you have no cardsat the start of Birdsong, draw one.You must add one or two cards onto any columns inthe Decree. Only one card added may be a bird card.A New Roost: If you have no roosts,place one roost and three warriors inthe clearing with the fewest warriors.DaylightFirst, 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.MoveBattleRecruitMarquisede takeCatFor each cardin a column,you mustthe action listed by thecolumn in a clearing Builde KeepField HospitalsYou have conquered theCraftedItemsa clearing with a roost. in a clearing you ruforest. Now inyou mustmatchingthecard. Here are the actions in the four columns of the Decree:without a roost.build a kingdom worthyof your name.Only you can placepieces in the clearingwith the keep token.Whenever a Marquise warrior would be removed,Vagabond can give you cards to take these items.you may spend any card to instead move thewarrior to the clearing with the keep token.The Decree»» Recruit: Place a warrior in a matching clearing with a roost.BirdsongEyrie DynastiesBuildingsCost30 from1 a matching234»» Move:Move at least one warriorclearing.Place one woodSawmillsat each sawmill. 1 clearing. 3»» Battle:aweaknessbattletheinLordsof 2the ForestIn a moment ofCatsa matchingDaylightInitiateWorkshops»» 4descended. Now you have rallied yourYou rule any clearings1st Cra using workshops.strengthandare poisedto recaptureBuild:Placea perroostina matchingwhereclearingyou are youtied inrule, plus oneyou spend.2nd Take up to 3 actions 2 3 4 2your ke two moves.BirdsongRecruitOnce per turn, place one warrior at each recruiter.Build 1 2 3 3 5Disdainfor TradeCrafted ItemsWhen cra ingyou cards to take these items.withanyouopenand cannogiveroost.items,score slotVagabond 5only 1 . 4Woodland AllianceFirst, scorest the victory points shown on the rightmost empty1 If your hand is empty, draw 1 card.Overworkspace ofyourRoosts track. Outrage 0 1ndIn a clearing you rule, place a building, spending its cost inwood connected through any number of ruled clearings.2Spend a card to place one wood at a sawmill in a matchingclearing.Add one or two cards Whento thea playerDecree. sympathy or moves any warriors into aremovessympatheticbe a clearing,. that player must add a matching card fromEvening Only one card added maytheir hand to your supporters. If they cannot, they show you ncovered draw bonus. If youyou have noDiscardahand,roost andand youthreedraw a card and add it to your supporters.Turmoil3 Ifwarriorsin the clearing with the fewest total tofive.121 card, plus 1 card pershowing.down to 5 cards.DaylightBirdsongRoostsGuerrilla War 2 3In battle as defender,you use the higherroll and the attackeruses the lower.1 Daylightbird card (including Viziers) on Decree.st Humiliate: Lose one victory point per 4 4 Crafted 5Vagabond can give you caLeader CardEvening

TurmoilIf 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 LoyalVizier 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, tuckyour 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 supplyto recruit, or maybe all the clearings you rule already have a roost, meaning you can’t build any more.Decree Examplee Eyrie’s Decree has a bird andfox card in the Recruit column, anda rabbit card in the Move column, abird card on the Battle column, anda bird card on the Build column.BattleBuild in a clearing you rulewithout a roost.The DecreeEyrie DynastiesIn a moment of weakness the Catsdescended. Now you have rallied yourstrength and are poised to recaptureyour birthright.Disdain for TradeWhen cra ingitems, you scoreonly 1 .Lords of the ForestYou rule any clearingswhere you are tied inpresence.Crafted ItemsVagabond can give you cards to take these items.For the recruit, Eyrie choose to treat the birdBirdsongcard as a foxcard and so place two warriors12in a fox clearingwith a roost.3RoostsstndIf your hand is empty, draw 1 card.Add one or two cards to the Decree.Only one card added may be a. 0Daylight1st Cra using roosts.Resolve the Decree from le column to right,2nd takingone action per card in matching clearing.EveningScoreNext, the Eyriemust move at leastone warrior froma rabbit clearing.BattleDecree34ynastiesshowing. Discard down to 5 cards. 3Lose one victory point per1st Humiliate:bird card (including Viziers) on Decree.2nd Purge: Discard Decree, except for Viziers.2Flip leader face down and3rd Depose:choose a new one. Reassign Viziers. 4 4 5Leader Card1en, the Eyrie must battle.ey only have a target inthe rabbit clearing.Build in a clearing you rulewithout a roost.ards to take these items. 2Immediately end Daylight4th Rest:and go to Evening.VP of rightmost empty space on the Roosts track.Draw

A Game of Woodland Might and Right Clearing Slot Forest Path Warriors, which can move around the map and battle pieces of the other players. Besides the faction pieces, Root comes with the following components: Buildings, which start on faction boards and are placed in empty slots on the map. a rules reference, e Law of Root 54 cards @@ aid cards