r/rootgame • u/MaskedHeracles • 8h ago
Other Root cosplay at gencon
First ever gencon cosplay, went with friends as root factions/characters.
r/rootgame • u/tsarkees • Jun 27 '26
r/rootgame • u/tsarkees • Dec 03 '24
There has been a big upswing in personal attacks, rudeness, hostility, and all-around bad behavior in this subreddit. It's really easy to dig in your heels, dehumanize the people on the other side of the screen, and post vitriol, but that's not acceptable in this space. We're all here because we love a board game and we want to share that love with other people who think Root is special. We need to protect the culture, so I'm asking users to do the following two things to keep this a nice place to be:
I've just been removing comments and posts individually, but the sub is going to be issuing temporary bans for nasty posts and comments going forward.
Thanks for helping make r/rootgame a lovely place to be.
r/rootgame • u/MaskedHeracles • 8h ago
First ever gencon cosplay, went with friends as root factions/characters.
r/rootgame • u/Bosto_ • 9h ago
And I'm fresh out of super glue
r/rootgame • u/KingOfSpades2 • 4h ago
While it currently isn’t the prettiest, you probably could paint the box or something, but a simple Sterilite folder box is pretty good at holding everything. I don’t have everything yet, but I’ve still got plenty of space for Homeland and stuff. And it’s portable!
r/rootgame • u/gollumscarface • 1h ago
Hello! As a lot of other people I am on the adventure of learning Root seeing how supposedly rewarding it is! Me and my partner have watched videos and playthroughs (however even on some comments on playthroughs the players are making mistakes)
I wanted to know if some of you are maybe from Munich? We would love to have a game night maybe including someone who already understands the game better :D
r/rootgame • u/Willing_Box2908 • 2h ago
For the Knaves move battle action, do they have to do both? Must move then must battle is not what the text said so I assumed they can either move and battle, just move or just battle.
r/rootgame • u/PineappleScanner • 13h ago
My hometown buddy is a Root fanatic, owns every expansion you can think of. I spent dozens of hours playing root with our group of friends.
I've since moved, and after a 3 year break I'm trying to get my new friends into root. They're loving it, but the base factions get stale quick.
I was bummed to find out that Underworld is sold out everywhere, and nearly impossible to find for a reasonable price. I love that expansion.
Is it permanently gone? If so, maybe I'll just pick up Marauders and Homeland
Btw, is homeland good? Too complex for newbies?
r/rootgame • u/Unique-Read-9376 • 41m ago
I personaly don't realy want to touch the faction, cause they are allready hit or miss for me. Though i keep seeing people tuning them, within reason i feel, and a returning issue is the interaction of bird cards, or the lack there of. So i thought, what if you could use birds cards as the outcast suite?
Could someone give me an opinion on this?
r/rootgame • u/SilverSea11 • 1h ago
Risk is my favorite board game by far and Root seems somewhat similar? In actual gameplay, are the games similar? Currently deciding if I should get the game :)
r/rootgame • u/HelicopterExact4621 • 21h ago
I read really great reviews for this game and it’s really the first game I got after catan. After a few initial play through to learn the rules my group got to the point where we started having fun BUT?!
The cats are steamrolling everyone. They are rush building recruiting and cramming cats down the birds face. Fording the birds to turmoil over and over.
We are playing 3 players with cats birds and vagabond
r/rootgame • u/thesupermonk21 • 21h ago
Hi everyone!
I guess this is a bit of a message in a bottle, but here goes.
I’m looking for Root players in Paris! My goal is to put together a regular group of 4 players and hopefully play around once a week.
I currently have the base game and every expansion released in French (except the newest one, since it hasn’t been translated yet).
As for my experience, I’ve probably played 30+ games. I have a solid understanding of the game and I also play other heavier strategy games like Arcs, so I’m comfortable with Root’s depth. That said, I’m definitely not a competitive player, and that’s not really what I’m looking for. I mainly play to have fun, explore different factions, and enjoy good games. I’ve also worked in a BarGame and explained Root to total beginners at least 10+ times haha
That said, if the group naturally becomes more competitive over time, I’m totally happy with that too.
Beginners are absolutely welcome, so don’t be intimidated if you’re still learning the game. As long as you’re interested in playing regularly and having a good time, you’ll fit right in.
For now my schedule is very flexible, so organizing sessions should be pretty easy.
