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Root

284 questions players ask about Root, answered in plain words and graded by where the answer comes from. See also the full rulebook.

Updated 2026-10-28.

  • Golden Rules
  • Key Concepts
  • Victory and Dominance
  • Key Actions
  • Setup and Maps
  • Marquise de Cat
  • Eyrie Dynasties
  • Woodland Alliance
  • Vagabond
  • General
  • Root: The Riverfolk ExpansionExpansion
  • Root: The Marauder ExpansionExpansion
  • Root: The Underworld ExpansionExpansion
  • Root: The Clockwork ExpansionExpansion
  • Root: The Clockwork Expansion 2Expansion
  • Root: The Homeland ExpansionExpansion
  • Root: The Exiles and Partisans DeckExpansion
  • Root: Marauder Hirelings Pack & Hireling BoxExpansion
  • Root: Underworld Hirelings PackExpansion
  • Root: Riverfolk Hirelings PackExpansion
  • Golden Rules

    If the rules do not say I cannot do something, can I do it?

    The designer ruled on this directly on BGG in 2018.

    • Caedar · Designer · 2018-08-07
    • Root rulebook · Rulebook · 1.1.2 Use of Cannot

    Yes, within the confines of the action you are taking. The designers report they have not found an edge case that was not meant to work that way, so the text is permissive unless it says "cannot".

    Can another player refuse to let me take an action the rules allow?

    The designer ruled on this directly on BGG in 2018.

    • Caedar · Designer · 2018-08-07

    No. Root has no interactions that need another player's consent, so you simply take the action the rules allow.

    When a rule names one specific term or action, does it also cover closely related ones?

    The designer ruled on this directly on BGG in 2018.

    • Caedar · Designer · 2018-08-07

    No. Read the rule as applying only to the named term, not to similar ones. For example, an effect on "warriors" does not extend to other pieces.

    When a faction rule and a general rule seem to conflict, which one applies?

    The designer ruled on this directly on BGG in 2018.

    • Caedar · Designer · 2018-08-07
    • steveowen · Community · 2019-04-10
    • Root rulebook · Rulebook · 1.1.1 Precedence

    If you can follow both, follow both. If you cannot, the faction's (or hireling's) rule overrides the general rule, and a card overrides the Law. The Law overrides the Learning to Play guide.

    Who decides the order when several effects happen at the same time?

    The rulebook answers this in "1.1.3 Unclear Resolutions and Choices".

    • ZergyPoo · Community · 2024-11-22
    • MiceandMysticslover · Community · 2024-12-03
    • dsdhornet · Community · 2019-12-14
    • enigmaticcam · Community · 2021-05-11
    • Root rulebook · Rulebook · 1.1.3 Unclear Resolutions and Choices

    The player whose turn it is chooses. This also covers cases like several "at the start of Birdsong" effects, or one Favor card hitting two Vagabonds, where the player who played the card decides.

    When both players want to use effects like Brutal Tactics in battle, who goes first?

    The designer ruled on this directly on BGG in 2019.

    • Caedar · Designer · 2019-02-03
    • starlitepony · Community · 2020-12-24
    • Root rulebook · Rulebook · 4.3.3 Step 3: Use Effects

    If players reach an impasse over who commits first, the player whose turn it is decides the order, as in the rule on unclear resolutions.

    Can I interrupt another player's action, such as playing Tax Collector after they start a battle?

    The rulebook answers this in "1.4.2 Interrupts".

    • Skeime · Community · 2023-12-24
    • TheBananaSmasher · Community · 2023-12-24
    • Root rulebook · Rulebook · 1.4.2 Interrupts

    No. An action, ability or persistent effect cannot be interrupted by another effect unless that effect explicitly allows it (as Armorers does with "In battle..."). Tax Collector has no such wording.

    If I can't place or remove all the pieces an effect calls for, must I do as many as I can?

    The rulebook answers this in "1.5.4 Piece Manipulation".

    • yoyot1 · Community · 2022-06-07
    • justinlillich · Community · 2022-06-08
    • OmegasSquared · Community · 2025-09-22
    • Root rulebook · Rulebook · 1.5.4 Piece Manipulation

    Yes. You must place, take or remove the maximum number possible, even if that is zero, and this does not let you skip costs. So Propaganda Bureau still works on a player with no warriors in supply, and a Marquise or Corvid recruit places as many warriors as supply allows.

    Is there a maximum number of warriors in a clearing?

    The rulebook answers this in "1.5.1 Limits".

    • ZergyPoo · Community · 2022-11-16
    • Root rulebook · Rulebook · 1.5.1 Limits

    No. The only limit is the number of pieces your faction owns, and you may not use proxies if you run out. Clearings do have building slots, which is a separate limit.

    Can players talk about the cards in their hands?

    The rulebook answers this in "1.2.1 Hands".

    • OmegasSquared · Community · 2024-02-14
    • Woodland_Alliance · Community · 2020-02-28
    • McBartsomeville · Community · 2024-03-23
    • bassofthe · Community · 2020-05-27
    • Root rulebook · Rulebook · 1.2.1 Hands

    Yes. You may discuss the game and make non-binding deals, and you may say what you hold or lie about it, but you may not show or hand over cards unless a rule says so. Reading a privately seen card aloud counts as revealing it; paraphrasing does not.

    Does each player finish their whole turn before the next starts, and what is Birdsong?

    The rulebook answers this in "1.4.1 Turn Structure".

    • GeertsDave · Community · 2020-02-04
    • McChew · Community · 2018-08-14
    • Root rulebook · Rulebook · 1.4.1 Turn Structure

    Yes. Turns go clockwise, and each player completes Birdsong, Daylight and Evening in full before the next player begins. Birdsong is the first phase; "at start of" effects happen before everything else in it.

    If several things happen at the start of my Birdsong, can I take all of them?

    The rulebook answers this in "1.1.3 Unclear Resolutions and Choices".

    • henchcritter · Community · 2023-05-25
    • flahr · Community · 2021-09-10
    • steveowen · Community · 2021-09-10disagrees
    • Root rulebook · Rulebook · 1.1.3 Unclear Resolutions and Choices

    Yes. If more than one such action or effect is available, you may take each, and you choose their order.

    Can cards be discarded from anywhere, or only from hand?

    The rulebook answers this in "1.2.2 Discard".

    • OmegasSquared · Community · 2020-07-23
    • Root rulebook · Rulebook · 1.2.2 Discard

    Only from hand unless a card names another zone. Revealed cards are not in hand, so effects that discard from hand do not touch them.

    Is there a separate Law of Root for the Riverfolk expansion?

    Several experienced players agree; there is no official ruling.

    • SFuruli · Community · 2020-12-27
    • Marcial · Community · 2020-12-27

    No. There is one Law of Root, reprinted over time; the latest printing includes the expansion rules, and the Riverfolk expansion otherwise builds on the base rules.

    Key Concepts

    How is rule of a clearing determined, and do tokens, a single piece or ties count?

    The designer ruled on this directly on BGG in 2018.

    • Cole Wehrle · Designer · 2018-08-06
    • bassofthe · Community · 2018-10-04
    • jcparis · Community · 2022-01-17
    • grant5 · Community · 2021-07-17
    • telos81 · Community · 2018-09-19
    • Root rulebook · Rulebook · 2.5 Rule

    You rule a clearing if you have more warriors plus buildings there than each other player individually, not more than all others combined. Tokens (including the Keep and wood) and pawns do not count, one warrior or building is enough, and a tie at the top means nobody rules it.

    Does a player with only buildings and no warriors rule a clearing?

    The rulebook answers this in "2.5 Rule".

    • Ravendas · Community · 2018-10-04
    • Root rulebook · Rulebook · 2.5 Rule

    Yes, if their buildings (plus any warriors) outnumber every other player's total there. Buildings count toward rule even with no warriors present.

    Do all pieces, including tokens, count toward ruling a clearing?

    The rulebook answers this in "2.5 Rule".

    • bassofthe · Community · 2018-10-04
    • Ravendas · Community · 2018-08-26
    • jpylus · Community · 2022-03-07
    • 143245 · Community · 2017-11-13disagrees
    • Root rulebook · Rulebook · 2.5 Rule

    No. Only warriors and buildings count. Tokens and pawns, such as wood, sympathy tokens or the Keep, do not contribute to rule.

    How do you show which faction rules a clearing?

    Several experienced players agree; there is no official ruling.

    • polbuckingham · Community · 2022-04-20
    • ennam · Community · 2022-04-20

    There is no marker for rule. It is determined by counting pieces whenever it matters, and some groups stand or lay down pieces as a reminder.

    Where do removed warriors, buildings and tokens go?

    The rulebook answers this in "G.1.22 Remove".

    • bassofthe · Community · 2019-03-25
    • RMGreen · Community · 2018-09-09
    • GerckenTheodore · Community · 2020-06-23
    • Ren3 · Community · 2019-01-29
    • msaari · Community · 2018-09-14
    • Root rulebook · Rulebook · G.1.22 Remove

    Warriors return to supply. Buildings and tokens return to the rightmost empty space of their track on the faction board unless a rule says otherwise, and can be rebuilt. Removed Marquise Keeps and Riverfolk trading posts leave the game permanently.

    Do you lose victory points when your building or token is removed, and do you score again when you rebuild?

    The rulebook answers this in "3.2.1 Removing Buildings and Tokens".

    • steveowen · Community · 2020-06-07
    • zamoose · Community · 2019-04-18
    • St0l3n_ID · Community · 2019-08-07
    • Root rulebook · Rulebook · 3.2.1 Removing Buildings and Tokens

    No points are lost on removal. The piece goes back to your track, and building it again scores or unlocks its benefits again. The player removing an enemy building or token scores one victory point.

    Which pieces count as buildings: roosts, ruins, items, tokens?

    The designer ruled on this directly on BGG in 2018.

    • ddoyen · Community · 2020-01-19
    • Benkyo · Community · 2020-09-06
    • Caedar · Designer · 2018-11-18

    Roosts are buildings and occupy building slots. Ruins, items, tokens (keep, trade posts, sympathy, wood) and pawns are not buildings.

    Are ruins placed when there is no Vagabond, and can they be removed or attacked?

    The rulebook answers this in "2.2.4 Ruins".

    • DNAmers · Community · 2018-08-14
    • Daganisoraan · Community · 2020-10-24
    • dsdhornet · Community · 2018-08-24
    • Root rulebook · Rulebook · 2.2.4 Ruins

    Yes, ruins are always placed, but they cannot be attacked or removed except by the Vagabond's Explore action. Once explored, the slot is free for a building.

    Can a clearing hold more than one building of the same type?

    The designer ruled on this directly on BGG in 2018.

    • Cole Wehrle · Designer · 2018-08-14
    • IAmSauerKraut · Community · 2019-02-05
    • Root rulebook · Rulebook · 2.2.3 Slots

    Yes unless a faction rule forbids it. The Marquise and Lizards can stack several, while the Eyrie's roosts are limited to one per clearing, and each clearing is capped by its building slots.

    What counts as a forest on the map, and are the edge areas forests?

    The rulebook answers this in "2.4 Forests".

    • Reggie1408 · Community · 2022-12-27
    • Razbot · Community · 2022-07-25
    • Velensk · Community · 2021-09-14
    • ColtsFan76 · Community · 2018-08-19
    • Root rulebook · Rulebook · 2.4 Forests

    Forests are areas enclosed by printed paths and clearings. The areas around the board edge are not enclosed, so they are not forests. Rivers do not divide forests.

