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Root: The Clockwork Expansion 2

Expansion for RootExpansion for Root: The Clockwork ExpansionExpansion for Root: The Marauder ExpansionExpansion for Root: The Riverfolk ExpansionExpansion for Root: The Underworld Expansion

Root: The Clockwork Expansion 2 Rulebook

Table of Contents

Table of Contents

  • 1. Changes to the Law
    • 1.1 Crafting
    • 1.2 Battling
    • 1.3 Dominance Cards
  • 2. New Rules
    • 2.1 Clearing Target Priority
    • 2.2 Player Target Priority
    • 2.3 Target Legality
    • 2.4 Action Order
    • 2.5 "Such a..."
    • 2.6 "Humans" and "Bots"
    • 2.7 Order Cards
    • 2.8 Abilities
  • 3. Setup with Bots
    • 3.1 Place Priority Markers
    • 3.2 "5.1.1 Step 1: Assign Factions and Starting Player"
    • 3.3 Choose Difficulty and Traits
    • 3.4 "5.1.3 Step 3: Draw Starting Hands"
    • Fully Cooperative Play
  • 8. Logical Lizards
    • 8.1 Overview
    • 8.2 Faction Rules and Abilities
    • 8.3 Faction Setup
    • 8.4 Birdsong
    • 8.5 Daylight
    • 8.6 Evening
    • Logical Lizards Example Turn
  • 9. Riverfolk Robots
    • 9.1 Overview
    • 9.2 Faction Rules and Abilities
    • 9.3 Faction Setup
    • 9.4 Birdsong
    • 9.5 Daylight
    • 9.6 Evening
    • 9.7 Bot Services
    • Riverfolk Robots Example Turn
  • 10. Drillbit Duchy
    • 10.1 Overview
    • 10.2 Faction Rules and Abilities
    • 10.3 Faction Setup
    • 10.4 Birdsong
    • 10.5 Daylight
    • 10.6 Evening
    • 10.7 Ministers
    • Drillbit Duchy Example Turn
  • 11. Cogwheel Corvids
    • 11.1 Overview
    • 11.2 Faction Rules and Abilities
    • 11.3 Faction Setup
    • 11.4 Birdsong
    • 11.5 Daylight
    • 11.6 Evening
    • 11.7 Plots
    • 11.8 Bot Interactions
    • Cogwheel Corvids Example Turn
  • 12. Map Interactions
    • 12.1 Lake Map
    • 12.2 Mountain Map

1. Changes to the Law

Games with bots follow the rules given in the Law of Root (Sections 1–4), except for the following changes.

1.1 Crafting

1.1.1 Cost. Bots craft items without activating crafting pieces. (The item must still be in the supply to craft.)

1.1.2 Items. Whenever a bot crafts an item, it ignores the listed victory points and instead scores only one victory point.

1.1.3 Persistent Effects. Bots cannot craft cards with persistent effects.

1.2 Battling

1.2.1 Taking Hits. When taking hits, a bot removes all its tokens from the clearing of battle before removing any of its buildings there. If it has multiple types of buildings that it could remove there, it chooses which to remove at random.

1.3 Dominance Cards

Bots cannot play a dominance card to change their victory condition.

2. New Rules

2.1 Clearing Target Priority

If a bot must choose among clearings to target with an action, it follows all of the rules listed by its action. If it cannot target a clearing based on those rules, it targets the clearing of highest priority, as shown by the priority markers placed on the map, from among the clearings it would have targeted based on those rules. The clearing of highest priority is marked "1," and the clearing of lowest priority is marked "12."

2.2 Player Target Priority

If a bot must choose among players to target with an action, it follows all rules listed by its action. If it cannot target a player based on those rules, it targets the player with the highest setup priority, starting with the Marquise de Cat with "A."

2.3 Target Legality

A bot can only target a prompted clearing or player if the rules allow it. If a bot cannot target a prompted clearing or player, it will attempt to target another clearing or player tied in target priority; if it has attempted to target all such clearings or players, it will attempt to target the clearing or player next in the order of target priority. (For example, if a bot is prompted to battle in the clearing with the most enemy warriors, but it has no warriors in that clearing, it will attempt to battle in another clearing with the most enemy warriors. If it has attempted to battle in every such clearing, it will attempt to battle in the clearing with the second most enemy warriors. This continues until it battles or it has attempted to battle in every clearing.)