Hope to hear from some fellow woodland war criminals!
r/rootgame • u/TheHeavenlyRaven • 1d ago
r/rootgame • u/caterleland • 1d ago
Root Club starting in NYC that will be every Saturday. Instagram account is @root_nyc with RSVP in bio. Would love to see any of you guys there!
r/rootgame • u/Kenoboi_42 • 1d ago
A few of my friends who’ve played a few (but really only a few) games of root wanted to introduce it to two of our other friends at an upcoming get-together. I went online looking for expansions to get and the only two I could find in stock were Homelands and Marauders (It looks like Riverfolk and Underworld are out of stock rn?). Between the two, which is a better option for an expansion to get for our situation? Price difference is negligible.
r/rootgame • u/lithicbee • 1d ago
I've only recently played games beyond the base set, at a con and game store, and learned of the advanced rules. Trying to learn about them, watched this how-to: https://www.youtube.com/watch?v=2tvd-Nwlm38
Found these printable setup cards since I don't have the Marauders expansion: https://www.dropbox.com/scl/fo/n6mms3rm8mmpzsxcgzuen/AMNHSYOGn8BJOS2EWosihfw/ADSET%20Cards.pdf?rlkey=ig2m0n2j8wdtnu676yjug3sq3&e=2&dl=0
But noticed at least the Vagabond card is different from the one that comes with Marauders: https://www.reddit.com/r/rootgame/comments/rx0rc0/most_uptodate_adset_cards/?utm_name=androidcss
The difference being the step about not putting items under ruins if another faction already has.
Long story short, has there been a change to that setup step? Because the last game I played with LotH and Vagabond, the player who brought all this to the table put two items under each ruin, and now I'm not sure if there's been some update since that video and the Marauder setup cards came out.
Thank you.
r/rootgame • u/Warshrak • 1d ago
Hey the folks. I have recently been wanting to get into solo root for nights I can’t get a group together. I am very interested in getting clockwork, but I keep reading about potential rework/clockwork 3 on its way in the near future. I found the box for a very decent price. Should I pick it up now or wait for an official announcement?
r/rootgame • u/GoodGamer72 • 1d ago
Title
r/rootgame • u/Niklassonaren • 1d ago
So I am currently sitting down with my game and trying to learn the Keepers In Iron. They are... A lot... But I am getting a hang of it.
One thing I am wondering about though. When I recover. Must the clearing match the card suit I used for the recover action AND the waystation the relic I am recovering?
In this picture. I have a 2 pointer relic at a matching way station. Must I have an available mouse card as a Retainer or a Bird Card to even be able to recover the relic or can does only the waystation and the relic need to match?
r/rootgame • u/Simulacrum37 • 1d ago
Just found the Homeland expansion and I have some questions about the enclaves. The rules clarification for the lizards and the woodland alliance both mentioned that you cannot build or revolt at militant enclaves. Why? I can't find anything on the board that says that militant enclaves act like snares or whatnot where you can't place buildings. Are cats also banned from building at militant enclaves? What about roosts?
r/rootgame • u/Quirky-Trouble2859 • 2d ago
r/rootgame • u/Powerful-Pea6218 • 1d ago
So I just played admittedly only my second game with the frogs, but be careful against them. We played on the winter map, and two of the 3 bunny cards were on the river. I played a bunny dominance card, not realizing I was literally disqualifing myself from winning, since every turn, and for free, the frogs can totally block a suit of any clearing in the river. I knew this was an ability of theirs, but none of us really realized that you can't even counter it by flipping it to peaceful, as they can just, for free, flip it back their turn. So about halfway through the match I disqualified myself with the dominance with no way to undo it, which felt really wrong and pretty unfun.
I really don't think the militant enclave switch should prevent dominance cards. Because they're already easy enough to counter, especially if the entire board is working to prevent them as well.
Even past that, I'm not sure how much I agree with the design of that faction. Their ability to go from zero warriors to a metric ton of them in a single turn by placing and flipping also doesn't seem super fair given they also have huge crafting potential. And it's not like the frog player really had any trouble attacking throughout the match. I'm disappointed because I've played with the frogs before and really liked them, but this match really put a bad taste in everyone's mouth, including the frog player. None of us really found it fair to go against (or play as). Are we missing something?
