Root Stuff
Moderator: Doug
Re: Root Stuff
I like the 'Fend off a Bear" card art. It seems like the bear has been insufficiently fended off
Re: Root Stuff
Art on Mouse-in-a-Sack is incredible
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Re: Root Stuff
excellent, thank you
Re: Root Stuff
An independent company in Spain makes this plastic bling for your Root game
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Re: Root Stuff
Yeah
I was concerned that they come unpainted, but nope, this is how they arrive
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Re: Root Stuff
Cost is the large animal symbol at the top left of each entry. The tiny triangles above the bar are the suits of the cards that have that cost.
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Re: Root Stuff
Oh you know I never put it together that the multi-species crafting cards, which can never be crafted by the Vagabond, couldn't be used by the Vagabond anyway!
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Re: Root Stuff
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Re: Root Stuff
The designer of Root says that there will be more factions
People are busy telling him what the other factions should be
Frogs
Pigs
Snakes
A Bear
Unicorns
People are busy telling him what the other factions should be
Frogs
Pigs
Snakes
A Bear
Unicorns
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Re: Root Stuff
Lotus
Re: Root Stuff
A mosquito tribe with the goal of infecting everybody would actually be sweet.
You could probably homebrew it with the cubes from Pandemic, the outbreak mechanic would probably work pretty well on that map.
You could probably homebrew it with the cubes from Pandemic, the outbreak mechanic would probably work pretty well on that map.
Re: Root Stuff
I like the idea of using pieces from other games for homebrew in a general sense
Re: Root Stuff
Re: Root Stuff
Hey Doug is the waterway illustrated on the Root game map mechanically relevant in any way?
Re: Root Stuff
I think it's only relevant if the Riverfolk Company are in the game, which they're currently not.
Re: Root Stuff
Yeah it affects the Otters, they treat it like a road
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Re: Root Stuff
Cats - Native counterinsurgent faction, like the Batista government
Moles - Foreign counterinsurgent faction, like the British Raj
Eagles - Invading Counterinsurgent faction, like the Japanese in China's War or Caesar in Gaul
Vagabond - Individual personality in a world of conflict, like Xena in Xena: Warrior Princess
Riverfolk - Native independent faction, like the opium warlords in Afghanistan
Alliance - Revolutionary insurgent, like Castro
Corvids - Terrorist insurgent, like the violent non-Ghandi-associated revolutionaries in India
Lizards - Invading insurgent faction, like the Taliban into Afghanistan
Moles - Foreign counterinsurgent faction, like the British Raj
Eagles - Invading Counterinsurgent faction, like the Japanese in China's War or Caesar in Gaul
Vagabond - Individual personality in a world of conflict, like Xena in Xena: Warrior Princess
Riverfolk - Native independent faction, like the opium warlords in Afghanistan
Alliance - Revolutionary insurgent, like Castro
Corvids - Terrorist insurgent, like the violent non-Ghandi-associated revolutionaries in India
Lizards - Invading insurgent faction, like the Taliban into Afghanistan
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Re: Root Stuff
Interesting rules clarifications
"Revealed" cards cannot be used for anything else while they're revealed, which we kinda knew already.
But, this means that if you reveal your hand, and then you Move into a Sympathetic clearing, you cannot give any revealed cards to Alliance. The revealed cards do not count as cards that you could give. Further, you also could not do Exposure (the thing where you try to guess a Corvid Plot token) with those cards
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More of a thing that I forgot/never grasped, but, in a battle, if the defender Ambushes and this kills all the attacker's Warriors, the battle ends immediately. This means that if you have two Warriors and a building, and you attack a group of six Warriors in your space, and they Ambush, you can't lose your building. Note that this rule has nothing to do with the Vagabond. When the Vagabond is Ambushed, he doesn't get to end the battle just because he has no Warriors!
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Your crafted permanent cards are optional. If you craft the Bank, you do not have to take the extra card draw it gives. (You might not want to, because you also have to choose an opponent to draw a card)
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When Alliance is maxed out on Supporters (Alliance with no bases has a Supporter limit of five), you do not overfill the Supporter stack and then discard. Any card that would become a sixth card does not arrive into the Supporter stack at all. (The rules say this, but I never remember it)
"Revealed" cards cannot be used for anything else while they're revealed, which we kinda knew already.
