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Leder Games | Root: A Game of Woodland Might & Right | Board Game | Ages 10+ | 2-4 Players | 60-90 Minute Playing Time

£9.9£99Clearance
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The Ronin, a racoon, however, is faster, starting with two boots as well as a sword. His torch action allows him to exhaust a sword to do an extra hit, being one of the more violent vagabonds. The strongest in the set for me is the Adventure. A wise old owl, the Adventure starts with a boot and hammer and is able to damage an item to use it as any other one. This makes him much more adaptable. However, with so much care and design in the rest of the aesthetics, it always feels sadly dissatisfying to be playing a character that doesn’t look like the meeple in front of you. Well not any more! A Myriad Of Meeples

Along with these exciting new factions the Riverfolk Expansion brings in a second Vagabond player board and three new Vagabond variants, allowing up to two players compete as the wily outcast. As well as this, this expansion comes with a robotic version of the Marquise de Cat, balancing out game play in smaller groups and allowing players to explore new factions.When I first heard Root being talked about I had one burning question: would it play well at two players? I was concerned that the balance of the game would be off when the number of factions was reduced. It turns out that I needn't have worried. Every conflict encourages opportunists who travel around trying to make a profit and a name for themselves. In Root, this role is played by the Vagabond, a lone wanderer who is allied to no one and everyone. The Vagabond is just a single pawn that can move freely around the board, no matter who's in control. The obvious draw of the Riverfolk Expansion is the two new factions it introduces. These are the titular Riverfolk Company and the devious Lizard Cult. Both come with delightful screen-printed wooden meeples, cardboard tokens, player boards and reference cards. Even before we get into playing the game itself, I have to say that the Riverfolk and Cult warrior designs are my favourite across the whole Root series. Those little grinning Lizards are adorable. Root represents the next step in our development of asymmetric design. Like Vast: The Crystal Caverns, each player in Root has unique capabilities and a different victory condition. Now, with the aid of gorgeous, multi-use cards, a truly asymmetric design has never been more accessible. In the base game, four factions battle for supremacy in the woodlands. I'll introduce them here. I don't have space to go into their mechanical nuances, but I'll give you an overview of how they work. The Marquise de Cat

Enough of that though, how does it feel to play against them? In a 1 v 1 game (playing as Eyrie as recommended), it’s a pleasingly tight affair. The Mechanical Marquise doesn’t use building tokens, so the focus is on taking down hordes of feline warriors. This makes it good practice for an aggressive Eyrie player. You have to work hard to stop clusters of Marquise warriors accumulating (which allow it to score points). There’s a nice ebb and flow to the two player game which I’ve always been fond of. Root’s gameplay is governed by some foundation rules that allow the factions to interact. It plays out on a wooded board containing 12 clearings, all separated by forests and connected by paths. Players battle for control between these clearings. At its heart, Root is an area control game. Three of the four factions score points by adding warriors, buildings, and other tokens to the board, then fighting for control against the other players. To enable this area control, players battle – a simple mechanic in which two D8s are rolled and players can do damage based on the number of warriors they control in the clearing.

In Root, players drive the narrative, and the differences between each role create an unparalleled level of interaction and replayability. Explore the fantastic world of Root!

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