Root: A Game of Woodland Might and Right

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Article code 602573655900
Attempt to rule a fantastic forest kingdom in the ultimate asymmetric game of adventure and war.
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Designer Cole Wehrle
Year 2018
Number of Players 2-4 Players
Time 60-90 Minutes
Ages Action / Movement Programming, Area Control / Area Influence, Area Movement, Dice Rolling, Hand Management, Variable Player Powers
Mechanics Dice Rolling, Hand Management, Variable Player Powers
Theme Fantasy, Animals

Root is a game of adventure and war in which 2 to 4 players battle for control of a vast wilderness.

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. Root represents the next step in development of asymmetric design.

The Cats play a game of engine building and logistics while attempting to police the vast wilderness. By collecting Wood they are able to produce workshops, lumber mills, and barracks. They win by building new buildings and crafts.

The Eyrie musters their hawks to take back the Woods. They must capture as much territory as possible and build roosts before they collapse back into squabbling.

The Alliance hides in the shadows, recruiting forces and hatching conspiracies. They begin slowly and build towards a dramatic late game presence--but only if they can manage to keep the other players in check.

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.

In Root, players drive the narrative, and the differences between each role create an unparalleled level of interaction and replayability.


  • 4 Faction Boards
  • 2 Dice
  • 16 Overview Cards
  • 15 Vagabond Quest Cards
  • 3 Vagabond Character Cards
  • 4 Eyrie Leader Cards
  • 2 Eyrie Vizier Cards
  • 3 Vagabond Relationship Markers
  • 4 Score Markers
  • 12 Suit Markers
  • 4 Ruin Chits
  • 1 Vagabond Pawn
  • 25 Marquise Warriors
  • 20 Eyrie Warriors
  • 10 Alliance Warriors
  • 6 Marquise Sawmills
  • 6 Marquise Workshops
  • 6 Marquise Recruiters
  • 7 Eyrie Roosts
  • 3 Alliance Bases
  • 8 Marquise Wood
  • 1 Marquise Keep
  • 10 Alliance Sympathy
  • 12 Unmarked Items
  • 7 “S” (Starting) Items
  • 4 “R” (Ruin) Items

Watch a How to Play


If you require the 150 sleeves needed for the cards in this game, we recommend:

One pack of Ultra-Pro Standard (66x91)