    Which forests and clearings are adjacent to a forest?

    The designer ruled on this directly on BGG in 2017.

    • Cole Wehrle · Designer · 2017-10-26
    • Ravendas · Community · 2023-05-26
    • Root rulebook · Rulebook · 2.4.1 Adjacency

    A forest is adjacent to every clearing touching it without crossing a printed path, and to forests separated from it by exactly one printed path. Clearings are adjacent only through paths.

    On the Winter map, does the raging river divide forests for the Vagabond's Slip?

    The designer ruled on this directly on BGG in 2018.

    • Caedar · Designer · 2018-08-08
    • Hank Pants · Community · 2018-08-09
    • Suman2017 · Community · 2024-04-23disagrees

    Yes. On the Winter map the river is treated as a divider like a path in that case, so forests on either side count as adjacent for Slip. The Autumn map has no such divide.

    How do bird cards work as wilds, and can I give a bird when asked for a fox, rabbit or mouse?

    The rulebook answers this in "2.1.1 Birds Are Wild".

    • mattbagni · Community · 2020-01-05
    • mcpat0226 · Community · 2018-09-04
    • fongyy · Community · 2018-11-17
    • Root rulebook · Rulebook · 2.1.1 Birds Are Wild

    A bird card can stand in for any suit when you spend, discard or give cards, and you must use birds as the prompted suit when forced. It does not work in reverse: if a bird card is prompted, you cannot substitute another suit.

    Are cards given for Outrage or Aid shown to the whole table?

    The designer ruled on this directly on BGG in 2018.

    • Caedar · Designer · 2018-09-06
    • Ganner · Community · 2018-09-06
    • Root rulebook · Rulebook · 1.2.1 Hands

    No. Cards in hand are private, and a card passed from one hand to another stays private to the players involved.

    When must I discard to five cards, and can I discard voluntarily to get below the limit?

    Several experienced players agree; there is no official ruling.

    • fluffy1 · Community · 2024-12-15
    • Thra11 · Community · 2020-12-29
    • sigmazero13 · Community · 2019-09-22

    Only at the end of Evening, and you can hold more than five during your turn. Crafted cards are not in hand and do not count. You cannot discard voluntarily; discarding happens only when an effect orders it.

    What happens when the draw deck runs out?

    The rulebook answers this in "2.1 Cards".

    • Alyosha_K · Community · 2018-10-23
    • Thinsilver · Community · 2020-02-29
    • Root rulebook · Rulebook · 2.1 Cards

    Shuffle the discard pile immediately to form a new deck. Dominance cards used for their suit are not placed in the discard, and with the Lizard Cult, cards in Lost Souls are not reshuffled under the rules.

    Do I need to craft a card to use it, and does its suit set the crafting cost?

    The rulebook answers this in "4.1.1 Cost".

    • sigmazero13 · Community · 2020-04-06
    • dsdhornet · Community · 2021-12-03
    • grant5 · Community · 2019-08-13
    • Root rulebook · Rulebook · 4.1.1 Cost

    Yes, except Ambush and Dominance cards, which cannot be crafted and are used as printed. Crafting cost comes only from the symbols on the card, not its suit, and you cannot pay by discarding.

    Do crafted persistent effects only apply in clearings of their suit, and how do I tell what is persistent?

    The rulebook answers this in "4.1.3 Persistent Effects".

    • dsdhornet · Community · 2020-02-06
    • zamoose · Community · 2021-03-27
    • Root rulebook · Rulebook · 4.1.3 Persistent Effects

    They are not tied to a suit; a persistent effect applies wherever its text says. Persistent cards have a timing window such as Birdsong or battle and are not discarded when used, and they sit on a distinct background.

    Do crafted cards that grant a move or battle cost extra resources to use?

    Several experienced players agree; there is no official ruling.

    • bluufish · Community · 2018-07-31
    • Zlarp · Community · 2018-07-31

    No. They give a free action without extra cost, so you can use such a card at the start of Birdsong without spending anything.

    Can a crafting piece be activated twice in one turn, and can pieces for one cost come from different clearings?

    The rulebook answers this in "4.1.1 Cost".

    • Gregaria · Community · 2022-06-06
    • leonej · Community · 2020-12-28
    • steveowen · Community · 2020-06-08
    • Koleman2 · Community · 2017-11-15
    • Root rulebook · Rulebook · 4.1.1 Cost

    No, each crafting piece is activated once per turn, but the pieces paying for one requirement may come from different clearings. Matching suit counts only; control of the clearing does not matter.

    Do crafted items keep working, is the Crafted Items box limited, and does a faction crafting an item take the token?

    The designer ruled on this directly on BGG in 2018.

    • Cole Wehrle · Designer · 2018-01-30
    • Ravendas · Community · 2018-07-31
    • Patrick_Leder · Designer · 2021-01-01
    • dsdhornet · Community · 2018-08-23

    With a Vagabond in play, the crafter takes the item token, which the Vagabond can later buy. Once bought, items do nothing for other factions beyond limiting how many can be crafted. With no Vagabond, item pieces can be put away. The box's size is not a limit.

    Can I take actions on another player's turn?

    The designer ruled on this directly on BGG in 2018.

    • Caedar · Designer · 2018-10-01
    • Caedar · Designer · 2018-10-01
    • Root rulebook · Rulebook · 1.4.2 Interrupts

    No. Moving, battling and crafting happen only on your own turn. Instant-speed effects such as an Ambush card in battle or crafted cards that explicitly work out of turn are the exception.

    Do I need to play a card to take an action?

    Several experienced players agree; there is no official ruling.

    • Jjahas · Community · 2019-01-19
    • Jackwraith · Community · 2020-03-16

    Only when the faction or action says so. Moving and battling are free for most factions, while crafting, Decree actions, revolts, overwork and similar actions spend cards.

    Does placing pieces (recruiting, Lizard or Riverfolk placement) into a sympathetic clearing trigger Outrage?

    Several experienced players agree; there is no official ruling.

    • h00sha · Community · 2018-09-03
    • TeeJz · Community · 2019-01-25

    No. Outrage is triggered by moving into a sympathetic clearing, not by placing pieces there.

    Do Favor cards remove the pieces of a player I am allied with?

    The designer ruled on this directly on BGG in 2018.

    • Caedar · Designer · 2018-09-01

    They remove pieces of every faction not in a coalition with you. An enemy is any faction outside your coalition, so allies in your coalition are safe.

    When a faction is forced to move, who chooses the pieces and destinations?

    Community posters agree, though the rulebook text does not spell it out.

    • ZergyPoo · Community · 2023-05-25
    • PunchBall · Community · 2023-05-25

    The forcing player makes the choices within the move, such as which pieces move and where, within the forced faction's abilities. The move is treated as if the forced player chose it, so the Eyrie still benefits from Lords of the Forest.

    If an effect says to discard a random card and I have only one, do I still discard it?

    The designer ruled on this directly on BGG in 2019.

    • Caedar · Designer · 2019-04-09
    • Daye04 · Community · 2019-04-09

    Yes. Random describes how the card is selected, not how many you hold, so a single card is discarded.

    When does a building's +1 card symbol draw an extra card?

    Best reading of the rules and forum discussion; no official ruling.

    • andykaspor · Community · 2021-08-14

    Only in Evening, once per revealed symbol. Building the piece that reveals the symbol does not draw immediately.

    Victory and Dominance

    What happens if two players reach 30 victory points at the same moment?

    The rulebook answers this in "3.1 How to Win".

    • dwjmeijer · Community · 2021-10-08
    • Drewkas · Community · 2020-08-16
    • Cole Wehrle · Designer · 2018-07-20superseded
    • Root rulebook · Rulebook · 3.1 How to Win

    The player taking the current turn wins. An older designer comment proposed highest score wins, but the Law's current text settles it by turn, and the situation is very rare since it needs one effect scoring for two players.

    Do I score victory points for removing enemy warriors in battle?

    The designer ruled on this directly on BGG in 2018.

    • Caedar · Designer · 2018-08-08
    • StarWars_board_gamer · Community · 2021-04-06
    • liamrobmac · Community · 2021-06-10
    • runtsta · Community · 2020-10-19
    • Root rulebook · Rulebook · 3.2.1 Removing Buildings and Tokens

    No. Only removing an enemy building or token scores, one point each, and that includes wood and sympathy tokens. The exception is the Vagabond, who scores for warriors of a faction hostile to him, as Infamy.

    Do I score one point per building or token removed, or one per attack?

    The rulebook answers this in "3.2.1 Removing Buildings and Tokens".

    • bassofthe · Community · 2018-04-07
    • leonej · Community · 2021-01-13
    • marioho · Community · 2022-11-08
    • Root rulebook · Rulebook · 3.2.1 Removing Buildings and Tokens

    One point per piece removed, so removing three pieces scores three. The Eyrie's Despot leader adds an extra point if at least one piece is removed.

    Does the defender score when their hits remove the attacker's buildings or tokens?

    The rulebook answers this in "3.2.1 Removing Buildings and Tokens".

    • steveowen · Community · 2020-08-30
    • ZergyPoo · Community · 2024-01-20
    • Squidd · Community · 2022-02-28
    • Root rulebook · Rulebook · 3.2.1 Removing Buildings and Tokens

    Yes. Whoever removes an enemy building or token scores for it, attacker or defender, but warriors never score. Points come from the removal itself, not from battle only.

    Do I score for removing buildings or tokens of a faction I'm cooperating with, or for removing a ruin?

    The rulebook answers this in "3.2.1 Removing Buildings and Tokens".

    • Ravendas · Community · 2019-03-18
    • NachoFailconi · Community · 2026-04-19
    • Root rulebook · Rulebook · 3.2.1 Removing Buildings and Tokens

    Yes for a cooperating faction, since only a formal Vagabond coalition exempts anyone. No for ruins, which are not an enemy's pieces.

    Do I score points for pieces removed by a Favor card?

    The designer ruled on this directly on BGG in 2019.

    • Cole Wehrle · Designer · 2019-03-01
    • Root rulebook · Rulebook · 3.2.1 Removing Buildings and Tokens

    Yes. Each enemy building or token removed by a Favor effect scores one point, as with any removal.

    Do I lose victory points when my buildings or tokens are removed, and what is the lowest score?

    The designer ruled on this directly on BGG in 2018.

    • Caedar · Designer · 2018-08-02
    • dsdhornet · Community · 2021-10-13
    • Cole Wehrle · Designer · 2018-02-01
    • Caedar · Designer · 2018-09-13
    • Root rulebook · Rulebook · 3.2.1 Removing Buildings and Tokens

    No, points already scored are kept and rebuilding scores again. Points are lost only through Eyrie Turmoil, and a score cannot drop below zero.

    What do I need to activate a Dominance card?

    The designer ruled on this directly on BGG in 2019.

    • Caedar · Designer · 2019-06-11
    • dsdhornet · Community · 2018-08-02
    • NachoFailconi · Community · 2026-06-17
    • Root rulebook · Rulebook · 3.3.1 Activating

    Have the card in your hand and at least 10 victory points during your Daylight. You then place it in your play area, remove your score marker and stop scoring, and win at your next Birdsong if its condition is met. Other players can block by ruling clearings in the meantime.

    Can I switch to a different Dominance card after activating one, or take another?

    The designer ruled on this directly on BGG in 2018.