2.4 Action Order

If a bot would take multiple actions with different targets that might produce different results based on the order of those actions, the bot takes them in order of highest to lowest target priority. When moving, assess the priority order of the origin clearings (not the destinations).

2.5 "Such a..."

The rules often use the term such a clearing. This term means "the clearing that follows all the criteria for targeting a clearing previously listed by this action." The rules also use the terms such clearings, such a player, and such players to similar effect.

2.6 "Humans" and "Bots"

The term player includes both human players and bot players, which are respectively referred to as humans and bots.

2.7 Order Cards

On its turn, a bot draws and reveals a card, called the order card, to determine some actions it takes. The term ordered means "matching the suit of the current order card."

2.8 Abilities

Every bot has the following two abilities.

2.8.1 Poor Manual Dexterity. The bots have no hand of cards. Bots cannot discard cards. If a human would take a card from a bot, that human draws a card instead. If a human would give a card to a bot, discard that card, and that bot scores one victory point.

2.8.2 Hates Surprises. Ambush cards cannot be played against bots. (The Automated Alliance does not list this ability because they never initiate battles.)

3. Setup with Bots

Follow the variant setup (C3) and standard setup (5.1) in the Law of Root.

3.1 Place Priority Markers

After choosing the map, place a priority marker in each clearing as shown in the matching chart below.

[The matching chart is a set of Lake, Winter and Mountain map diagrams with the priority numbers printed in each clearing, with "12" and "1" shown as the clearing priority markers. The diagrams are not transcribed here; the numbers are as printed on the map diagrams in Section 3 of the source.]

3.2 "5.1.1 Step 1: Assign Factions and Starting Player"

During this step of standard setup, you may replace any number of factions with the matching bot factions.

3.3 Choose Difficulty and Traits

After step 1 and before step 2 of standard setup, choose a difficulty and traits for each bot, as follows.

3.3.1 Difficulty. Choose a difficulty of easy, default, challenging, or nightmare. If you choose a difficulty other than default, place the matching difficulty card face up near the bot's faction board.

3.3.2 Traits. Each bot has trait cards that modify its rules and generally increase its difficulty. Choose any number of trait cards (even zero) and place them face up near the bot's faction board.

3.4 "5.1.3 Step 3: Draw Starting Hands"

Modify this step of standard setup as follows: "If you are playing with one or two humans, remove all four dominance cards from the deck. (Do not include the spy cards from the Riverfolk Expansion.) Shuffle the deck. Each human draws three cards. (Bots do not draw cards.)"

Fully Cooperative Play

If you want to play against the bots as a team, remove all four dominance cards during setup, and use the following rules in play.

To win, the humans must each score 30 victory points before any bot scores 30 victory points. Bots do not treat bot pieces as enemy pieces when targeting a clearing to act in, and do not target each other in battle. (However, a bot might still remove bot pieces as collateral damage with effects such as revolts, etc.) The humans still treat each other as enemies (so they can remove buildings and tokens for points, etc.).

If you need a leg up on the bots and feel adventurous, you might try treating all the humans' pieces as on the same "team" in various ways, such combining them when determining who rules clearings. When doing this, you'll need to make judgment calls about certain interactions (e.g., can the Lizard Cult convert a friendly Eyrie warrior using a conspiracy?). There are many such interactions in Root, and we'd encourage you to err on the side of challenge.

8. Logical Lizards

The next four sections refer to factions in The Clockwork Expansion 2.

8.1 Overview

The Lizards will convert all unbelievers to their cause, whether they're willing or not. Keep an eye on their Lost Souls, and prepare for a flood of warriors if you see lots of cards matching the clearings you're in. Try to hurt them whenever possible by removing their gardens, and watch out if you give them too many acolytes.

