Root Expansions Guide: Riverfolk, Underworld, Marauder & Homeland
Root expands mainly by adding new asymmetric factions, maps and optional systems. The four major faction expansions are Riverfolk, Underworld, Marauder and Homeland; Clockwork boxes add automated factions, while smaller decks, landmarks and hireling packs modify specific parts of the game.
Root expansion comparison
| Expansion | Main additions | Best reason to add it |
|---|---|---|
| Riverfolk | Riverfolk Company, Lizard Cult, extra Vagabond support | More faction variety and strong table interaction |
| Underworld | Underground Duchy, Corvid Conspiracy, new maps | More factions plus geographic variety |
| Marauder | Lord of the Hundreds, Keepers in Iron, Hirelings, Advanced Setup | Improves 2–3 player games and adds map pressure |
| Homeland | Lilypad Diaspora, Twilight Council, Knaves of the Deepwood, Gorge/Marsh maps | Newest large-box faction and map variety |
| Clockwork | Automated factions | Solo, co-op and low-player-count bots |
Riverfolk Expansion
The Riverfolk Expansion adds the Riverfolk Company and Lizard Cult, two factions that interact with the table in very different ways. Riverfolk sells services to opponents, while the Lizards convert and manipulate clearings through acolytes and gardens.
This box is a strong choice when your group already enjoys Root’s negotiation and wants factions that make the table talk even more important.
Underworld Expansion
Underworld adds the Underground Duchy and Corvid Conspiracy, plus additional maps. The Duchy grows through ministers and a structured underground engine, while the Corvids rely on plots, deception and hidden information.
Best for: groups that want both faction variety and a meaningful map refresh.
Marauder Expansion
Marauder adds the Lord of the Hundreds and Keepers in Iron. It also introduced Hirelings and Advanced Setup, systems that have become important to modern Root play.
Leder Games specifically positions Hirelings as useful at lower player counts because they add temporary forces and extra interaction when fewer full factions are present.
Best for: 2–3 player groups, experienced players who want more aggressive factions, and anyone interested in the modern Advanced Setup framework.
Homeland Expansion
The current Homeland expansion adds three factions—Lilypad Diaspora, Twilight Council and Knaves of the Deepwood—plus the Gorge and Marsh maps. That makes it one of the largest injections of new faction variety in the line.
Best for: established Root collections looking for the newest factions and map environments rather than a first expansion.
Clockwork expansions
Clockwork and Clockwork 2 provide automated faction rules. They are aimed at solo play, cooperative play and filling out low-player-count games.
They do not replace the major faction boxes; instead, they change who controls factions that would normally require a human player.
Small expansion packs
Root also has smaller modules such as the Exiles & Partisans Deck, Squires & Disciples Deck, Vagabond Pack, Landmarks and multiple Hireling packs. These are useful when you already like your faction mix but want to change the shared card deck, board features or low-player-count dynamics.
Which Root expansion should you get first?
For a typical 4-player group, Underworld is a very flexible first purchase because it adds two approachable new factions and map variety. If your table often plays with only 2–3 players, Marauder is especially useful because Hirelings help fill the map.
Detailed Root expansion guides
- Root Riverfolk: Company & Lizard Cult
- Root Underworld: Duchy, Corvids & maps
- Root Marauder: Hundreds, Keepers, Hirelings & Advanced Setup
- Root Homeland: three factions & two maps
Related Root guides
Publisher sources
- Leder Games: New to Root expansion comparison
- Leder Games: Root rules and expansion resources
- Leder Card Library: current Root product list
Expansion line checked September 2026.