    • steveowen · Community · 2020-04-11
    • Caedar · Designer · 2018-07-22
    • sigmazero13 · Community · 2019-10-08
    • Root rulebook · Rulebook · 3.3.2 Activated Cards

    You cannot replace an activated Dominance card with another. You may still take an available Dominance card into hand, for example to deny it to others, though it uses hand space.

    How do I take an available Dominance card, and can I use a bird card?

    The designer ruled on this directly on BGG in 2018.

    • runtsta · Community · 2019-04-08
    • Skeime · Community · 2023-09-16
    • Cole Wehrle · Designer · 2018-08-20
    • Cole Wehrle · Designer · 2018-03-08
    • derenne · Community · 2020-04-15
    • Root rulebook · Rulebook · 3.3.4 Taking Available Cards

    During your Daylight, spend a card of the matching suit to take it into hand, then you may activate it in the same Daylight. A bird card can pay for any suit's Dominance card, but you cannot spend a non-bird card to take the bird Dominance card.

    When a Dominance card is discarded or spent for its suit, where does it go?

    The rulebook answers this in "3.3.3 Using Dominance Cards".

    • deadmarlowe · Community · 2018-09-25
    • Woodland_Alliance · Community · 2020-05-14
    • steveowen · Community · 2022-04-13
    • fluffy1 · Community · 2023-06-16
    • Root rulebook · Rulebook · 3.3.3 Using Dominance Cards

    It is set near the map as available for any player to take instead of entering the discard pile. With the Lizard Cult in play it goes to Lost Souls instead, and an activated card stays in its owner's play area.

    Can Dominance cards be used in a two-player game?

    The designer ruled on this directly on BGG in 2019.

    • Caedar · Designer · 2019-03-20

    No. Dominance cards are not used in two-player games.

    How does a Vagabond use a Dominance card to form a coalition, and does the card also activate?

    The designer ruled on this directly on BGG in 2018.

    • teodorhfb · Community · 2018-11-30
    • dsdhornet · Community · 2018-09-09
    • Cole Wehrle · Designer · 2018-03-29
    • bassofthe · Community · 2018-09-21

    The Vagabond plays a Dominance card to form a coalition with the player with the fewest victory points other than himself, in a game with four or more players. The card stays in his play area, and its own victory objective does not take effect. A coalition does not stop that partner activating Dominance later.

    What counts as opposite corners for the Bird Dominance card?

    The rulebook answers this in "3.3.1 Activating".

    • grant5 · Community · 2019-11-27
    • Root rulebook · Rulebook · 3.3.1 Activating

    Diagonally opposite clearings: bottom-left with upper-right, or upper-left with bottom-right. Ruling two clearings in opposite corners at the start of your Birdsong wins.

    Can Charm Offensive give a point to a player who has activated Dominance?

    The publisher answered this directly on BGG in 2020.

    • Reggie1408 · Community · 2023-04-25
    • intelekt · Publisher · 2020-05-14

    The effect can target them, but they gain nothing because their score marker is off the track. An allied Vagabond still scores separately.

    Key Actions

    Are crafting pieces used up when crafting, and can a piece be used twice in one turn?

    The rulebook answers this in "4.1.1 Cost".

    • Serneum · Community · 2018-08-01
    • Drewkas · Community · 2018-08-24
    • MercifulBiscuit · Community · 2021-01-30
    • RMGreen · Community · 2021-03-05
    • sigmazero13 · Community · 2024-06-05
    • Root rulebook · Rulebook · 4.1.1 Cost

    Crafting pieces are never consumed or removed, but each can be activated only once per turn. You can craft several cards in one Craft action as long as separate matching pieces pay for each, and unspent crafting points are lost.

    Do I need to rule a clearing to craft with a crafting piece in it?

    The rulebook answers this in "4.1.1 Cost".

    • ysidlo · Community · 2019-02-03
    • barbarossa4 · Community · 2025-01-21
    • Santiago · Community · 2021-08-31
    • bassofthe · Community · 2019-02-07
    • Skeime · Community · 2022-08-01
    • Root rulebook · Rulebook · 4.1.1 Cost

    No. Crafting only needs the matching pieces to be activated, wherever they are; ruling matters for building and moving, not crafting. The pieces paying for one card can be in different clearings, and two pieces in one clearing can both pay for the same card.

    What does the question-mark crafting cost mean, as on Royal Claim?

    The rulebook answers this in "4.1.1 Cost".

    • Velensk · Community · 2021-11-12
    • Thinsilver · Community · 2019-01-20
    • Root rulebook · Rulebook · 4.1.1 Cost

    A three-color question mark is a crafting piece of any suit, and different question marks on one card need not share a suit. Other icons still need pieces of their matching suit.

    Can I craft an item card when its item is out of the supply, just for the points?

    The designer ruled on this directly on BGG in 2018.

    • Caedar · Designer · 2018-04-03
    • dr_sarcophagus · Community · 2019-12-24
    • Dystopian · Community · 2026-09-10
    • Talonz · Community · 2018-11-24
    • Root rulebook · Rulebook · 4.1.2 Immediate Effects

    No. If the item the card lists is not in the item supply, the card cannot be crafted at all, so no victory points are scored. The designer confirmed you cannot craft an item only for points.

    Do Favor cards take effect immediately when crafted, or can I save them?

    The rulebook answers this in "4.1.2 Immediate Effects".

    • Gregaria · Community · 2019-10-02
    • bassofthe · Community · 2019-04-21
    • Nardran · Community · 2021-05-26
    • Root rulebook · Rulebook · 4.1.2 Immediate Effects

    They are immediate effects: you resolve them when crafted and then discard the card, with no extra payment or later play.

    Are persistent effects optional, face up, and can I hold two copies?

    The designer ruled on this directly on BGG in 2019.

    • sdiberar · Community · 2018-10-11
    • steveowen · Community · 2019-07-21
    • sigmazero13 · Community · 2020-02-18
    • dimand7 · Community · 2021-01-11
    • Caedar · Designer · 2019-06-05
    • Simwar · Community · 2019-07-20disagrees
    • Root rulebook · Rulebook · 4.1.4 No Duplicates

    Crafted persistent cards go face up in your play area and you may use them but need not, apart from the mandatory Eyrie Emigre. You cannot craft a second identical persistent effect, though different ones can be active together. Crafted cards no longer count as hand and cannot be spent or discarded.

    Must I play a card right after crafting it?

    The designer ruled on this directly on BGG in 2019.

    • Caedar · Designer · 2019-01-20
    • runtsta · Community · 2019-01-27
    • Root rulebook · Rulebook · 4.1.3 Persistent Effects

    Only immediate effects resolve at once. A persistent card sits in your play area and its effect is used when its text allows, such as in Birdsong or in battle.

    Do I have to rule a clearing to move, and what counts?

    The rulebook answers this in "4.2.1 You Must Rule".

    • michaelwood · Community · 2020-03-08
    • michaelwood · Community · 2020-03-08
    • grant5 · Community · 2023-01-27
    • Jagokok · Community · 2021-06-18
    • Frank Hamrick · Community · 2019-02-08
    • Root rulebook · Rulebook · 4.2.1 You Must Rule

    You must rule the origin or the destination, or both, at the moment you move; you need not still rule it afterward. So you cannot move between two clearings you do not rule, and an empty clearing is not ruled.

    Can one move take warriors to two different clearings or beyond an adjacent clearing?

    The rulebook answers this in "4.2 Move".

    • Santiago · Community · 2020-04-17
    • derenne · Community · 2019-07-29
    • Vespert · Community · 2020-07-24
    • darthboywonder · Community · 2019-11-14
    • Root rulebook · Rulebook · 4.2 Move

    No. One move takes any number of your warriors from one clearing to one adjacent clearing. Further travel needs more moves, and conditions are checked each time, so you can move past enemy armies over several moves.

    Can I do another action between the two moves of a March?

    The rulebook answers this in "4.2.2 No Movement Limits".

    • OrigamiGoblin · Community · 2019-05-15
    • Root rulebook · Rulebook · 4.2.2 No Movement Limits

    No. You must finish an action before starting another, so a March's second move follows the first immediately.

    Does moving into a clearing with enemy warriors start a battle?

    The rulebook answers this in "4.2 Move".

    • Arges92 · Community · 2023-01-29
    • Root rulebook · Rulebook · 4.2 Move

    No. Move and battle are separate actions, so entering an enemy-occupied clearing only triggers a fight if you then take a Battle action.

    Who can I battle, and can I attack buildings and tokens with no warriors present?

    The rulebook answers this in "4.3 Battle".

    • vetinari7878 · Community · 2018-10-07
    • steveowen · Community · 2023-04-10
    • dkeisen · Community · 2022-01-10
    • TripleThr3at · Community · 2020-10-07
    • Root rulebook · Rulebook · 4.3 Battle

    You need a warrior or pawn in the clearing and choose one enemy faction there as the defender. You can attack a defender that has only buildings or tokens, and the defenseless bonus gives you an extra hit. A battle targets a single faction.

    When is a defender defenseless, and does the bonus hit still apply on a roll of zero?

    The rulebook answers this in "4.3.3 Step 3: Use Effects".

    • Oerjan · Community · 2020-11-15
    • mangofeet · Community · 2020-08-10
    • MoMirsha · Community · 2021-10-31
    • flahr · Community · 2019-02-05
    • thebaker1983 · Community · 2019-03-25
    • Root rulebook · Rulebook · 4.3.3 Step 3: Use Effects

    If the defender has no warriors in the clearing when Step 3 arrives, the attacker deals one extra hit. It applies even if both dice show zero, and is not granted if the defender's last warriors only fall in Step 4 of the same battle.

    Can I ambush with no warriors in the clearing, and how many ambush cards can be played?

    The designer ruled on this directly on BGG in 2018.

    • pixelatedpenny · Community · 2018-08-05
    • Caedar · Designer · 2018-08-08
    • Caedar · Designer · 2018-09-19
    • Caedar · Designer · 2018-10-24
    • foksieloy · Community · 2023-12-30
    • TheButton · Community · 2018-06-22
    • Root rulebook · Rulebook · 4.3.1 Step 1: Defender May Ambush

    Yes, you can ambush with no warriors there, but only one ambush card per battle, and it must match the clearing's suit (birds are wild). The attacker may foil it with a matching ambush of their own, and both ambush cards are discarded.

    What does a successful Ambush do, and does it end the battle?

    The designer ruled on this directly on BGG in 2019.

    • NachoFailconi · Community · 2024-09-15
    • Qnnrad · Community · 2025-11-17
    • Walthanas · Community · 2025-04-27
    • Caedar · Designer · 2019-03-28
    • Caedar · Designer · 2020-03-18
    • Root rulebook · Rulebook · 4.3.1 Step 1: Defender May Ambush

    It deals two hits to the attacker before dice. Those hits can kill your attackers' warriors and then buildings or tokens. If no attacking warriors or pawns remain, the battle ends at once with no dice and no extra hits.

    How do battle dice work, and are rolled hits capped by warriors?

    The rulebook answers this in "4.3.2 Step 2: Roll Dice".

    • sigmazero13 · Community · 2020-02-28
    • J_Clay · Community · 2021-11-24
    • dsdhornet · Community · 2020-08-17
    • grant5 · Community · 2021-04-14
    • Ditocoaf · Community · 2019-07-19
    • Root rulebook · Rulebook · 4.3.2 Step 2: Roll Dice

    Roll two dice: the attacker deals the higher roll and the defender the lower, but rolled hits never exceed the number of warriors you have there. Extra hits from effects are not capped by warriors.