8.2 Faction Rules and Abilities

8.2.1 Pilgrims. You rule clearings that have a garden. (As normal.)

8.2.2 Robot Revenge. Whenever any number of Lizard warriors are removed, place one of them in the Lizards' Acolytes box instead of their supply.

8.2.3 Gardens. When a garden is removed from the map, place the top card of the Lizards' Lost Souls into the discard pile.

8.2.4 Lost Souls. Whenever a card is spent or discarded, place it on the Lizards' Lost Souls pile face up.

8.3 Faction Setup

8.3.1 Step 1: Gather Warriors. Form a supply of 25 warriors.

8.3.2 Step 2: Place Warriors. Place 4 warriors and 1 garden of matching printed suit in a random corner clearing that is not the starting corner clearing of another bot and, if possible, is diagonally opposite from a starting corner clearing. Then place 1 warrior in each adjacent clearing.

8.3.3 Step 3: Set Conspiracy. Place the outcast marker on the Sanctify space of the Conspiracy track on your faction board.

8.3.4 Step 4: Fill Gardens Tracks. Place your 14 remaining gardens on the matching spaces of your Gardens tracks from right to left.

8.3.5 Step 5: Draw Lost Souls. Draw 3 cards and place them face up in your Lost Souls in the order drawn.

8.4 Birdsong

Your Birdsong has two steps in the following order.

8.4.1 Set Order. The order is the most common suit in your Lost Souls. On a tie, the order is bird.

8.4.2 Perform Conspiracies. If you have any acolytes, move the Conspiracy marker one space to the right; if you move it off the right end, move it to the leftmost space. Then, perform the conspiracy of the covered space if able, and remove an acolyte if you do perform the conspiracy. Continue this process until you have no acolytes. Determine the target player first, then determine the target clearing.

Conspiracies

  • I. Convert. In an ordered clearing, replace an enemy warrior with a Lizard warrior.
    • a. First Tie for Target Player. Player with the most points.
    • b. First Tie for Target Clearing. Clearing with the most enemy buildings.
  • II. Crusade. Battle in each ordered clearing with two or more Lizard warriors.
    • a. First Tie for Defender. Player in the battle clearing with the most points.
  • III. Sanctify. In an ordered clearing, replace an enemy building with a garden matching the clearing's printed suit.
    • a. First Tie for Target Player. Player with the most points.
    • b. First Tie for Target Clearing. Clearing with the fewest enemy warriors.

8.5 Daylight

Reveal the top four cards from your Lost Souls pile, one at a time. (They're already face up, so just put them in your play area.) For each, perform a ritual based on the suit of card.

8.5.1 Rabbit, Fox, or Mouse Card. Place a warrior in a matching clearing. Then, if you rule that clearing, place a matching garden there.

  • I. First Tie for Target Clearing. Place the warrior in a clearing with free building slots, then most enemy buildings.

8.5.2 Bird Card. Remove one Lizard warrior from the clearing with the most Lizard warriors and place it in the Acolytes box instead of your supply. Put the revealed card in the discard pile (not the Lost Souls).

8.6 Evening

Your Evening has four steps in the following order.

8.6.1 Score. Score the points shown above the Gardens track for the rightmost empty, ordered Gardens space. (If your order is bird, score the track that has the fewest gardens.)

8.6.2 Discard Lost Souls. Discard all cards in your Lost Souls pile.

8.6.3 Return Revealed Cards. Return all your revealed cards to your Lost Souls, maintaining the order that you revealed them in. (The first card revealed goes on top.)

8.6.4 Craft. Reveal the top card of the deck and craft it, scoring one victory point, if it shows an available item. Then, add the revealed card to the top of your Lost Souls (even if you did not craft it).

Logical Lizards Example Turn

It is your Birdsong. You have 1 bird, 2 fox, and 3 mouse cards in your Lost Souls. The Order is a mouse card. You have four Acolytes, so you will perform four conspiracies this turn.

First, you move the conspiracy marker to the right and crusade. There are two mouse clearings with at least two Lizard warriors, so you battle in each, starting with the clearing of higher priority. You battle the Marquise in the 8 mouse clearing and the Alliance in the 12 mouse clearing, since those are the players in those clearings who have the most points. Because you performed this conspiracy, you remove an acolyte.