But, this means that if you reveal your hand, and then you Move into a Sympathetic clearing, you cannot give any revealed cards to Alliance. The revealed cards do not count as cards that you could give. Further, you also could not do Exposure (the thing where you try to guess a Corvid Plot token) with those cards
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More of a thing that I forgot/never grasped, but, in a battle, if the defender Ambushes and this kills all the attacker's Warriors, the battle ends immediately. This means that if you have two Warriors and a building, and you attack a group of six Warriors in your space, and they Ambush, you can't lose your building. Note that this rule has nothing to do with the Vagabond. When the Vagabond is Ambushed, he doesn't get to end the battle just because he has no Warriors!
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Your crafted permanent cards are optional. If you craft the Bank, you do not have to take the extra card draw it gives. (You might not want to, because you also have to choose an opponent to draw a card)
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When Alliance is maxed out on Supporters (Alliance with no bases has a Supporter limit of five), you do not overfill the Supporter stack and then discard. Any card that would become a sixth card does not arrive into the Supporter stack at all. (The rules say this, but I never remember it)
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Re: Root Stuff
It's your turn in Cthulhu Wars
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Re: Root Stuff
Here are some new advanced draft rules for playing Root. They were made available to backers of the new Badger and Rat expansions. I've abstracted it.
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1. Choose your map, and which deck you're going to use.
2. Determine the seating order and the first player.
3. Each player draws 5 cards.
4. Shuffle the faction setup cards that have red names (Cats, Eyrie, Moles, Badgers, Rats) and deal one to the middle of the table.
5. Now shuffle all faction setup cards together, and deal a number to the middle of the table equal to the number of players. There should be P+1 faction cards in the middle of the table now. If the final card dealt has a white name (Lizards, Corvids, Otters, Alliance, Vagabond 1, Vagabond 2), turn that card sideways or otherwise set it aside so that it is noted. No one can choose that card until at least one red-named card has been chosen. If any Vagabond cards were dealt just now, also deal one Vagabond character card to go with each Vagabond card -- anyone choosing the Vagabond must be the associated character.
6. Starting with the last player and going in reverse turn order, each player chooses one faction card and sets up immediately. Follow the setup instructions on the card -- note that they are not the same as in the regular game. You will be directed to choose "homeland" clearings -- these must always be clearings that no one else has chosen as homeland clearings. In other cases, you will be directed to place individual pieces -- these can be in enemy homelands.
7. After each player has set up, each player chooses 3 of the 5 cards they were dealt earlier to keep, and returns 2 to the deck. Reshuffle the deck when everyone has chosen their hands.
The Faction Setup Cards:
Cats: Choose three homeland clearings adjacent to one another. Put 2 warriors in each homeland clearing, and 1 warrior in every other clearing (even enemy homelands). Put the Keep in one of your homelands, not adjacent to an enemy homeland if possible. Put a sawmill in one homeland clearing, a workshop in another, and a recruiter in the third.
Eyrie: Choose a homeland clearing on the map edge -- it must be as far from enemy homelands as you are able. Put 6 warriors and your Roost in your homeland. Choose a leader, and set up your loyal viziers.
Moles: Choose a homeland clearing, not adjacent to any enemy homeland if possible. Put 2 warriors and 1 tunnel in your homeland. Put 5 warriors among adjacent clearings as evenly as possible (even clearings with enemy pieces). Set up your ministers etc.
Lizards: Choose a homeland clearing, not adjacent to any enemy homeland if possible. Put 4 warriors and a matching garden in your homeland. Put 3 warriors in adjacent clearings as evenly as possible. Put 2 warriors in Acolytes. Put the Outcast marker in whichever suit you wish.
Corvids: Choose a homeland clearing. Put 1 warrior and any 1 plot token face-down in that clearing. Put 1 warrior in one clearing of each suit (even in enemy homelands if you wish).
Otters: Put 4 warriors in any clearings you wish along the river (even enemy homelands). Put 3 warriors in your Payments box. Set the prices for your services.
Alliance: Draw 3 cards and put them in Supporters.
Vagabonds: Put your pawn in any forest. Deal out three quests. Take your starting items etc.
Rats: Choose a homeland clearing on the map edge -- it must be as far from enemy homelands as you are able. Put your warlord, 4 warriors, and 1 stronghold in your homeland. Set your mood to Stubborn. If the Vagabond is not playing, put 4 ruin items under the ruins as though the Vagabond were playing.
Badgers: Shuffle the Relic tokens face-down and place one at random in each forest. Put 4 warriors in an edge clearing homeland with at least two clearings between it and each enemy homeland, if able. Then put 4 more warriors in an adjacent edge clearing. Put the remaining relics, if any, among forests not adjacent to your homelands, as evenly as possible. Put a Faithful Retainer card in each Retinue slot.
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1. Choose your map, and which deck you're going to use.