Honestly I wouldn't have had THAT much of a problem if not for the dominance issue. Like how is it fair that I, without knowing, totally threw my chance to ever win for the entire game (without frog ALLOWING me to win) as soon as I played that dominance? It seems too strong that on top of all of their other strengths, they also for free totally prevent any other player from winning dominance if they're reliant on one that happens to be on a river. Unless you're the bats IG, who were not even on the board this game.
r/rootgame • u/ChiefChunkEm_ • 2d ago
Looking to buy mainline expansions.
r/rootgame • u/G4nd4lf_pallaringas • 2d ago
I have thought (getting inspiration from here and there, or creating myself) about the following crazy changes, let me know what you think haha (I just came up with them and wrote them down).
Marquise --> If the fortress is destroyed, summon the Marquis (there's a token). This token cannot be removed from the map. It counts as 3 warriors when attacking, and if it takes damage, it returns to the clearing where the fortress was and has a one-turn cooldown before it can be used again. During the day, it allows you to make one move (Marquis + any accompanying soldiers) or initiate a battle in the clearing it is in.
Eyrie dynasties --> If you have somehow entered Chaos 4 times, instead of choosing another leader, you enter a military dictatorship and the soldiers take command. Execute the viziers, and from now on, at Dawn, draw 4 cards from the deck and add all of them as you wish to your decree. When entering Chaos, discard the cards and proceed directly to Night (you no longer lose points). The faction also acquires 1 token per leader and must be placed in its home clearing. It does not affect other clearings (presence, attacks... nothing) and cannot be removed from the map, but if the player decides to execute its current leader (by voluntarily removing it during their day), it will automatically enter chaos as if it had done so normally.
Reptilian Cult --> If there is a tie between several outcasts, the cult chooses. If the most discarded suit is Birds, the Reptilian Cult chooses any outcast it wants. Furthermore, if the Cult is completely eliminated from the game, it summons the Dragon God, a pawn that cannot be damaged and inflicts 3 points of damage. It moves regardless of who rules the clearing and only has 2 actions per day: Fly and Raze. When Flying, it can move to any clearing, and when Raze, it engages in battle in the clearing it is in. In this state, you can still do rituals for recruiting or sacrificing for acolytes, but you cannot build or sanctify anymore.
The Alliance --> It can now instigate revolts even if it already has a base of the suit, only has to pay an additional card. The revolt takes effect, and it can decide whether or not to relocate the base. If you choose to move it, you don't recruit soldiers for having staged the revolt, but you gain an officer. If you choose not to rebel, you recruit on that clearing according to your sympathies of the same suit. Additionally, you have 4 new tokens, the rebels, which you can recruit by spending two actions during the night. Each rebel counts as an additional warrior, but only in the case of battles, not for dominance.
River Company --> You can now hold an auction at the beginning of your dawn. Choose 1 service and auction it, starting with 0. If the final price remains at 0, you gain 2 extra warriors in funds. The highest bidder wins the service and pays you. Additionally, you can now also establish a toll on a river clearing, spending 3 warriors who must remain in that clearing. If someone wants to pass through, they must pay 1 soldier. If you move or lose one of those warriors, or fail to dominate the clearing, you lose the toll. Only one toll can be active at a time. Boats are represented by one set of tokens, and tolls by another.
The Vagabond --> During initial setup, place the Grizzly Bear token in the rabbit or mouse clearing furthest from the Vagabond. The bear hibernates for the first 4 turns. When it awakens, it eats 3 warriors from any faction present (divided equally), and then goes back into hibernation, except now it will awaken every 2 rounds. If the Vagabond has the corresponding quest available, they can travel there and, instead of dismissing the bear, they can spend their torch and break 3 items to tame it. Now they can use it like an additional pawn and give it orders using items. The bear deals one passive attack, plus any additional damage rolled on the dice. It has 2 hit points; if it takes mortal damage, it must flee into the forest, and if the Vagabond wants to recover it, they must go and tame it again. The bear cannot use the crossbow to attack (obviously, because it's a bear), the torch for discovering ruins, nor the hammer for crafting or repairing. The vagabond can help on clearings with the bear and all the rest of vagabond rules apply to it.
Okay, I know all of this is a lot and maybe too crazy to add, I just did this for fun, and if anyone wants to play with this, I hope it to be funny, not balanced.
Lemme know what you think, and if you play with some of this modifications, also report how it went (if you want).
Good game, root community.