Second, you sanctify. The Alliance has the most points overall, but they do not have any buildings on the map. The Marquise has the next most points, so you sanctify their workshop. Two mouse clearings have Marquise buildings, but the one with the workshop has fewer enemy warriors. You gain 1 victory point for this.

Third, you convert. The Alliance has the most points overall, so you convert their warrior in the 4 mouse clearing.

Fourth, you try to crusade again, but no mouse clearing has two or more Lizard warriors anymore, so you cannot. You do not remove an acolyte.

Fifth, you convert. The Alliance has the most points overall but has no more warriors in mouse clearings, and the Marquise has the next-most points. The 8 mouse clearing has the most enemy buildings, so you convert a Marquise warrior there. You remove your last acolyte. Since you are out of acolytes, you stop performing conspiracies.

Now it is your Daylight. You are playing on easy difficulty, so you will perform three rituals in total.

First, you reveal a fox. Two fox clearings have free building slots, so you place a warrior in the 10 fox clearing, which has more enemy buildings than the other one. You do not rule it, so you do not place a garden.

Second, you reveal a bird. You remove a Lizard warrior from the 2 rabbit clearing and put it in your Acolytes box. This clearing has the same number of warriors as the 7 mouse clearing, but the rabbit clearing has higher priority.

Third, you reveal a mouse. You place it in the 7 mouse clearing. You do rule this clearing now, so you place a garden.

Now it is your Evening. You score two points, since you have three mouse gardens on the map. Then, you discard all the cards left in your Lost Souls. Then you return the cards you revealed, putting the mouse on the bottom, then the bird, then the fox on top.

Finally, you draw and reveal Brutal Tactics. You do not craft it, since it does not show an item, then you add it to the top of your Lost Souls.

9. Riverfolk Robots

9.1 Overview

If you need a shiny sword or a good boat, the Riverfolk can supply. The more services you buy from them, the stronger they become, but they'll turn nasty if no one buys anything from them. Watch out—these robots don't rust!

9.2 Faction Rules and Abilities

9.2.1 The Market. The Market is a row of five face-up cards. The order of its cards cannot be changed.

9.2.2 Trade Posts. Unlike for the Riverfolk human, trade posts that are removed from the map return to the Riverfolk bot's faction board.

9.2.3 Services. At the start of their Birdsong, another player may buy one service plus one service per clearing that has their faction pieces and a trade post. They pay for services by placing warriors in the Riverfolk's Payment box. If their faction owns no warriors, the Riverfolk place an equal number of Riverfolk warriors instead. A service's cost depends on the buyer's current victory points: two warriors if they have 0 to 9 points; three warriors if they have 10 to 19 points; four warriors if they have 20 or more points. (They won't sell to players with a dominance victory condition.)

  • I. Hand Card. Take any card from the Market and add it to your hand. (As normal.)
  • II. Riverboats. Treat rivers as paths until the end of your turn. (As normal.)
  • III. Mercenaries. For battle and rule in Daylight and Evening, treat Riverfolk warriors as your own except for battle against the Riverfolk. In battle, you must split hits between your faction pieces and Riverfolk warriors. (As normal.)

9.2.4 Protectionism. Whenever you Organize (9.5.3), you will check whether you fulfill the shield and sword Protectionism conditions, as follows. If the Payments box is empty, you fulfill the shield condition. If you have no warriors in your supply, you fulfill the sword condition. If you fulfill the shield or sword condition, you will take every action that shows the matching icon for the rest of this turn.

9.3 Faction Setup

9.3.1 Step 1: Gather Warriors. Form a supply of 15 warriors.

9.3.2 Step 2: Place Warriors. Place 1 warrior in each clearing on the river.

9.3.3 Step 3: Fill Trade Posts Tracks. Place 9 trade posts on the matching spaces of your Trade Posts tracks.

9.3.4 Step 4: Gain Starting Payment. Place 1 warrior in your Payments box.

9.3.5 Step 5: Stock Market. Draw 5 cards and add them to your Market.

9.4 Birdsong

Your Birdsong has three steps in the following order.

