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ROOT BASE GAME

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ROOT BASE GAME

ROOT BASE GAME

Root: a Game of Woodland Might and Right

Root is an asymmetric strategy board game where 2 to 4 players vie for control of a vast wilderness. Each player leads a unique faction with distinct abilities and objectives, creating a dynamic and competitive environment.

Factions:

  • Marquise de Cat: Focuses on building infrastructure and managing resources to dominate the forest.

  • Eyrie Dynasties: Aims to reclaim lost glory by capturing territories and establishing roosts.

  • Woodland Alliance: Seeks to incite rebellion among the creatures of the forest, challenging the ruling powers.

  • Vagabond: Operates independently, forming alliances or rivalries with other factions while pursuing personal quests.

Gameplay Overview:

Players engage in area control, resource management, and strategic combat, with each faction offering a unique playstyle and path to victory. The game's asymmetry ensures high replayability, as mastering each faction requires different strategies and approaches.

Components:

  • Game board depicting the forest landscape.

  • Faction boards detailing abilities and actions.

  • Wooden tokens representing warriors, buildings, and other elements.

  • Deck of cards used for various in-game actions and events.

Player Details:

  • Number of Players: 2 to 4.

  • Recommended Age: 10 years and up.

  • Playing Time: 60 to 90 minutes.

The nefarious Marquise de Cat has seized the great woodland, intent on harvesting its riches. Under her rule, the many creatures of the forest have banded together. This Alliance will seek to strengthen its resources and subvert the rule of Cats. In this effort, the Alliance may enlist the help of the wandering Vagabonds who are able to move through the more dangerous woodland paths. Though some may sympathize with the Alliance’s hopes and dreams, these wanderers are old enough to remember the great birds of prey who once controlled the woods.

Meanwhile, at the edge of the region, the proud, squabbling Eyrie have found a new commander who they hope will lead their faction to resume their ancient birthright.

The stage is set for a contest that will decide the fate of the great woodland. It is up to the players to decide which group will ultimately take root.

$12.70

Original: $42.32

-70%
ROOT BASE GAME

$42.32

$12.70

Product Information

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Description

ROOT BASE GAME

Root: a Game of Woodland Might and Right

Root is an asymmetric strategy board game where 2 to 4 players vie for control of a vast wilderness. Each player leads a unique faction with distinct abilities and objectives, creating a dynamic and competitive environment.

Factions:

  • Marquise de Cat: Focuses on building infrastructure and managing resources to dominate the forest.

  • Eyrie Dynasties: Aims to reclaim lost glory by capturing territories and establishing roosts.

  • Woodland Alliance: Seeks to incite rebellion among the creatures of the forest, challenging the ruling powers.

  • Vagabond: Operates independently, forming alliances or rivalries with other factions while pursuing personal quests.

Gameplay Overview:

Players engage in area control, resource management, and strategic combat, with each faction offering a unique playstyle and path to victory. The game's asymmetry ensures high replayability, as mastering each faction requires different strategies and approaches.

Components:

  • Game board depicting the forest landscape.

  • Faction boards detailing abilities and actions.

  • Wooden tokens representing warriors, buildings, and other elements.

  • Deck of cards used for various in-game actions and events.

Player Details:

  • Number of Players: 2 to 4.

  • Recommended Age: 10 years and up.

  • Playing Time: 60 to 90 minutes.

The nefarious Marquise de Cat has seized the great woodland, intent on harvesting its riches. Under her rule, the many creatures of the forest have banded together. This Alliance will seek to strengthen its resources and subvert the rule of Cats. In this effort, the Alliance may enlist the help of the wandering Vagabonds who are able to move through the more dangerous woodland paths. Though some may sympathize with the Alliance’s hopes and dreams, these wanderers are old enough to remember the great birds of prey who once controlled the woods.

Meanwhile, at the edge of the region, the proud, squabbling Eyrie have found a new commander who they hope will lead their faction to resume their ancient birthright.

The stage is set for a contest that will decide the fate of the great woodland. It is up to the players to decide which group will ultimately take root.

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