Root Board Game Review

Root, designed by Cole Wehrle and published by Leder Games in 2018, stands out as one of the most innovative asymmetric strategy games in modern board gaming. This woodland warfare game supports 2-4 players aged 14 and up, with sessions lasting 60-90 minutes. Each faction operates with completely different mechanics, victory conditions, and strategies, creating a dynamic experience where no two games play alike. This review examines Root’s gameplay systems, components, and whether this complex strategy game deserves a place in your collection.

Root Board Game Overview

Root drops players into a forest where competing factions battle for control using wildly different approaches. The Marquise de Cat builds an industrial empire while the Woodland Alliance fosters rebellion among forest creatures.

The Eyrie Dynasties follow rigid decree systems that can lead to their collapse, and the Vagabond wanders between clearings completing quests. Each faction scores victory points through different actions, with the first to reach 30 points winning the game.

SpecificationDetails
DesignerCole Wehrle
PublisherLeder Games
Year Released2018
Players2-4 (1-6 with expansions)
Age Range14+
Playing Time60-90 minutes
Game TypeAsymmetric Strategy, Area Control, Wargame
Complexity Rating3.83/5

What’s in the Root Board Game Box

Root includes high-quality components that enhance the woodland theme. The game board depicts a forest map divided into clearings connected by paths, with different terrain types affecting movement and strategy.

Each faction receives a unique player board detailing their specific abilities and action spaces. These boards serve as reference guides and track faction-specific resources throughout the game.

ComponentDescription
Game BoardDouble-sided woodland map with clearings and forests
Player BoardsFour faction-specific boards with unique layouts
Wooden PiecesWarriors, buildings, tokens, and markers for each faction
CardsShared deck with four suits matching terrain types
DiceTwo twelve-sided dice for combat resolution
RulebookLaw of Root with faction-specific rules and clarifications

The wooden meeples are thick and durable, with distinct shapes for each faction’s warriors and buildings. Card quality is excellent, featuring Kyle Ferrin’s whimsical artwork that brings the woodland setting to life.

Pros and Cons of Root Board Game

Pros

  • True asymmetric gameplay where each faction feels completely different to play
  • High replayability due to faction combinations and player interactions
  • Beautiful artwork and quality components that enhance the theme
  • Deep strategic decisions with multiple paths to victory
  • Scales well at different player counts with variable setup options
  • Won numerous awards including Golden Geek Board Game of the Year 2018

Cons

  • Steep learning curve requires multiple plays to understand each faction
  • Rules complexity can overwhelm new players during first games
  • Balance issues at certain player counts without careful faction selection
  • Teaching time is significant as each player needs to learn their unique faction
  • Requires experienced players to reach full potential of strategic depth

How to Play Root Board Game

Setup begins with players selecting factions and placing their starting pieces according to faction-specific rules. The Marquise de Cat starts with warriors in multiple clearings and a sawmill, while the Eyrie builds roosts in opposite corners.

The Woodland Alliance begins with no presence on the board but places sympathy tokens. The Vagabond starts in a forest clearing with a set of items.

Turn Structure

Players take turns in clockwise order, following their faction’s unique turn sequence. The Marquise performs three phases: Birdsong (crafting cards), Daylight (taking actions), and Evening (scoring and drawing cards).

The Eyrie must follow their Decree, adding cards each turn that dictate mandatory actions. Failing to complete the Decree causes turmoil, forcing them to reset their strategy.

The Woodland Alliance spreads sympathy and recruits warriors in hidden bases. They use supporter cards to fuel revolts and guerrilla warfare against dominant factions.

The Vagabond moves freely through forests and completes quests by spending items. They can aid or attack other factions, forming temporary alliances for mutual benefit.

Combat and Card Play

Combat occurs when one faction attacks warriors in a clearing. The attacker plays a card matching the clearing’s suit, and the defender responds with their own card.

Both players roll dice equal to their warriors in the clearing. The higher roll wins, with the victor dealing hits equal to their card number to the loser.

Cards serve multiple purposes beyond combat. Players craft cards by spending matching resources, gaining victory points and special abilities. Cards also fuel faction-specific actions like the Marquise’s building or the Alliance’s revolts.

Winning Conditions

The first player to reach 30 victory points wins immediately. Each faction scores points through different methods aligned with their playstyle and goals.