    Are hits dealt simultaneously, and can I choose to deal fewer hits?

    The rulebook answers this in "4.3.4 Step 4: Deal Hits".

    • dune2009 · Community · 2022-09-24
    • runtsta · Community · 2020-02-06
    • JadedGamer · Community · 2020-02-16
    • Root rulebook · Rulebook · 4.3.4 Step 4: Deal Hits

    Hits are dealt simultaneously in Step 4, and dealing them is not optional; the choice to fight is made before the battle. Defenders still deal hits even as their own pieces are removed. Ambush hits are the exception, resolving before dice.

    Who chooses which pieces are removed in battle, and in what order?

    The rulebook answers this in "4.3.4 Step 4: Deal Hits".

    • Caedar · Designer · 2018-08-08
    • Santiago · Community · 2020-03-22
    • Kubigaruma · Community · 2020-12-19
    • drneau · Community · 2022-12-18
    • Cole Wehrle · Designer · 2018-08-27disagrees
    • Root rulebook · Rulebook · 4.3.4 Step 4: Deal Hits

    The side taking hits chooses its own order, but all of its warriors in the clearing must go before any buildings or tokens. The attacker's buildings and tokens can be removed too. That same side also orders effects triggered by removals, such as Field Hospitals and Outrage.

    Does Armorers cancel extra hits or only rolled hits?

    The designer ruled on this directly on BGG in 2018.

    • Cole Wehrle · Designer · 2018-08-07
    • sigmazero13 · Community · 2020-08-06
    • Caedar · Designer · 2018-09-09
    • Root rulebook · Rulebook · 4.3.3 Step 3: Use Effects

    Only the hits you take from the dice roll are ignored, and only for its crafter. Extra hits from Brutal Tactics, leaders or the defenseless bonus still apply. Extra hits are added to rolled hits, so both effects can be used.

    When do I decide to use Brutal Tactics, and when is the defender's point scored?

    The designer ruled on this directly on BGG in 2019.

    • thebluefox · Community · 2018-08-07
    • Caedar · Designer · 2019-02-03
    • msaari · Community · 2020-01-09
    • pmw57 · Community · 2024-04-07
    • Root rulebook · Rulebook · 4.3.3 Step 3: Use Effects

    Use it in Step 3, after seeing the dice. The attacker declares first, and the defender scores one point when the extra hit is actually dealt in Step 4, not when it is announced.

    Can I battle more than once in the same clearing in a turn, even with zero hits?

    Several experienced players agree; there is no official ruling.

    • sigmazero13 · Community · 2020-03-04
    • dsdhornet · Community · 2019-01-16

    Yes. Battle is an action, so you can repeat it as often as you have actions, and a battle still happens when both sides roll zero hits.

    Can I still Aid a faction that is Hostile to me?

    Best reading of the rules and forum discussion; no official ruling.

    • thebaker1983 · Community · 2019-03-30

    Yes, but Aid will not move the relationship marker out of Hostile. You can still Aid a Hostile faction to take crafted items.

    Can I attack a token like wood, and does it score?

    The rulebook answers this in "3.2.1 Removing Buildings and Tokens".

    • Skeime · Community · 2026-10-22
    • Geoff Watson · Community · 2019-02-23
    • steveowen · Community · 2020-08-30
    • Root rulebook · Rulebook · 3.2.1 Removing Buildings and Tokens

    Yes. Tokens, including wood, sympathy, plots and trade posts, are removable by hits once warriors are gone, and each scores one point. Wood does not count toward rule, so a clearing with only wood is not empty if another piece is there.

    Setup and Maps

    Who takes the first turn, and is turn order fixed or tied to the faction setup letters?

    The rulebook answers this in "5.1.1 Step 1: Assign Factions and Starting Player".

    • DroppEcho · Community · 2018-10-06
    • Angelcollector · Community · 2021-12-31
    • paolo_piccione · Community · 2019-07-27
    • dsdhornet · Community · 2018-09-20
    • Root rulebook · Rulebook · 5.1.1 Step 1: Assign Factions and Starting Player

    The starting player and seating are chosen randomly, and play runs clockwise from them. The letters on the back of the faction boards (A, B, C, ...) set only the order in which factions set up, not turn order.

    In what order do factions set up?

    The rulebook answers this in "5.1.7 Step 7: Set Up Factions".

    • AlexFS · Community · 2019-10-01
    • Eric Brosius · Community · 2018-09-02
    • TripleThr3at · Community · 2020-09-17
    • Root rulebook · Rulebook · 5.1.7 Step 7: Set Up Factions

    In the lettered order on the faction boards: Marquise de Cat, Eyrie Dynasties, Woodland Alliance, Vagabond, second Vagabond, Lizard Cult, Riverfolk Company, Underground Duchy, then Corvid Conspiracy. Starting hands are drawn before any faction sets up.

    How many cards does each player start with, and what about the Woodland Alliance's supporters?

    The rulebook answers this in "5.1.3 Step 3: Draw Starting Hands".

    • steveowen · Community · 2020-07-06
    • Jackwraith · Community · 2020-03-14
    • St0l3n_ID · Community · 2019-02-09
    • msaari · Community · 2018-11-12
    • Root rulebook · Rulebook · 5.1.3 Step 3: Draw Starting Hands

    Every player draws three cards in setup, whatever the faction. The Woodland Alliance additionally starts with three supporter cards, so it has three in hand and three in its stack. The cards printed in the walkthrough are only for the guided first game.

    Are Dominance cards removed in a two-player game, and in a three-player game?

    The rulebook answers this in "5.1.3 Step 3: Draw Starting Hands".

    • fantseepants · Community · 2020-07-20
    • steveowen · Community · 2022-09-25
    • Root rulebook · Rulebook · 5.1.3 Step 3: Draw Starting Hands

    They are removed only in a two-player game, set aside before hands are drawn. With three or more players all four stay in the deck.

    Are ruins and items still placed when no Vagabond is playing?

    The designer ruled on this directly on BGG in 2019.

    • Patrick_Leder · Designer · 2019-03-22
    • userid122002 · Community · 2020-01-06
    • jdludlow · Community · 2025-12-25
    • Caedar · Designer · 2018-09-19
    • Root rulebook · Rulebook · 5.1.4 Step 4: Place Ruins

    Ruins are always placed, four in all, in the map's marked slots. Without a Vagabond, the items that would sit under them go to the item supply, where they limit how many times each item can be crafted. With the Marauder expansion's Lord of the Hundreds or Advanced Setup, ruins are placed as usual.

    What goes in the item supply, and how many items go under ruins?

    The designer ruled on this directly on BGG in 2018.

    • ZergyPoo · Community · 2022-07-28
    • Caedar · Designer · 2018-04-02
    • Root rulebook · Rulebook · 5.1.5 Step 5: Form Item Supply

    The item supply is 2 boots, 2 bags, 1 crossbow, 1 hammer, 2 swords, 2 teapots and 2 coins. The four ruins hold one of each of four item types per Vagabond playing, and the supply is capped, so you cannot craft an item whose supply is empty.

    What is Reach, and is the minimum a rule?

    The designer ruled on this directly on BGG in 2020.

    • Caedar · Designer · 2020-04-05
    • kelann08 · Community · 2024-01-01
    • sigmazero13 · Community · 2023-09-08
    • jdludlow · Community · 2025-03-27
    • Root rulebook · Rulebook · 5.2 Reach

    Reach is a rating of how well a faction can influence the whole map on its turn. The Reach totals in the Law (17+ for two players up to 28+ for six) are a recommendation for choosing factions, not a hard rule, and Advanced Setup largely replaces them.

    Is Advanced Setup an official rule, and where is it?

    The rulebook answers this in "A. Advanced Setup".

    • Coder4Christ · Community · 2022-02-04
    • Root rulebook · Rulebook · A. Advanced Setup

    Yes. Advanced Setup and faction drafting are official, introduced with the Marauder expansion and now in Appendix A of the Law of Root, with the setup cards sold separately. Choose it when everyone has played, and it is required for five or more factions that would start in corner clearings.

    Why is the last insurgent faction locked in Advanced Setup?

    The rulebook answers this in "A.8 Step 8: Set Up Factions Z".

    • shollon9418s · Community · 2022-04-01
    • Micro_BIOS · Community · 2025-10-10
    • Root rulebook · Rulebook · A.8 Step 8: Set Up Factions Z

    It guarantees at least one militant faction is in the draft, which keeps a viable game available without extra rules based on how many militants were dealt.

    What does '2+ clearings between' mean in an Advanced Setup card, and what if no clearing qualifies?

    The rulebook answers this in "A.8 Step 8: Set Up Factions Z".

    • dsdhornet · Community · 2022-07-26
    • Skeime · Community · 2022-11-26
    • Root rulebook · Rulebook · A.8 Step 8: Set Up Factions Z

    At least two clearings must lie between the homeland and an enemy homeland, which is three steps apart. If none qualifies, place as far from enemy homelands as possible, and never pick an opponent's homeland as your own.

    In Advanced Setup, can pieces be put into the Furious Protector's clearing?

    The rulebook answers this in "A.8 Step 8: Set Up Factions Z".

    • steveowen · Community · 2022-09-25
    • Root rulebook · Rulebook · A.8 Step 8: Set Up Factions Z

    No. On the setup cards, "put" means the same as "place", so you cannot place pieces there during setup, though pieces can still move in.

    Can every faction and player count be used on every map?

    The designer ruled on this directly on BGG in 2020.

    • Patrick_Leder · Designer · 2020-03-06
    • Domfluff · Community · 2020-06-03

    Yes. Maps are independent of factions and player counts, though some faction rules interact differently with map features, such as the Riverfolk and the lake.

    Do maps have fixed clearing suits, and does the Winter map's river divide forests?

    The rulebook answers this in "C. Variant Maps".

    • steveowen · Community · 2020-06-07
    • derenne · Community · 2020-08-15
    • steveowen · Community · 2022-03-26
    • Root rulebook · Rulebook · C. Variant Maps

    Printed clearings are fixed on the Autumn and Fall maps; the Lake and Mountain maps have suggested setups and the Winter map has none. The Winter river divides forests like a path, which only matters for the Vagabond; other factions do not treat it as a path unless a rule says so.

    Does the Lake map's Ferry give a free move?

    One clear reading for the first part; the Swimmers combination is disputed.

    • ZergyPoo · Community · 2020-11-02

    No. The Ferry is not a free move; you can use it only as part of a move you are already taking, so the usual rule requirement for that move still applies.

    Can landmarks sit in adjacent clearings, and how does the Lost City count its suit?

    The rulebook answers this in "F. Landmarks".

    • Stereosmiles · Community · 2023-05-26
    • steveowen · Community · 2026-01-11
    • OmegasSquared · Community · 2025-11-30
    • pmw57 · Community · 2026-01-11
    • Root rulebook · Rulebook · F. Landmarks

    No, landmarks cannot be placed in adjacent clearings. The Lost City counts as every suit at all times, so any suit-dependent condition, including recruiting, mixed-suit crafting or a mouse-clearing effect, can use it.

    Can the Vagabond score Tower points for ruling the Tower clearing?

    The designer ruled on this directly on BGG in 2024.