9.4.1 Stock the Market. Draw cards and add them face up to the Market's right side until it has five cards.

9.4.2 Craft. Craft the first card added to the Market this turn that shows an available item, scoring one victory point. (Discard it, leaving four cards.)

9.4.3 Set Order. The order is the rightmost Market card.

9.5 Daylight

Your Daylight has four steps in the following order.

9.5.1 Build and Garrison. Place a trade post and a warrior in an ordered clearing without a trade post.

  • I. First Tie for Target Clearing. Such a clearing with any faction pieces of the player who has the most warriors in Payments.

9.5.2 Recruit. Place one warrior in each ordered clearing. If the order card is a bird card, instead place one warrior in each clearing on the river.

  • I. Warrior Limit. If you will run out of warriors when placing these warriors, place in highest priority clearings first.

9.5.3 Organize. Check whether you fulfill Protectionism conditions (9.2.4). Then, if the sword or shield Protectionism condition is fulfilled, score one victory point and place two warriors in a clearing that has Riverfolk pieces and the most enemy pieces.

9.5.4 Battle. If the shield Protectionism condition is fulfilled, battle in each clearing, and skip to Evening (ignoring the sword condition). Then, if the sword condition is fulfilled, battle in each ordered clearing.

  • I. First Tie for Defender. Battle the player with the fewest warriors in the Payments box.

9.6 Evening

Your Evening has three steps in the following order.

9.6.1 Score. Score one point for each warrior in the Payments box of the player who has the most warriors in your Payments box. Remove all of those warriors (returning them to their faction's supply).

9.6.2 Racketeering. If the sword or shield Protectionism condition is fulfilled, take all but two Riverfolk warriors from each clearing, and place them in the Payments box.

9.6.3 Discard. Discard the leftmost card in the Market. If the shield Protectionism condition is fulfilled, discard the leftmost card in the Market again.

9.7 Bot Services

The rules for bots interacting with the Riverfolk's services, whether the Riverfolk is a human or a bot, are listed on two sets of cards: 3 Basic Services and 8 Advanced Services. You can use only the Basic Services, or you can use both the Basic Services and the Advanced Services for any bots in play.

Riverfolk Robots Example Turn

It is your Birdsong. Your Market has three cards, so you draw and add two cards to its right side. The first card shows a boot, which you craft and then discard the card. In total, your Market has four cards in it. The rightmost card is a bird, so the order is bird.

Now it is your Daylight. First, you build and garrison. You place a trade post and one warrior in the 1 mouse clearing. This clearing is the highest priority among the clearings that have pieces from the Marquise, who has the most warriors in your Payments.

Then you recruit. You place one warrior in each clearing along the river. Since you only have two warriors left in your supply, you place one each in the 2 mouse and 5 rabbit clearings, since they have the highest priority. Now you have no warriors left in your supply.

Then you check for protectionism. Your Payments box is not empty, so the shield condition is not fulfilled. Then you battle. Again, the shield condition is not fulfilled. You have no warriors in your supply, so your sword condition is fulfilled for the rest of the turn. You battle in every clearing that has Riverfolk warriors and enemy pieces. Only the 1 mouse clearing has pieces of multiple enemies—there, you battle the Eyrie since they have fewer warriors in your Payments than the Marquise.

It is now your Evening. You score four points—the Marquise has the most warriors in your Payments, four. You remove those four Marquise warriors and return them to the Marquise. Then you check for racketeering. Your sword condition is still fulfilled, so you take one Riverfolk warrior from the 12 fox clearing and two from the 3 fox clearing and put them in your Payments. Finally, you discard the leftmost card from your Market.

10. Drillbit Duchy

10.1 Overview

The Duchy has begun their invasion of the Woodland from the great lands below, emerging from fresh tunnels at a moment's notice. As they secure their foothold, their ministers will grow bold and add to the Duchy's capabilities. Punish them by destroying their buildings, driving them back into the dark.

10.2 Faction Rules and Abilities

10.2.1 Cost of Errors. Whenever any number of Duchy buildings are removed, remove the crown from the minister with a crown closest to the bottom.