2. Determine the seating order and the first player.
3. Each player draws 5 cards.
4. Shuffle the faction setup cards that have red names (Cats, Eyrie, Moles, Badgers, Rats) and deal one to the middle of the table.
5. Now shuffle all faction setup cards together, and deal a number to the middle of the table equal to the number of players. There should be P+1 faction cards in the middle of the table now. If the final card dealt has a white name (Lizards, Corvids, Otters, Alliance, Vagabond 1, Vagabond 2), turn that card sideways or otherwise set it aside so that it is noted. No one can choose that card until at least one red-named card has been chosen. If any Vagabond cards were dealt just now, also deal one Vagabond character card to go with each Vagabond card -- anyone choosing the Vagabond must be the associated character.
6. Starting with the last player and going in reverse turn order, each player chooses one faction card and sets up immediately. Follow the setup instructions on the card -- note that they are not the same as in the regular game. You will be directed to choose "homeland" clearings -- these must always be clearings that no one else has chosen as homeland clearings. In other cases, you will be directed to place individual pieces -- these can be in enemy homelands.
7. After each player has set up, each player chooses 3 of the 5 cards they were dealt earlier to keep, and returns 2 to the deck. Reshuffle the deck when everyone has chosen their hands.
The Faction Setup Cards:
Cats: Choose three homeland clearings adjacent to one another. Put 2 warriors in each homeland clearing, and 1 warrior in every other clearing (even enemy homelands). Put the Keep in one of your homelands, not adjacent to an enemy homeland if possible. Put a sawmill in one homeland clearing, a workshop in another, and a recruiter in the third.
Eyrie: Choose a homeland clearing on the map edge -- it must be as far from enemy homelands as you are able. Put 6 warriors and your Roost in your homeland. Choose a leader, and set up your loyal viziers.
Moles: Choose a homeland clearing, not adjacent to any enemy homeland if possible. Put 2 warriors and 1 tunnel in your homeland. Put 5 warriors among adjacent clearings as evenly as possible (even clearings with enemy pieces). Set up your ministers etc.
Lizards: Choose a homeland clearing, not adjacent to any enemy homeland if possible. Put 4 warriors and a matching garden in your homeland. Put 3 warriors in adjacent clearings as evenly as possible. Put 2 warriors in Acolytes. Put the Outcast marker in whichever suit you wish.
Corvids: Choose a homeland clearing. Put 1 warrior and any 1 plot token face-down in that clearing. Put 1 warrior in one clearing of each suit (even in enemy homelands if you wish).
Otters: Put 4 warriors in any clearings you wish along the river (even enemy homelands). Put 3 warriors in your Payments box. Set the prices for your services.
Alliance: Draw 3 cards and put them in Supporters.
Vagabonds: Put your pawn in any forest. Deal out three quests. Take your starting items etc.
Rats: Choose a homeland clearing on the map edge -- it must be as far from enemy homelands as you are able. Put your warlord, 4 warriors, and 1 stronghold in your homeland. Set your mood to Stubborn. If the Vagabond is not playing, put 4 ruin items under the ruins as though the Vagabond were playing.
Badgers: Shuffle the Relic tokens face-down and place one at random in each forest. Put 4 warriors in an edge clearing homeland with at least two clearings between it and each enemy homeland, if able. Then put 4 more warriors in an adjacent edge clearing. Put the remaining relics, if any, among forests not adjacent to your homelands, as evenly as possible. Put a Faithful Retainer card in each Retinue slot.
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Re: Root Stuff
The new setup buffs Corvids and nerfs Vagabond
Corvids get 1 warrior in a clearing in each suit, like before, but now also get 1 warrior and 1 face-down Plot token in a fourth clearing. This clearing can't be the homeland clearing of anyone else, though
Meanwhile, Vagabond never gets to choose which particular Vagabond he will be anymore. It's always determined randomly which particular Vagabond it is before players choose their factions
Corvids get 1 warrior in a clearing in each suit, like before, but now also get 1 warrior and 1 face-down Plot token in a fourth clearing. This clearing can't be the homeland clearing of anyone else, though
Meanwhile, Vagabond never gets to choose which particular Vagabond he will be anymore. It's always determined randomly which particular Vagabond it is before players choose their factions
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Re: Root Stuff
lol he's already changed the way Badgers work since the last posting
Apparently they were boring
I've updated the first post in the thread. Badgers seem a lot easier to understand now
Apparently they were boring
I've updated the first post in the thread. Badgers seem a lot easier to understand now
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Re: Root Stuff
It's your turn in Cthulhu Wars
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