    • Patrick_Leder · Designer · 2024-06-02
    • Root rulebook · Rulebook · F. Landmarks

    No. The Vagabond cannot rule a clearing, so the Tower's benefits do not pass to the Vagabond player.

    What are the dice faces, how many cards are in the final game, and what sleeve size fits?

    The rulebook answers this in "B.1.4 Cards".

    • Santiago · Community · 2018-01-26
    • Neaan · Community · 2018-07-28
    • Dom22 · Community · 2018-07-07
    • Root rulebook · Rulebook · B.1.4 Cards

    The dice are numbered 0 to 3 (the 4 face is read as 0). The final version has 98 base cards plus 9 expansion cards, and cards are standard poker size, about 63 x 88 mm.

    Is wood limited to the tokens in the supply?

    The designer ruled on this directly on BGG in 2019.

    • Patrick_Leder · Designer · 2019-03-23
    • Root rulebook · Rulebook · 1.5.1 Limits

    Yes. Wood is limited to the components in the game, and you cannot use proxies; you place as many as you can.

    Marquise de Cat

    Can the Marquise spend bird cards for extra actions before taking her three actions, and several at once?

    The designer ruled on this directly on BGG in 2019.

    • Caedar · Designer · 2019-11-13
    • Caedar · Designer · 2020-02-12
    • MercifulBiscuit · Community · 2022-05-23
    • dsdhornet · Community · 2020-08-31
    • steveowen · Community · 2020-07-13
    • Tolchock · Community · 2019-07-08
    • tempus42 · Community · 2018-10-12
    • Root rulebook · Rulebook · 6.5 Daylight

    Yes. Each bird card you spend adds one action, and the actions can be taken in any order and number, including before the first of your three. One card buys one extra action; resolve one card at a time. The older wording that required them after the first three was changed.

    Can the Marquise repeat the same action in Daylight?

    The rulebook answers this in "6.5.3 Recruit".

    • Zerbique · Community · 2019-03-06
    • msaari · Community · 2020-06-22
    • ZergyPoo · Community · 2023-05-11
    • Root rulebook · Rulebook · 6.5.3 Recruit

    Yes, any action can be repeated within your action total, except Recruit, which may be taken only once per turn. Daylight allows up to three actions, plus one per bird card spent.

    Must the Marquise's March take two moves, and can the moves be separated or move the same group?

    The designer ruled on this directly on BGG in 2018.

    • Caedar · Designer · 2018-08-06
    • Caedar · Designer · 2019-11-13
    • steveowen · Community · 2020-08-23
    • LegoStormtroopr · Community · 2019-06-03
    • runtsta · Community · 2019-11-30
    • Caedar · Designer · 2018-09-06
    • Zerbique · Community · 2019-04-22disagrees
    • Root rulebook · Rulebook · 6.5.2 March

    March is up to two moves, so one is fine. Each move is a full move needing a ruled origin or destination, and may carry the same or different groups. You cannot interleave other actions between them, and a move must move at least one warrior.

    Does the Marquise need to rule a clearing to recruit there?

    The rulebook answers this in "6.5.3 Recruit".

    • Talonz · Community · 2019-03-13
    • Root rulebook · Rulebook · 6.5.3 Recruit

    No. Recruit places one warrior at each recruiter wherever it stands. Only March and Build require ruling, while Battle and Overwork have no ruling restriction.

    Which clearings must the Marquise rule to pay wood for a building?

    The designer ruled on this directly on BGG in 2018.

    • Cole Wehrle · Designer · 2018-07-30
    • Cole Wehrle · Designer · 2018-09-12
    • Caedar · Designer · 2018-04-02
    • dsdhornet · Community · 2018-08-26
    • SFRR · Community · 2022-12-24
    • Dom22 · Community · 2019-09-25
    • Squashua · Community · 2018-09-11
    • Root rulebook · Rulebook · 6.5.4 Build

    You must rule the build clearing, and you may remove wood only from that clearing, adjacent clearings you rule, or clearings connected through any number of clearings you rule. Wood in an unruled clearing, or after losing rule there, cannot be used. A tie does not count as ruling. Wood can be taken from several clearings for one cost, and it cannot be moved otherwise.

    Where is wood placed, how much per turn, and does it go away with the sawmill?

    The designer ruled on this directly on BGG in 2020.

    • Caedar · Designer · 2020-06-16
    • Caedar · Designer · 2018-08-26
    • dsdhornet · Community · 2018-08-01
    • FrAnkX0r88 · Community · 2020-05-02
    • Razbot · Community · 2021-09-18
    • grant5 · Community · 2022-04-11
    • Root rulebook · Rulebook · 6.4 Birdsong

    Birdsong places one wood per sawmill in the clearing containing it, even if wood is already there, and the amount a sawmill can hold is unlimited. Wood stays in the clearing independent of the sawmill, so a destroyed sawmill leaves its tokens on the board. Overwork adds one wood in one matching sawmill clearing.

    Does wood count toward rule, and does the Marquise score for her own wood being removed?

    The rulebook answers this in "2.5 Rule".

    • Ditocoaf · Community · 2019-07-16
    • Ditocoaf · Community · 2019-07-16
    • Skeime · Community · 2022-09-05
    • Hank Pants · Community · 2019-03-30
    • Root rulebook · Rulebook · 2.5 Rule

    Wood is a token, so it does not count for rule. Wood can be removed in battle like any token, so an attacker scores one point per wood or building removed. The Marquise gains nothing for removing her own wood.

    What can others do in the Keep clearing, and can the Keep be destroyed?

    The designer ruled on this directly on BGG in 2018.

    • Caedar · Designer · 2018-08-02
    • Noonespecial · Community · 2018-08-14
    • IndyJane · Community · 2025-07-14
    • dkeisen · Community · 2019-04-26
    • Cole Wehrle · Designer · 2018-03-21
    • Cole Wehrle · Designer · 2018-03-22
    • dsdhornet · Community · 2021-04-24
    • Gonsword · Community · 2018-11-24
    • Root rulebook · Rulebook · 6.2.2 The Keep

    Only the Marquise can place pieces in the Keep clearing, but others can move in and battle there. Placing includes a sympathy token, revolt or sacrificing a warrior. The Keep is a token, so battle or a Favor card can remove it, and once removed it never returns. With the Keep gone there are no Field Hospitals.

    Can any card suit be used to battle in the Keep clearing, and does the Keep need ruling for Field Hospitals?

    The designer ruled on this directly on BGG in 2017.

    • Caedar · Designer · 2017-11-18
    • Caedar · Designer · 2017-11-28
    • Root rulebook · Rulebook · 6.2.3 Field Hospitals

    Battling in the Keep clearing needs no particular suit, and the designer said Field Hospitals works even if the Marquise does not rule the Keep, though a Keep token must still be on the board.

    How many cards does Field Hospitals need, and can it save warriors removed outside battle?

    The rulebook answers this in "6.2.3 Field Hospitals".

    • derenne · Community · 2020-04-17
    • TripleThr3at · Community · 2021-03-09
    • dukepuccini · Community · 2020-06-09
    • Root rulebook · Rulebook · 6.2.3 Field Hospitals

    One card matching the clearing saves all Marquise warriors removed from that clearing at once, and it works whenever they are removed, including by a revolt, not only in battle. The older one-card-per-warrior reading is superseded.

    Can Field Hospitals save the Keep, or revive warriors in the same battle?

    The rulebook answers this in "6.2.3 Field Hospitals".

    • pmw57 · Community · 2024-12-01
    • dsdhornet · Community · 2022-03-18
    • Shiftyprince2 · Community · 2018-08-05
    • derenne · Community · 2020-04-27
    • dsdhornet · Community · 2021-10-09
    • totgeboren · Community · 2022-04-27
    • Root rulebook · Rulebook · 6.2.3 Field Hospitals

    No, it cannot undo a removal that is happening in the same hits: hits are simultaneous, so when the Keep and warriors are removed together there is no Keep to return them to. A returned warrior misses that battle. After an Ambush, Field Hospitals can return the warriors to the Keep before dice are rolled, and the battle continues.

    Can Field Hospitals recover warriors converted by the Lizard Cult, or crafted cards?

    The designer ruled on this directly on BGG in 2018.

    • Caedar · Designer · 2018-08-12
    • Caedar · Designer · 2019-06-05

    Yes for converted Cats, per the designer. No for a card already crafted, since crafted cards are not in hand and cannot be spent.

    Does the Marquise score again when she rebuilds a destroyed building?

    The rulebook answers this in "6.5.4 Build".

    • grant5 · Community · 2021-01-25
    • IAmSauerKraut · Community · 2019-01-23
    • sigmazero13 · Community · 2024-03-03
    • MikeDiLisio · Community · 2018-09-20
    • steveowen · Community · 2020-09-01
    • Root rulebook · Rulebook · 6.5.4 Build

    Yes. Destroyed buildings return to the rightmost empty space of their track, with no points lost, and each building placed scores the value of the space it uncovers, however many times it has been rebuilt.

    Are the first buildings free, and can I build over an existing building?

    The rulebook answers this in "6.5.4 Build".

    • bassofthe · Community · 2018-12-15
    • cferejohn · Community · 2018-10-08
    • jjlyon · Community · 2021-03-19
    • Root rulebook · Rulebook · 6.5.4 Build

    The first of each building type is free, since the leftmost track space shows no cost, including the Sawmill. You can only build into an open slot, never over an existing building.

    Where can the Marquise place her starting buildings, and how many warriors go in the Keep clearing?

    The rulebook answers this in "6.3.4 Step 4: Place Starting Buildings".

    • dukman · Community · 2021-11-17
    • Oerjan · Community · 2020-01-28
    • Root rulebook · Rulebook · 6.3.4 Step 4: Place Starting Buildings

    The sawmill, workshop and recruiter go in the Keep clearing and adjacent clearings in any combination, and are not required to be in the Keep clearing. The Keep clearing receives a warrior like the others.

    Can the Marquise craft Royal Claim, or any four-workshop card, on her first turn?

    The rulebook answers this in "6.2.1 Crafting".

    • mlavin · Community · 2018-10-10
    • ryz0283 · Community · 2019-03-21
    • Stefano1234 · Community · 2018-09-16
    • Root rulebook · Rulebook · 6.2.1 Crafting

    No. She crafts in Daylight by activating workshops, and Royal Claim needs four matching crafting pieces, so it cannot be used on turn one and cannot score until a later Birdsong.

    Can a Marquise workshop be used more than once?

    The rulebook answers this in "4.1.1 Cost".

    • pieforteeth · Community · 2020-11-18
    • Root rulebook · Rulebook · 4.1.1 Cost

    Each workshop is activated once per turn and stays on the board, then refreshes for your next turn.

    If the Marquise loses every piece, can she return?

    Community players read it this way; one disputes it and there is no official ruling.

    • sigmazero13 · Community · 2021-02-17
    • darthboywonder · Community · 2018-11-21
    • Fandango · Community · 2022-04-23disagrees

    Most players say no: if the Marquise has no warriors, buildings or tokens left, she is out of the game. One poster disagrees.

    Can Overwork target the Keep, and what happens to Marquise orders and the income icon?

    The designer ruled on this directly on BGG in 2018.

    • Patrick_Leder · Designer · 2018-01-25
    • Patrick_Leder · Designer · 2017-11-16
    • Root rulebook · Rulebook · 6.5.5 Overwork

    Overwork can place wood at a sawmill clearing and costs a card of that clearing's suit; using it with the Keep costs a Bird card per the designer. The Marquise's no-number draw icon draws one extra card per stack in Evening.