The Marquise scores by building structures and controlling clearings. The Eyrie scores through building roosts and controlling clearings matching their leader’s suit.

The Woodland Alliance scores by spreading sympathy and establishing bases across the forest. The Vagabond scores by completing quests, aiding other players, and crafting items.

Where to Buy Root Board Game

RetailerDetails
AmazonStandard retail price with Prime shipping options
Leder GamesOfficial publisher site with direct purchase and expansions
Game NerdzCompetitive pricing with loyalty rewards program
Miniature MarketBoard game specialist with frequent sales
Local Game StoresSupport local retailers and try before buying

Root Board Game Mechanics

Root combines area control with asymmetric player powers to create unique strategic puzzles. Each faction interacts with the same core systems in completely different ways.

The game uses an action queue system where players must declare actions before executing them. The Eyrie’s Decree exemplifies this, forcing players to plan multiple turns ahead while managing the risk of turmoil.

Area majority determines who controls clearings, granting benefits like additional actions and defensive advantages. Control shifts constantly as factions move warriors and build structures.

The shared card deck creates interesting decisions about hand management. Cards serve as combat defense, crafting opportunities, and faction-specific fuel. Choosing when to spend cards versus saving them drives tactical gameplay.

Action retrieval appears in the Eyrie’s turmoil mechanic and the Alliance’s revolt system. Factions reset after major setbacks, creating dramatic swings in board position and forcing players to rebuild their strategies.

Hand management becomes critical as players balance multiple card uses. The Marquise needs cards for both building and combat, while the Alliance hoards supporters for coordinated revolts.

Who Should Play Root Board Game

Root suits experienced gamers who enjoy complex strategy and asymmetric gameplay. Players who appreciate games like Twilight Struggle or Vast will find Root’s faction diversity compelling.

Groups comfortable with longer teach times and rules complexity will get the most from Root. The game rewards repeated plays as players master faction interactions and strategic nuances.

Players seeking deep tactical decisions and emergent gameplay will appreciate Root’s design. Each game creates unique political situations as alliances form and rivalries develop.

Skip Root if your group prefers lightweight games or struggles with rules complexity. The learning curve can frustrate players who want immediate accessibility.

Avoid Root for casual game nights with new players. The asymmetric factions create knowledge imbalances that can lead to unbalanced games until everyone understands the strategic landscape.

Root compares favorably to Scythe in asymmetric strategy but offers more dramatic faction differences. It shares DNA with Dune in how political negotiation shapes gameplay, though Root focuses more on mechanical asymmetry than explicit diplomacy.

FAQ About Root Board Game

Is Root Board Game good for beginners?

Root is not ideal for absolute beginners due to its complexity rating of 3.83 out of 5. Each faction plays completely differently with unique rules, creating a steep learning curve. New players should expect several games before fully grasping faction interactions and strategic depth. The rulebook is comprehensive but dense, and watching tutorial videos helps significantly with the initial learning process.

How long does Root take to play?

Root typically takes 60-90 minutes per session once players understand their factions. First games often run longer, sometimes reaching 2 hours, as players learn mechanics and make decisions more slowly. Setup takes about 10 minutes, and teaching time adds 20-30 minutes for new players. Games with experienced players move quickly, often finishing in under 75 minutes at the 4-player count.

What’s the best player count for Root?

Root plays best with 4 players, where all base game factions create balanced tension and interaction. Three players works well with careful faction selection, avoiding combinations that create runaway leaders. Two players requires the special Mechanical Marquise variant or expansion content for optimal balance. The Riverfolk expansion enables 5-6 player games with additional factions designed for higher player counts.

Is Root Board Game worth buying?

Root is worth buying for groups that enjoy complex strategy games and asymmetric gameplay. The production quality is excellent, and replayability is high due to faction variety and player interactions. At an MSRP of around $60, it offers good value for the content and gameplay depth. However, casual gamers or groups preferring lighter experiences should consider trying before buying, as the complexity may not suit all preferences.

What games are similar to Root?

Root shares similarities with Vast: The Crystal Caverns, designed by the same team, featuring asymmetric roles with unique mechanics. Scythe offers asymmetric player powers in an area control framework, though less dramatically different than Root’s factions. Dune and Cosmic Encounter provide political negotiation and wildly different faction abilities. Cole Wehrle’s other designs like Pax Pamir and John Company appeal to similar audiences seeking deep strategic experiences.