Game Guide Rules verified Sep 2026

Root

Four woodland factions fight for control using radically different rules, economies and paths to victory.

♟2–4 Players◷60–90 Minutes♜Ages 14+⚙Heavy◆Asymmetric Factions

Compete for control of a woodland map using factions with radically different rules, resources and turn structures.

Military position matters, but each faction scores differently, so threat assessment depends on understanding several separate game systems at once.

Why We Love It

Root is built around factions that do not merely have different powers—they follow different economies and action systems. Learning the table means understanding what each opponent needs to score.

About Root

Compete for control of a woodland map using factions with radically different rules, resources and turn structures.

Military position matters, but each faction scores differently, so threat assessment depends on understanding several separate game systems at once.

Game at a Glance

♜

Learn Your Faction

Each side has its own economy, actions and scoring logic.

↔

Control Clearings

Movement and rule determine where pieces can operate.

⚙

Run a Unique Engine

The Marquise, Eyrie, Alliance and Vagabond all function differently.

★

Track Every Score Path

A faction can become dangerous without dominating the map visibly.

What is Root?

Root is Cole Wehrle’s asymmetric woodland conflict game. The base box includes the Marquise de Cat, Eyrie Dynasties, Woodland Alliance and Vagabond, each with its own faction board and operating rules.

Leder Games lists the base game for 2–4 players, ages 14+, in 60–90 minutes.

How the game works

All factions share the woodland map, clearings, movement and battle framework, but each faction scores and builds its position differently. The Cats construct an industrial network, the Eyrie execute a programmed Decree, the Alliance spreads sympathy and revolts, and the Vagabond moves as a single character with items and relationships.

The base rules therefore combine common map procedures with faction-specific systems.

The decisions that define it

Root is largely about reading the table rather than optimizing in isolation. A faction that appears weak can accelerate quickly if opponents ignore its scoring engine.

Because each faction’s incentives differ, threat assessment and temporary cooperation are part of the strategic layer even though the game has one winner.

Who is it for?

Choose Root if your group enjoys direct interaction, negotiation, asymmetry and learning how several different factions function.

If everyone prefers broadly similar player systems, Scythe offers a more symmetric economic framework.

Root expansions

Compare Root expansions · Browse all expansion guides

Focused Root rules

Battle · Movement & rule · Sympathy & Outrage · Crafting · Scoring & victory

Compare Root

Root vs Scythe

Publisher sources & scope

Checked September 15, 2026. This is a researched base-game hub; use the publisher rulebook for exact card and faction interactions.

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