    Does Codebreakers reveal a Mechanical Marquise hand, and how does it recruit?

    The designer ruled on this directly on BGG in 2018.

    • Cole Wehrle · Designer · 2018-07-04
    • Cole Wehrle · Designer · 2018-06-08
    • EntropyGuardian · Community · 2018-09-07

    No hand exists, only the order chain. It recruits at the highest-priority matching clearing first and then the next, not evenly, and in solo play it recruits even when it does not rule.

    Eyrie Dynasties

    How many cards must the Eyrie add to the Decree each Birdsong, and how many can be birds?

    The rulebook answers this in "7.4.2 Add to the Decree".

    • badmojo · Community · 2018-10-23
    • MercifulBiscuit · Community · 2023-11-27
    • MrThud · Community · 2018-07-26
    • Angelcollector · Community · 2022-02-02
    • fluffy1 · Community · 2023-04-09
    • Simwar · Community · 2019-07-09
    • bassofthe · Community · 2021-08-28disagrees
    • Root rulebook · Rulebook · 7.4.2 Add to the Decree

    One or two, and at most one of them may be a bird card. You may add one non-bird and one bird, or two non-birds, to any columns, and you may place identical cards in the same slot. Adding only one card does not cause turmoil.

    Do Decree cards stay in the Decree, can they be moved, and is there a size limit?

    The rulebook answers this in "7.7.2 Step 2: Purge".

    • Santiago · Community · 2018-09-25
    • Squidd · Community · 2023-02-13
    • McChew · Community · 2018-03-30
    • thebaker1983 · Community · 2019-03-25
    • Eric Brosius · Community · 2018-08-14
    • Root rulebook · Rulebook · 7.7.2 Step 2: Purge

    They stay and accumulate until the Eyrie falls into turmoil, when they are discarded (Viziers excepted). The Decree cannot be rearranged and has no fixed maximum size. An older print-and-play version allowed moving cards, which is no longer the rule.

    In what order are Decree cards resolved?

    The designer ruled on this directly on BGG in 2018.

    • Benkyo · Community · 2020-10-08
    • Caedar · Designer · 2018-08-26
    • Caedar · Designer · 2018-09-02
    • Patrick_Leder · Designer · 2018-08-14
    • Tompy · Community · 2019-08-11
    • Gregaria · Community · 2019-05-05
    • Root rulebook · Rulebook · 7.5.2 Resolve the Decree

    Column by column, from the leftmost to the right. Within a column you must resolve all cards but may choose their order, and you may split actions such as moves between different paths or repeat moves between the same clearings.

    When exactly does the Eyrie fall into turmoil, and does a partly done action count?

    The designer ruled on this directly on BGG in 2018.

    • RMGreen · Community · 2019-09-18
    • Caedar · Designer · 2018-09-01
    • nangariel · Community · 2021-03-17
    • NorthAbbot · Community · 2021-01-12
    • CirdanD · Community · 2021-12-30
    • Ravendas · Community · 2018-08-02
    • flahr · Community · 2021-10-26
    • grant5 · Community · 2021-02-11
    • Root rulebook · Rulebook · 7.7 Turmoil

    The moment you cannot fully take an action for any reason, such as no warriors to recruit, no roost to build, or no enemy to battle. You first do everything you can, so you recruit as many warriors as you have before turmoil begins. An empty column or a short Decree causes no turmoil.

    Does an Eyrie battle that ends early, such as by an Ambush, cause turmoil?

    The rulebook answers this in "7.5.2 Resolve the Decree".

    • dsdhornet · Community · 2019-05-03
    • Skeime · Community · 2023-12-12
    • Root rulebook · Rulebook · 7.5.2 Resolve the Decree

    No. Initiating a legal battle fulfils the card, so a battle ended by an Ambush or one with no hits does not cause turmoil. You must still have a legal target when you start it.

    Does an Eyrie Decree move need rule, and can it move zero warriors?

    The designer ruled on this directly on BGG in 2018.

    • Caedar · Designer · 2018-09-06
    • Ravendas · Community · 2019-04-15
    • Ganner · Community · 2018-09-20
    • Santiago · Community · 2021-09-12
    • sigmazero13 · Community · 2023-02-17
    • Root rulebook · Rulebook · 7.5.2 Resolve the Decree

    A move must take at least one warrior from a clearing matching the card suit, and normal rule requirements still apply, except that the Eyrie rules ties. You cannot move from a clearing you do not rule, nor into an empty clearing from one you do not rule.

    Does the Eyrie need to rule a clearing to recruit, and can it recruit several times into one clearing?

    The rulebook answers this in "7.5.2 Resolve the Decree".

    • misterdiskord · Community · 2019-04-15
    • Drewkas · Community · 2019-01-20
    • Ajathar · Community · 2019-02-08
    • Vespert · Community · 2022-01-01
    • MercifulBiscuit · Community · 2020-12-29
    • deranderejan · Community · 2021-06-12
    • Root rulebook · Rulebook · 7.5.2 Resolve the Decree

    No ruling is needed: Recruit places a warrior in any clearing with a roost matching the card's suit. Several recruit cards can target the same roost, which is the usual way to avoid turmoil. A recruit card places one warrior regardless of icons, or two with the Charismatic leader.

    Where can the Eyrie build a roost, and what if it has none left?

    The rulebook answers this in "7.5.2 Resolve the Decree".

    • Vespert · Community · 2020-03-28
    • dsdhornet · Community · 2020-10-13
    • deranderejan · Community · 2022-09-24
    • mrdaveromero · Community · 2021-10-24
    • Skeime · Community · 2021-12-30
    • Santiago · Community · 2020-04-28
    • Root rulebook · Rulebook · 7.5.2 Resolve the Decree

    In a clearing it rules matching the card suit that has no roost and an open slot. Alone or tied (with an Eyrie piece) counts as ruling, but an empty clearing does not. With all seven roosts out, or no warriors left to recruit, the card cannot be completed and turmoil follows.

    Do the Eyrie rule a clearing when tied?

    The designer ruled on this directly on BGG in 2019.

    • Cole Wehrle · Designer · 2019-02-19
    • Root rulebook · Rulebook · 7.2.2 Lords of the Forest

    Yes, if tied for the most combined warriors and buildings and they have at least one Eyrie piece there. With no Eyrie piece there is no rule.

    Where does A New Roost go when the Eyrie has no roosts on the map?

    The designer ruled on this directly on BGG in 2018.

    • Caedar · Designer · 2018-08-08
    • Caedar · Designer · 2018-08-07
    • Caedar · Designer · 2018-11-28
    • Caedar · Designer · 2018-08-08
    • Caedar · Designer · 2019-03-26
    • steveowen · Community · 2021-07-11
    • Scud-O · Community · 2019-03-11
    • Root rulebook · Rulebook · 7.4.3 A New Roost

    The roost and three warriors go in a clearing with the fewest warriors (zero counts) where all those pieces can be placed. That is the fewest warriors, not the fewest total pieces, per the rulebook; if the fewest-warrior clearing has no open slot, use the next fewest.

    When does the Eyrie score for roosts, and does building two roosts score twice?

    The rulebook answers this in "7.6.1 Score Points".

    • zamoose · Community · 2019-11-24
    • runtsta · Community · 2020-01-03
    • nicknack · Community · 2019-08-22
    • Daravon · Community · 2018-07-16
    • Benkyo · Community · 2021-01-11
    • Lucretiel · Community · 2018-08-13
    • Root rulebook · Rulebook · 7.6.1 Score Points

    Once per turn in Evening, using the rightmost empty space of the Roosts track, whether or not you built that turn. Placing a roost scores nothing by itself, and Turmoil does not skip Evening scoring.

    What happens in Turmoil, and can the Eyrie do anything in between?

    The designer ruled on this directly on BGG in 2019.

    • Caedar · Designer · 2019-10-11
    • Skeime · Community · 2024-09-21
    • Caedar · Designer · 2019-05-09
    • jerod_tb · Community · 2024-10-19
    • pfischer · Community · 2020-08-25
    • Root rulebook · Rulebook · 7.7 Turmoil

    Lose one point per bird card in the Decree including Viziers, discard the rest except Viziers, depose your leader and choose a new face-up one, then Daylight ends. Turmoil is an uninterrupted action, so you cannot play or take a Dominance card in the middle, and your score cannot go below zero.

    What happens after all four leaders have been used, and can the Eyrie choose the leader just deposed?

    The designer ruled on this directly on BGG in 2018.

    • Caedar · Designer · 2018-08-14
    • fluffy1 · Community · 2026-07-17
    • dcpepp · Community · 2026-01-17
    • Root rulebook · Rulebook · 7.7.3 Step 3: Depose

    When no leader is face up and you must choose one, all four flip face up again (A New Clutch). After that clutch the Eyrie may pick any leader, including the one just deposed.

    How does the Despot leader score its extra point?

    The designer ruled on this directly on BGG in 2018.

    • Cole Wehrle · Designer · 2018-07-07
    • Daravon · Community · 2018-07-16
    • qrayx · Community · 2025-05-17
    • msaari · Community · 2018-09-02
    • Skeime · Community · 2023-12-12
    • Ethereality · Community · 2018-08-06
    • Root rulebook · Rulebook · 7.8.4 Despot

    Once per battle in which at least one enemy building or token is removed, one extra point on top of the usual one per piece. Two buildings removed in one battle is therefore three points, not per piece.

    Can a non-bird card be spent to move or reform a bird card in the Decree?

    The designer ruled on this directly on BGG in 2018.

    • Cole Wehrle · Designer · 2018-02-06
    • Cole Wehrle · Designer · 2017-11-23
    • Root rulebook · Rulebook · 2.1.1 Birds Are Wild

    No. Cards that are prompted as bird cannot be replaced by another suit, so a mouse card cannot stand in for a bird. A Vizier moved by a bird card stays where it was moved.

    Can the Eyrie put a Dominance card in its Decree?

    The designer ruled on this directly on BGG in 2017.

    • Neaan · Community · 2018-07-30
    • Cole Wehrle · Designer · 2017-11-30

    Yes. A Dominance card has a suit and can be added to the Decree as a card of that suit. It stays there until Turmoil, when it is discarded and becomes available near the map.

    Does Disdain for Trade limit points from Royal Claim, and what about the Builder?

    The rulebook answers this in "7.2.3 Disdain for Trade".

    • Squidd · Community · 2021-01-27
    • dsdhornet · Community · 2018-09-17
    • Root rulebook · Rulebook · 7.2.3 Disdain for Trade

    Disdain for Trade applies only when crafting items (one point instead of the printed value), so Royal Claim is unaffected. The Builder leader ignores it whenever it crafts.

    Is the Eyrie Emigre card mandatory?

    The rulebook answers this in "4.1.3 Persistent Effects".

    • OmegasSquared · Community · 2025-10-03
    • Psionide · Community · 2020-11-13
    • Root rulebook · Rulebook · 4.1.3 Persistent Effects

    Yes. The Law says the Eyrie Emigre card in the Exiles and Partisans deck is mandatory.

    Can the Eyrie act freely in Daylight, and what do Emergency Orders and Viziers do?

    The designer ruled on this directly on BGG in 2018.