10.2.2 The Burrow. The Burrow is an unsuited clearing adjacent to each clearing with a tunnel token. Non-Duchy pieces cannot be placed in or moved into the Burrow. The Duchy always rules the Burrow (even with no pieces there). (As normal.)

10.3 Faction Setup

10.3.1 Step 1: Gather Pieces. Form supplies of 20 warriors, 3 tunnel tokens, and 9 crowns.

10.3.2 Step 2: Prepare the Burrow. Place the Burrow board near the map.

10.3.3 Step 3: Surface. Place 2 warriors and 1 tunnel in a corner clearing that is not the starting corner clearing of another bot and, if possible, is diagonally opposite from a starting corner clearing. Then place 2 warriors in each clearing adjacent to the chosen corner clearing, except the Burrow.

10.3.4 Step 4: Fill Buildings Tracks. Place 3 citadels and 3 markets on your matching Buildings spaces.

10.3.5 Step 5: Sway Starting Ministers. Draw 2 cards and discard them. For each, place a crown on the topmost matching unswayed minister on your faction board.

10.4 Birdsong

Your Birdsong has three steps in the following order.

10.4.1 Set Order. Reveal the top card of the deck as the order card.

10.4.2 Craft. Craft the order card, scoring one victory point, if it shows an available item.

10.4.3 Recruit. Place two warriors, plus one per Mole icon showing on your faction board, into the Burrow.

10.5 Daylight

Your Daylight has four steps in the following order.

10.5.1 Dig. If the Burrow has four or more warriors, place a tunnel in an ordered clearing that has no tunnel and no Duchy buildings, then move four warriors from the Burrow to that clearing.

  • I. First Tie for Target Clearing. If the order is not a bird, target such a clearing with the most empty building slots, then the fewest warriors. If the order card is a bird, target such a clearing with the most enemy buildings and tokens.
  • II. No Tunnel in Supply. If you have no tunnels in your supply to place, take a tunnel from clearing with the fewest Duchy warriors in order to place it.

10.5.2 Battle. Battle in each ordered clearing.

  • I. First Tie for Defender. Battle the player with the most buildings there, then the most pieces there, then the most points there.

10.5.3 Build. In the clearing you rule with the most Duchy warriors, place a citadel if you have nine or more warriors in your supply, or otherwise place a market. If you cannot place a building and have any buildings on your faction board, score one victory point.

10.5.4 Act with Ministers. Take the actions of all swayed ministers, from top to bottom. (The Captain and Foremole have abilities. Do not take actions for them.)

10.6 Evening

Your Evening has four steps in the following order.

10.6.1 Rally. In each ordered clearing with no Duchy buildings and two or fewer Duchy warriors, move all Duchy warriors there to an adjacent clearing with a Duchy building. Then, in each clearing you rule, take all but four Duchy warriors from that clearing and place them in the Burrow.

  • I. First Tie for Destination. Such a clearing with the fewest Duchy warriors.
  • II. No Such Destination. If there is no adjacent clearing that has no Duchy buildings, instead take all Duchy warriors there and place them in the Burrow.

10.6.2 Score. Score one victory point per market on the map.

10.6.3 Sway. Place a crown on the topmost ordered minister that has no crown. If no minister is ordered (including if the order is a bird), place a crown on the bottommost minister that has no crown.

10.6.4 Discard Order. Discard the order card.

10.7 Ministers

10.7.1 Captain. As attacker in battle, deal an extra hit if the battle clearing has a tunnel. (This is an ability.)

10.7.2 Marshal. Place a warrior in the clearing that has fewest Duchy warriors and at least one Duchy building.

10.7.3 Foremole. In your Recruit step, place one more warrior in the Burrow. (This is an ability.)

10.7.4 Brigadier. If the Burrow has three or more warriors, take the Dig action. For this Dig action, its First Tie for Target Clearing is "such a clearing with the most enemy buildings and tokens."

10.7.5 Banker. Take the Build action.

10.7.6 Mayor. Remove a Duchy warrior from the clearing you rule that has the most Duchy warriors. If you do, score one victory point.

