Root

AI-friendly board game rules summaries — use with Claude, ChatGPT, or any AI assistant

Overview

Root is an asymmetric strategy wargame designed by Cole Wehrle, illustrated by Kyle Ferrin, and published by Leder Games in 2018. Players compete for control of a vast woodland using wildly different factions, each with unique rules, abilities, and paths to victory. While all factions share common rules for movement, combat, and crafting, each faction plays fundamentally differently. The first player to reach 30 victory points wins immediately.

Components

Setup

  1. Choose the board side (Fall or Winter) and place it centrally.
  2. Each player selects a faction and takes its faction board and all associated pieces.
  3. Follow the faction-specific setup instructions (each faction has a unique starting configuration).
  4. Shuffle the shared deck and deal 3 cards to each player.
  5. Place item tokens on the map’s ruin spaces and in the supply.
  6. Set all players’ victory point markers to 0.

Turn Structure

Players take turns in clockwise order. Each turn consists of three phases (specific actions vary by faction):

  1. Birdsong: Mandatory start-of-turn actions (faction-specific).
  2. Daylight: Main action phase. Perform actions available to your faction.
  3. Evening: End-of-turn actions, including drawing cards.

Shared Rules for All Factions:

Movement: Move warriors from one clearing to an adjacent connected clearing. You must rule (have the most combined warriors + buildings) the origin or destination clearing to move.

Battle: Initiate combat in a clearing containing your warriors and an enemy’s pieces. Attacker rolls 2 dice; higher die = attacker’s hits, lower die = defender’s hits (max hits = number of warriors present). Remove warriors first, then tokens/buildings. Each removed building or token scores 1 VP for the attacker.

Crafting: Spend cards matching the suits of clearings where you have crafting pieces (workshops for Marquise, roosts for Eyrie, sympathy for Alliance, specific items for Vagabond) to craft items or activate card effects for victory points.

Actions

Marquise de Cat:

Eyrie Dynasties:

Woodland Alliance:

Vagabond:

Scoring / Victory Conditions

Primary Win: First player to reach 30 victory points wins immediately (during any phase of any player’s turn).

Dominance Victory (alternative): Instead of scoring VP, a player may play a Dominance card to change their win condition to controlling 3 specific clearings at the start of their next Birdsong. Other players may also adopt Dominance.

Coalition (Vagabond only): The Vagabond may form a coalition with the lowest-scoring player, sharing that player’s win condition.

Special Rules & Edge Cases

Player Reference

Faction Scores VP By Key Mechanic
Marquise de Cat Building structures Wood economy, area control
Eyrie Dynasties Roosting (per roost) Decree engine (mandatory actions)
Woodland Alliance Spreading sympathy Supporters stack, revolts
Vagabond Quests, aiding, exploring Item management, relationships

Combat: Attacker rolls 2 dice: high die = attacker hits, low die = defender hits. Max hits = warriors present. Buildings/tokens removed after warriors = 1 VP each to attacker.

Win: 30 VP or Dominance card condition.