    • thebluefox · Community · 2018-08-25
    • Squidd · Community · 2023-02-13
    • dsdhornet · Community · 2018-08-11
    • Cole Wehrle · Designer · 2018-01-23
    • Root rulebook · Rulebook · 7.4.1 Emergency Orders

    No, Daylight actions are limited to the Decree. If your hand is empty at Birdsong you draw one card (Emergency Orders). Loyal Viziers are bird cards in the Decree columns set by your leader, and count as actions and toward Turmoil losses.

    What happens to the Eyrie if its roost or all pieces are eliminated?

    The rulebook answers this in "7.4.3 A New Roost".

    • sigmazero13 · Community · 2020-01-22
    • steveowen · Community · 2021-07-11
    • Root rulebook · Rulebook · 7.4.3 A New Roost

    They recover. With no roost on the map, A New Roost places a roost and three warriors in the fewest-warrior clearing, even if none remain on the map.

    Woodland Alliance

    What triggers Outrage: moving, placing, building or recruiting into a sympathetic clearing?

    The designer ruled on this directly on BGG in 2018.

    • Caedar · Designer · 2018-08-02
    • runtsta · Community · 2021-01-03
    • Nupert · Community · 2020-02-29
    • TraceGR · Community · 2022-09-12
    • Cole Wehrle · Designer · 2018-03-21
    • Caedar · Designer · 2018-08-06
    • HtiekTheAncient · Community · 2020-07-12
    • Caedar · Designer · 2020-03-17
    • Caedar · Designer · 2018-08-08
    • Root rulebook · Rulebook · 8.2.6 Outrage

    Only moving warriors into a sympathetic clearing, or removing a sympathy token, triggers Outrage. Placing or recruiting warriors, building, or placing tokens there does not. Each separate move or removal triggers it separately, including a Favor card removal and moves by a Vagabond who moves Alliance pieces.

    What if I have no matching card when Outrage triggers, and can a bird pay it?

    The designer ruled on this directly on BGG in 2019.

    • Squidd · Community · 2019-08-09
    • runtsta · Community · 2018-12-02
    • Caedar · Designer · 2019-07-30
    • Caedar · Designer · 2018-08-05
    • dsdhornet · Community · 2023-12-28
    • msaari · Community · 2019-09-09
    • Root rulebook · Rulebook · 8.2.6 Outrage

    A bird card matches every suit and counts, and if it is your only matching card you must give it. With no matching card at all, you show your whole hand (the Alliance may inspect every card, not just suits), then the Alliance draws a card from the deck onto its Supporters stack.

    Can the Woodland Alliance revolt when its base for that suit is already on the map?

    The designer ruled on this directly on BGG in 2018.

    • Simwar · Community · 2019-02-03
    • vetinari7878 · Community · 2018-09-05
    • KingD21 · Community · 2024-03-12
    • Caedar · Designer · 2018-06-09
    • runtsta · Community · 2018-09-25
    • msaari · Community · 2019-08-14
    • OmegasSquared · Community · 2025-09-22
    • Root rulebook · Rulebook · 8.4.1 Revolt

    No. Revolt needs a sympathetic clearing matching a base still on the faction board, so a base cannot be moved by revolting again, and with all bases built no revolt is possible. A revolt always places a base, and the sympathy token stays in the clearing.

    Can the Alliance revolt when it has no warriors in supply for officers?

    The designer ruled on this directly on BGG in 2019.

    • Caedar · Designer · 2019-04-10
    • Root rulebook · Rulebook · 8.4.1 Revolt

    Yes. You still revolt, placing the maximum number of warriors possible, which may be none, so no officer is gained.

    Where can the Alliance place sympathy tokens, and can it spread several times a turn?

    The designer ruled on this directly on BGG in 2018.

    • rattkin · Community · 2018-09-01
    • Caedar · Designer · 2018-04-11
    • Caedar · Designer · 2018-07-05
    • Root rulebook · Rulebook · 8.4.2 Spread Sympathy

    The first token may go in any clearing, but later ones must go in an unsympathetic clearing adjacent to a sympathetic one, paying supporters matching its suit (plus one more under Martial Law). You may Spread Sympathy any number of times in Birdsong, scoring each. Martial Law needs three warriors of one other player, not mixed owners.

    How many supporters can the Alliance hold, and can it use any supporter in the stack?

    The designer ruled on this directly on BGG in 2018.

    • Cole Wehrle · Designer · 2018-03-25
    • Cole Wehrle · Designer · 2018-03-21
    • dsdhornet · Community · 2019-02-02
    • Caedar · Designer · 2018-08-26
    • Root rulebook · Rulebook · 8.2.3 The Supporters Stack

    Without a base on the map the stack holds five, and extra gains are discarded; with any base on the map it is unlimited. Supporters are a pool, so any supporter of the matching suit can be spent, and the Alliance starts with three. Supporters do not count against its hand size.

    What happens when an Alliance base is removed, and can the Alliance remove its own?

    The designer ruled on this directly on BGG in 2019.

    • foksieloy · Community · 2022-11-15
    • Caedar · Designer · 2019-02-18
    • Root rulebook · Rulebook · 8.2.4 Removing Bases

    The Alliance discards all supporters matching the base's printed suit (birds included) and half its officers rounded up, and if no bases remain it discards down to five supporters. It cannot voluntarily remove its own base, and a base is a building, not a token.

    Can the Alliance repeat Daylight actions and military operations?

    The designer ruled on this directly on BGG in 2019.

    • Caedar · Designer · 2019-05-26
    • Cole Wehrle · Designer · 2018-03-22
    • Caedar · Designer · 2018-08-14
    • Caedar · Designer · 2019-02-24
    • Root rulebook · Rulebook · 8.6.1 Military Operations

    Yes. Craft, Mobilize and Train can each be repeated in any order and number in Daylight, and Evening operations (move, battle, recruit, organize) can be repeated up to the current number of officers. If officers are lost mid-turn, the actions taken cannot exceed the officers remaining.

    Where does the officer from Train come from, and can the Alliance have unlimited officers?

    The designer ruled on this directly on BGG in 2018.

    • Caedar · Designer · 2018-04-04
    • Patrick_Leder · Designer · 2020-08-21
    • Root rulebook · Rulebook · 8.5.3 Train

    From the supply: Train spends a card matching a base's printed suit and places a warrior from supply in the Officers box. There is no printed officer limit beyond the components.

    Does Guerrilla War work when the Alliance is attacked with no warriors, and what happens to sympathy tokens attacked alone?

    The designer ruled on this directly on BGG in 2018.

    • Caedar · Designer · 2018-02-05
    • dmczyn · Community · 2019-01-29
    • Root rulebook · Rulebook · 8.2.2 Guerrilla War

    Guerrilla War takes the higher die as defender, but with no Alliance warriors it deals no hits and the attacker gets the defenseless extra hit, so a lone sympathy token is removed even on a zero roll.

    Can the Woodland Alliance be eliminated by removing all of its pieces?

    The designer ruled on this directly on BGG in 2018.

    • Coder4Christ · Community · 2022-04-14
    • Cole Wehrle · Designer · 2018-02-12

    No. The Alliance starts with nothing on the board, so having no pieces there is normal and does not eliminate it.

    Do Keeping Secrets cards return to hand, and are revealed cards public?

    The designer ruled on this directly on BGG in 2017.

    • Cole Wehrle · Designer · 2017-11-17
    • Caedar · Designer · 2018-08-10

    Yes: hideout cards placed face down with Keeping Secrets return to hand at the Alliance's Birdsong. Cards revealed to the table can be seen in full by all players.

    Where can a conspiracy's effects go?

    The designer ruled on this directly on BGG in 2017.

    • Cole Wehrle · Designer · 2017-11-20

    In any clearing meeting the condition unless the conspiracy says it is localized. Each icon resolves on its own.

    Vagabond

    When does a faction become Hostile to the Vagabond, and does attacking buildings or tokens count?

    The designer ruled on this directly on BGG in 2018.

    • Ethereality · Community · 2018-08-01
    • Cole Wehrle · Designer · 2018-07-28
    • Caedar · Designer · 2018-08-07
    • dsdhornet · Community · 2018-09-09
    • Caedar · Designer · 2018-08-03
    • Caedar · Designer · 2018-08-26
    • pmw57 · Community · 2022-02-28
    • Root rulebook · Rulebook · 9.2.9 Relationships

    The moment the Vagabond removes a warrior of a non-Hostile faction, by any means including defending, a Strike or a Hireling's attack. Removing only buildings or tokens never changes the relationship. A Hostile faction stays Hostile unless he forms a coalition with it, which moves it to Indifferent; giving it items does not help.

    How does Infamy scoring work for the Vagabond?

    The designer ruled on this directly on BGG in 2018.

    • Caedar · Designer · 2018-08-10
    • dsdhornet · Community · 2018-08-08
    • Reggie1408 · Community · 2021-04-15
    • Caedar · Designer · 2019-04-19
    • Skeime · Community · 2023-11-29
    • Cole Wehrle · Designer · 2018-07-13
    • Caedar · Designer · 2018-09-24
    • Tamiya · Community · 2018-09-30
    • Caedar · Designer · 2019-04-18
    • Root rulebook · Rulebook · 9.2.9 Relationships

    One extra point for each piece of a Hostile faction removed in battle on his own turn, on top of normal building and token points, except the warrior that made them Hostile. Pieces removed outside battle, such as a Strike or Favor card, or during another player's turn, give no Infamy. A building removed from a Hostile faction scores two.

    Does Infamy score for the other warriors removed in the same battle that made a faction Hostile?

    The designer ruled on this directly on BGG in 2022.

    • Inconmon · Designer · 2022-04-04
    • Cole Wehrle · Designer · 2018-03-12
    • Caedar · Designer · 2019-07-07
    • dsdhornet · Community · 2020-11-05
    • Caedar · Designer · 2018-08-02
    • Root rulebook · Rulebook · 9.2.9 Relationships

    Yes, every Hostile piece removed after the first warrior scores, including warriors removed in that same battle, but the warrior that made them Hostile does not. In a battle with allies, an Ally becomes Hostile only at the end of the battle, so no Infamy is scored for its warriors removed during it.

    What does the Aid action need, and what counts as a faction's presence?

    The designer ruled on this directly on BGG in 2018.

    • Lucretiel · Community · 2018-08-12
    • Caedar · Designer · 2018-08-20
    • Caedar · Designer · 2018-08-02
    • Caedar · Designer · 2018-08-30
    • St0l3n_ID · Community · 2019-02-08
    • Caedar · Designer · 2018-09-24
    • Caedar · Designer · 2018-09-02
    • Root rulebook · Rulebook · 9.5.4 Aid

    Exhaust any one item and give a card matching your clearing to a player who has any faction piece there, including a sympathy token, building or warrior, even if they are Hostile. You may then take one item from their Crafted Items box. The card is given privately, and one Aid action counts toward only one relationship improvement.

    How many Aids does it take to improve a relationship, and how many points does Aid score?

    The designer ruled on this directly on BGG in 2017.

    • BlackSheep · Community · 2018-09-04
    • Hattes · Community · 2019-09-23
    • Caedar · Designer · 2017-11-20
    • NachoFailconi · Community · 2026-04-13
    • sigmazero13 · Community · 2020-11-20
    • Root rulebook · Rulebook · 9.2.9 Relationships

    Aid a non-Hostile faction the number of times shown between its current space and the next one in the same turn, which advances the marker and scores the new space's points. Once Allied, each Aid scores 2 points. Each Aid costs one exhausted item and one matching card. You cannot lift a Hostile faction by Aid.