10.7.7 Earl of Stone. Score one victory point per citadel on the map.

10.7.8 Baron of Dirt. Score one victory point per market on the map.

10.7.9 Duchess of Mud. Score two victory points if all tunnels are on the map.

Drillbit Duchy Example Turn

It is your Birdsong. You draw and reveal a card, setting the order to be mouse. You do not craft the card, since it does not show an available item. Finally, you place four warriors in the Burrow—you are playing on easy difficulty, you have two citadels on the map, and you have the Foremole minister swayed.

Now it is your Daylight. First, you dig. You place a tunnel in the 2 mouse clearing, then move the four warriors from the Burrow to it. It has no tunnel and no Duchy buildings, and it has more empty building slots than the other mouse clearings with no tunnels and Duchy buildings. However, you have no tunnels left in your supply to place, so you take one from the 10 fox clearing, since it has the fewest Duchy warriors.

Then you battle. In the 12 mouse clearing, you battle the Eyrie, since they are the only one with buildings there. In the 4 mouse clearing, you battle the Lizard Cult, since the Cult and Marquise have no buildings there, but Cult has more points than the Marquise. In the battle in 12, you deal an extra hit since you have the Captain swayed.

Then you build in the 5 rabbit clearing, since it has the most Duchy warriors and you rule it. You place a market there because you only have three warriors left in your supply.

Finally, you take your swayed ministers' actions, from top to bottom. For the Marshal, you place a warrior in the 3 fox clearing, since it has the fewest Duchy warriors, at least one Duchy building, and has higher priority than the 10 fox clearing, which has the same number of Duchy warriors. You skip the Brigadier action because the Burrow does not have three or more warriors.

It is now your Evening. First you rally. Only the 4 mouse clearing has no Duchy buildings and two or fewer Duchy warriors, so you move the warriors there to the adjacent 7 fox clearing, since it has a Duchy building and fewer Duchy warriors than the 1 rabbit clearing, which is also adjacent and has a Duchy building.

Then, you score three points, since you have three markets on the map. You sway the Mayor, placing a crown on its space, since it is the topmost unswayed mouse minister. Finally, you discard the order card.

11. Cogwheel Corvids

11.1 Overview

The Corvids want to rule by fear—and you will fear them unless you crush them with an iron fist. Snuff out their plots before they have a chance to resolve them, and watch out for large build-ups of warriors, as this will let them hatch plots and resolve them immediately.

11.2 Faction Rules and Abilities

11.2.1 Nimble. The Corvids can move regardless of who rules their origin or destination clearing. (As normal.)

11.2.2 Embedded Agents. As defender in battle, if the Corvids have a facedown plot token (even defenseless) in the clearing of battle, they deal an extra hit. (As normal.)

11.3 Faction Setup

11.3.1 Step 1: Gather Warriors and Plots. Form supplies of 15 warriors and 8 plot tokens face down.

11.3.2 Step 2: Scatter. Place 1 warrior in the lowest priority clearing of each suit (total of 3).

11.4 Birdsong

Your Birdsong has four steps in the following order.

11.4.1 Set Order. Reveal the top card of the deck as the order card.

11.4.2 Craft. Craft the order card, scoring one victory point, if it shows an available item.

11.4.3 Recruit. Place two warriors in each of two ordered clearings.

  • I. First Tie for Target Clearing. Such a clearing with no plot tokens, then with most Corvid warriors.
  • II. No Warriors Left in Supply. If you have no warriors to place (even in the middle of this action), immediately do The Plot Thickens before placing the remaining warriors.

11.4.4 Flip Plots. Flip each facedown plot token. (A warrior is not needed to flip. Remember to resolve in priority order.) Each time you flip a plot, score one victory point for each face-up plot token on the map, then resolve the plot's flip effect, if any.

11.5 Daylight

Your Daylight has four steps in the following order.

11.5.1 Battle. Battle in each ordered clearing that has two or more Corvid warriors.

  • I. First Tie for Defender. Player with the most buildings and tokens there, then with the most victory points there.

11.5.2 Move. Move all but two Corvid warriors from each ordered clearing that has a face-up plot token to an adjacent clearing that has no plot token.

