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How to play Root

Factions pursue different scoring engines on one woodland map. The usual race ends immediately at thirty points; shared geography does not mean identical turns.

2–4 base game players60–120 minAge 10+

By K.R. · Sources and editorial process

Game-night tools

What you need

Base board, faction boards/pieces, shared cards, ruins/items and battle dice

Set up the game

  1. For a first four-player game use Marquise, Eyrie, Alliance and Vagabond on autumn. Put scores on zero, deal three cards, set ruins/items and follow printed faction setup order. Two-player faction choice needs reach guidance; arbitrary pairs need not make a balanced game.

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Playing Root

  1. Follow your faction’s Birdsong, Daylight and Evening, then pass clockwise. Actions are available when your particular faction permits them.
  2. Rule means more combined warriors/buildings than each opponent; tokens do not count. Eyrie wins rule ties involving its pieces.
  3. Normal movement follows one path and requires ruling origin or destination. Vagabond ignores that rule requirement and spends items on actions.
  4. Battle resolves ambushes before dice. Attacker uses higher, defender lower roll, capped by each side’s warriors. Battle hits remove warriors before buildings/tokens and losses are simultaneous.
  5. Score from faction abilities, crafted items and removed enemy buildings/tokens. Ordinary warriors give no automatic point. First to thirty wins immediately.

A high die still needs warriors

An attacker with two warriors rolls three-one against three defenders, with no modifiers or ambush. Attacker deals two rolled hits, capped by its warriors; defender deals one. Remove two defenders and one attacker. A nearby building does not raise that cap to three.

Dominance replaces the point race

At ten points in Daylight, an activated dominance card removes your score marker and supplies a control condition checked at Birdsong’s start. Vagabond uses coalition rules in four-plus-player games. Remove dominance in two-player setup; it is not an extra points bonus.

Read the chosen faction boards

A full teach also needs Eyrie decree/turmoil, Alliance supporters/outrage, cat wood connectivity and Vagabond exhaustion/damage. This page maps shared rules and cannot replace those individual procedures. The Law governs conflicts with an older Learn to Play sheet.

Beginner decisions

  • Ask what opponents can score next turn, not just how many warriors they have. A quiet engine may be the nearer threat.
  • Keep spent cards apart from persistent crafted effects, which remain capable of changing rules.

Common rule mix-ups

  • Treating a matching hand card as the only crafting cost; faction crafting pieces matter.
  • Assuming a nonbinding bargain prevents a legal attack.

Questions about this game

Do all factions score for buildings?

No. Cats build, Eyrie scores roosts, Alliance spreads sympathy, and Vagabond uses aid/quests and other item-driven opportunities.

Do buildings absorb battle hits first?

No. Warriors must be removed first. Separate card effects may remove pieces differently.

Sources and edition notes

Root base four-faction overview, autumn standard setup, checked against October 2025 Law. Full faction-board procedures remain necessary.

Sources and stated format checked October 14, 2026. This records a document check, not a claim of hands-on testing.

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