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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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Point scoring ministers may generate points every round per particular type of building on the board,or by discarding any number of cards of the same suit to score that many victory points. For those that can craft with ease then the mouse’s ‘Master Engravers’ can give you an extra point every time you do so. This can mean a whopping four points for those precious coins. My problem with the Underworld Expansion is that neither of the new factions is balanced to work in a 2-player game. I was super excited to play the Corvid Conspiracy. Sadly, I will not be able to get a group of friends together to enjoy the full game experience any time soon. Those sneaky looking corvids are calling to me. Root: The Riverfolk Expansion is the first expansion of the base game Root. Now, up to six players can fight it out to see who is the strongest in all the woodland. The expansion brings two brand new factions to the mix: the Riverfolk Company, a trading band of otters, and the Lizard Cult, fanatical acolytes who build gardens to control the board. One of the challenges in designing a completely asymmetrical game is balancing it. How do you make sure that every player has a fighting chance when they're all following different rules? I can't answer that question, but it appears that Cole Wehrle can. The games I've played so far have all been close, with no runaway leader.

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 CatThe 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. After playing a few games with the Grand Duchy, overall, I found them to be very versatile. They can be aggressive, with hordes of mole warriors spread out across the board, or they can be played peacefully, crafting in a few places and swaying lots of ministers in a secluded area. Final Thoughts on Root: The Underworld Expansion However, the beautiful design of the asymmetric factions means there’s more depth here than almost any game on my shelf. I simply cannot see myself getting bored of it. I want to play every faction and I want to play them again and again in all the different combinations you available. Meanwhile, the Vagabond plays all sides of the conflict for their own gain, while hiding a mysterious quest. Explore the board, fight other factions, and work towards achieving your hidden goal.

The Learning to Play book suggests combinations for two and three-player games, indicating what each player should try to do in those scenarios. Essentially, any combination of factions can be used for lower player counts except the Vagabond, who can't be played at two. With other faction combinations, it’s always going to be a limited solo experience. The smaller, insurgent factions of Root such as the Woodland Alliance always work better when they have several players to bounce off, so I can’t really recommend the bot for solo play if your favourite faction isn’t the Eyrie Dynasty. As an addition to a two or three player game, I tend to just pass on it. Root is such a political game that it just feels weird playing with a mix of people and the bot. The Marquise have such a crucial role in Root as the forest policewomen that leaving it to a bot gives the game a slightly empty feeling. Final Thoughts

However, Leder Games have four shiny new mechanical factions for us, and it’s a marked improvement. They slot into regular games of Root neatly, freeing players up to choose the smaller factions. Now, groups of two or three are no longer confined to the same factions. You can play as the Lizard Cult, or the Woodland Alliance, or whichever takes your fancy. Compared to other factions, the Duchy are slow to gain victory points at first. Don’t let this discourage you! By the mid-point of the game I found myself darting between my tunnels and creating almost unstoppable point scoring plays. This box also offers some hireling factions. These smaller factions will change hands throughout the game, but whilst under your control they can be moved at your whim and you will be immune from their negative effects. Introducing these factions will help your lower player count games shine with a new brighter light. Best For Those Love To Play The Vagabond The forest creatures are not passive bystanders in the war for control of their homeland. They have formed an alliance to fight against the cats, birds, and anyone who wants to control them. Though they start with nothing on the board, they use supporter cards to gain support tokens around the clearings, eventually rising up in violent revolts.

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