  • I. First Tie for Destination. Move to the clearing with the most Corvid warriors.
  • II. No Destination. If every adjacent clearing has a plot, move to the adjacent clearing of lowest priority.

11.5.3 Plot. In the ordered clearing that has the most Corvid warriors and no plot, remove one Corvid warrior there to place a random facedown plot there.

11.5.4 The Plot Thickens. If any clearing has no plot and three or more Corvid warriors, remove one Corvid warrior from it to place a random facedown plot token there.

  • I. First Tie for Target Clearing. Do this in the clearing with the most Corvid warriors.

11.6 Evening

Your Evening has two steps in the following order.

11.6.1 Score. Score one victory point per Extortion plot token face up on the map.

11.6.2 Discard Order. Discard the order card.

11.7 Plots

11.7.1 Bomb. When flipped, remove all enemy pieces in its clearing, then swap this token with a random plot token from your supply, placing the swapped plot face up. (The replacement token does not trigger, and it can be another bomb.)

11.7.2 Snare. While face up, enemy pieces cannot be placed in or moved from its clearing (as normal).

11.7.3 Extortion. When flipped, each player with any faction pieces in its clearing must discard one card at random.

11.7.4 Raid. When removed, place one warrior in each adjacent clearing (as normal).

11.8 Bot Interactions

The plots of the Corvids, whether played by a human or bot, interact with bots as follows.

11.8.1 Bomb. When flipped, remove two pieces of each bot in the clearing, warriors first, instead of all their pieces.

11.8.2 Snare. Bots ignore snare tokens for the purpose of targeting clearings to place or move pieces. If a bot would place in a clearing with a snare or move out of a clearing with a snare, remove the snare but do not perform this part of the action.

Cogwheel Corvids Example Turn

It is your Birdsong. You draw and reveal the top card and set the order to be fox. It does not show an available item, so you do not craft it.

Then, you recruit. You are playing on easy difficulty, so you place one warrior each in two fox clearings. Only the "3" fox clearing has no plot, so you place one warrior there. You have no more warriors in your supply to place the second warrior, so you immediately do The Plot Thickens. The 4 mouse clearing has no plot and the most Corvid warriors, so you remove one of the warriors there to place a random plot facedown. Now that you have a warrior in your supply, you continue recruiting. Among the fox clearings with plots, the 10 fox clearing has the most Corvid warriors, so you place one there.

Finally, you flip plots, starting in the highest priority clearing. First you flip a bomb, removing the sawmill there and scoring you a point. You score three points for the plot because there are three face-up plots on the map. You take a facedown plot from your supply at random, and swap it with the bomb, placing the new plot face up. It is a bomb, but does not trigger. Lastly, you flip a snare, scoring four points.

Now it is your Daylight. First you battle in each fox clearing with two or more Corvid warriors. There is only one, the 10 fox clearing, and you battle the Eyrie there, since they are the only faction with buildings there.

Then you move. The only ordered clearing with three or more Corvid warriors is the 10 fox clearing. You move one warrior out into the 8 mouse clearing, since it has no plot and has more Corvid warriors than all other adjacent clearings with no plot.

Then you plot. Only one fox clearing has no plot, so you remove one Corvid warrior there and place a random facedown plot there.

Finally, you do The Plot Thickens. There is one clearing that has no plot and three or more Corvid warriors, so you remove one Corvid warrior there and place a random facedown plot there.

It is now your Evening. You score one point because there is one Extortion plot on the map, then you discard the order card.

12. Map Interactions

12.1 Lake Map

12.1.1 Ferry. The bots use the Ferry following normal movement rules, treating the Ferry as if the clearing with the Ferry and all other coastal clearings were linked by a path. (They score one victory point instead of drawing a card, as normal for bots.)

12.2 Mountain Map

12.2.1 Closed Paths. The bots treat closed paths as paths, and they ignore rules for opening closed paths.

12.2.2 The Pass. When a bot attempts to target a clearing based on highest or lowest priority, the Pass will always meet this condition. (Bots will likely target the Pass, and it will win all tiebreakers.)