    Can the Vagabond use allied warriors to attack, to defend, or when attacked by another Vagabond?

    The designer ruled on this directly on BGG in 2018.

    • Caedar · Designer · 2018-10-11
    • Cole Wehrle · Designer · 2018-01-24
    • Caedar · Designer · 2017-11-16
    • Caedar · Designer · 2018-11-14
    • Root rulebook · Rulebook · 9.2.9 Relationships

    Allied warriors can only be treated as yours as the attacker. They cannot defend for you, and they help only when you start the battle. They deal hits as your own, and taking hits by removing them can turn that ally Hostile if more are removed than items damaged.

    Can the Vagabond move allied warriors with him, and by which rules?

    The designer ruled on this directly on BGG in 2020.

    • Caedar · Designer · 2020-02-14
    • Caedar · Designer · 2020-02-19
    • Caedar · Designer · 2019-06-13
    • Caedar · Designer · 2020-02-14
    • Caedar · Designer · 2020-02-14
    • steveowen · Community · 2022-07-04
    • Root rulebook · Rulebook · 9.2.9 Relationships

    Yes, whenever he moves to an adjacent clearing, including a Slip, he may force warriors of one Allied faction to move along. They move as if their owner chose it, so that faction's own movement rules apply: no rivers from his Riverboats, no forests, no ignoring its rule requirements.

    How does a Vagabond coalition work: who can he pick and who wins?

    The designer ruled on this directly on BGG in 2018.

    • pmw57 · Community · 2024-09-17
    • Caedar · Designer · 2018-03-26
    • michelecannone · Community · 2020-01-14
    • Caedar · Designer · 2018-03-28
    • Caedar · Designer · 2018-08-19
    • Cole Wehrle · Designer · 2018-07-17
    • Root rulebook · Rulebook · 9.2.8 Dominance Cards and Coalitions

    In a game with four or more players he activates a Dominance card to join the player with the fewest points (other than himself) who has not already activated Dominance or joined a coalition. He stops scoring and wins if that partner wins. He cannot score for the partner, and he may later attack a partner, which can turn them Hostile.

    What happens to the Vagabond when an effect removes all enemy pieces from his clearing?

    The designer ruled on this directly on BGG in 2020.

    • msaari · Community · 2019-10-28
    • steveowen · Community · 2021-10-25
    • MrMT · Community · 2020-09-27
    • Cole Wehrle · Designer · 2020-01-26
    • Caedar · Designer · 2019-09-01
    • Root rulebook · Rulebook · 9.2.2 Lone Wanderer

    He damages three of his items (Full Removal), as with an Alliance revolt, Favor of the Mice or a Conspiracy bomb. The Vagabond pawn itself is never removed, and a Strike removes only other pieces. Older answers that said nothing happens are outdated.

    When is the Vagabond defenseless, and what happens when he takes hits?

    The designer ruled on this directly on BGG in 2019.

    • Walt Mulder · Community · 2018-08-12
    • bassofthe · Community · 2018-11-03
    • Caedar · Designer · 2019-02-03
    • Ditocoaf · Community · 2019-04-15
    • Root rulebook · Rulebook · 9.2.7 Taking Hits

    He is defenseless in battle if he has no undamaged swords, exhausted or not, so an attacker then gets the extra hit. Each hit damages one undamaged item (any item, on a track or in the satchel); once he has none left, remaining hits are ignored. His maximum rolled hits equals his undamaged swords.

    Do damaged items refresh, and does Repair also ready an item?

    The designer ruled on this directly on BGG in 2019.

    • Caedar · Designer · 2019-01-24
    • kenjisan · Community · 2019-02-07
    • Skeime · Community · 2022-05-05
    • pmw57 · Community · 2023-01-21
    • Caedar · Designer · 2019-03-26
    • Cole Wehrle · Designer · 2018-07-24
    • Root rulebook · Rulebook · 9.6.1 Rest

    Refresh flips exhausted items face up regardless of damage, and it does not repair them. Repair with a Hammer moves a damaged item back to the satchel or track while keeping its side, so an exhausted item stays exhausted. A damaged item cannot be exhausted to pay costs. Resting in a forest repairs and flips damaged items face up.

    How many items does the Vagabond refresh, and are teapots exhausted by it?

    The designer ruled on this directly on BGG in 2018.

    • Caedar · Designer · 2018-08-31
    • Caedar · Designer · 2018-07-23
    • Root rulebook · Rulebook · 9.4.1 Refresh

    Three, plus two for each unexhausted teapot, not counting teapots refreshed earlier in the same Birdsong. Teapots flip face up and keep their passive effects.

    How does item capacity work, and what happens to excess items?

    The designer ruled on this directly on BGG in 2018.

    • Caedar · Designer · 2018-09-30
    • Patrick_Leder · Designer · 2019-02-17
    • dsdhornet · Community · 2018-09-09
    • Cole Wehrle · Designer · 2018-05-19
    • Cole Wehrle · Designer · 2018-07-30
    • kjm24 · Community · 2019-06-20
    • Caedar · Designer · 2018-10-01
    • Root rulebook · Rulebook · 9.6.4 Check Item Capacity

    Total items in your satchel and Damaged box may not exceed six plus two per face-up Bag on its track. This is checked in your Evening, so you can repair first; excess items are removed from the game permanently. Items on tracks do not count. Exhausting a coin, tea or bag moves it to the satchel.

    What does Explore do, and what if I can't take the item?

    The designer ruled on this directly on BGG in 2020.

    • Patrick_Leder · Designer · 2020-04-09
    • Caedar · Designer · 2017-11-20
    • Caedar · Designer · 2018-08-10
    • Caedar · Designer · 2018-08-10
    • Root rulebook · Rulebook · 9.5.3 Explore

    Exhaust a torch to take one item under a ruin in your clearing, scoring one point when you take it. If the item duplicates one you already hold, you still exhaust the torch but score no point and cannot take it. Taking the last item removes the ruin.

    Does a Favor card remove items under ruins?

    The designer ruled on this directly on BGG in 2020.

    • Caedar · Designer · 2020-07-13
    • Caedar · Designer · 2020-07-13
    • Cole Wehrle · Designer · 2018-07-31

    Yes. The designer ruled in 2020 that items placed under ruins during Vagabond setup count as enemy pieces, so a Favor card removes them. Ruins themselves are not enemy pieces and can only be removed by Explore. With two Vagabonds the designer ruled that neither item is removed.

    What can the Vagabond's Strike (crossbow) hit, and does it score?

    The designer ruled on this directly on BGG in 2019.

    • Caedar · Designer · 2019-04-09
    • Caedar · Designer · 2018-08-19
    • Caedar · Designer · 2018-08-02
    • Cole Wehrle · Designer · 2018-02-13
    • Caedar · Designer · 2018-09-24
    • Root rulebook · Rulebook · 9.5.6 Strike

    It removes an enemy warrior in his clearing, or, if that enemy has no warriors there, another piece of theirs, even when other factions' warriors are present. It cannot remove another Vagabond's items or pawn. A Strike on a building or token scores 1 point as usual, but a Strike is not a battle so it gives no Infamy.

    What do boots cost to move, and can the Vagabond enter forests or move through unruled clearings?

    The rulebook answers this in "9.5.1 Move".

    • Ganner · Community · 2018-08-29
    • Gregaria · Community · 2019-07-23
    • Root rulebook · Rulebook · 9.5.1 Move

    One boot to move, plus an extra boot if the destination has Hostile warriors; the extra boot applies outside a Slip. He moves regardless of who rules the origin or destination, but cannot move into a forest and can only leave one into an adjacent clearing.

    What does completing a quest give?

    The designer ruled on this directly on BGG in 2019.

    • bassofthe · Community · 2018-09-20
    • steveowen · Community · 2020-02-15
    • Patrick_Leder · Designer · 2019-01-22
    • Root rulebook · Rulebook · 9.5.5 Quest

    Choose either one point per completed quest of matching suit (including this one) or draw two cards. Quest items are exhausted in the clearing you occupy, and a substituted item is exhausted and damaged.

    How does the Vagabond craft?

    The designer ruled on this directly on BGG in 2019.

    • Patrick_Leder · Designer · 2019-01-22
    • Root rulebook · Rulebook · 9.5.8 Craft

    Play the card and exhaust Hammers of the listed suit; all your Hammers match your clearing's suit. He crafts from the clearing he is in, so a recipe needing several clearings is out of reach, and he places a crafted item face up in his satchel or on its track.

    How does the Vagrant's Instigate battle work?

    The designer ruled on this directly on BGG in 2018.

    • Caedar · Designer · 2018-08-07
    • Caedar · Designer · 2019-01-24
    • Caedar · Designer · 2019-06-21
    • Caedar · Designer · 2018-08-08
    • Caedar · Designer · 2019-05-13
    • Vespert · Community · 2021-05-02

    The Vagrant chooses attacker and defender, then takes responsibility for the battle: he chooses all removals on both sides (warriors first), scores for buildings and tokens removed and Infamy for Hostile pieces, and becomes Hostile to anyone whose warriors are removed. Other battle rules, such as Guerrilla War and Ambush, still apply.

    How does the Arbiter's protection work?

    The designer ruled on this directly on BGG in 2018.

    • Caedar · Designer · 2018-10-27
    • Caedar · Designer · 2019-04-20
    • Caedar · Designer · 2019-02-02
    • Caedar · Designer · 2018-10-05
    • Caedar · Designer · 2019-01-10

    His undamaged swords raise the defender's maximum rolled hits; they do not add hits. He cannot enlist himself or be enlisted against himself, and a defender with only undefended buildings or tokens still counts as defenseless, since the Arbiter is not a warrior.

    How does a game with two Vagabonds work?

    The designer ruled on this directly on BGG in 2017.

    • Patrick_Leder · Designer · 2017-11-24
    • Caedar · Designer · 2018-08-10
    • Caedar · Designer · 2019-08-31
    • Cole Wehrle · Designer · 2018-07-17
    • stoneleaf · Community · 2019-08-24
    • Root rulebook · Rulebook · 9.7.3 Taking Items from Ruins

    The designer says it is possible but only loosely supported. Each explorer chooses one of the items under a shared ruin and reveals only that one. Both Vagabonds can form a coalition with the same faction, and aiding the other Vagabond only gives them a card.

    Which items does the Vagabond start with, and can two Vagabonds share the set?

    The rulebook answers this in "9.3.5 Step 5: Take Starting Items".

    • Cosmid · Community · 2018-08-18
    • Hank Pants · Community · 2020-08-23
    • Root rulebook · Rulebook · 9.3.5 Step 5: Take Starting Items

    Only what his character card lists. The S-marked items cover two Vagabonds, and some start with coins in place of an early-print draw symbol.

    Does the Vagabond trigger Outrage when he moves Alliance warriors into a sympathetic clearing?

    The designer ruled on this directly on BGG in 2020.

    • Caedar · Designer · 2020-03-17
    • Caedar · Designer · 2018-09-17

    Yes. The player doing the moving pays for Outrage, so the Vagabond gives the card when he moves Alliance warriors into a sympathetic clearing.

    When the Tinker uses her ability with the Lizard Cult in play, where does she draw from?

    The designer ruled on this directly on BGG in 2018.

    • Cole Wehrle · Designer · 2018-07-30

    From the discard pile, which is separate from Lost Souls.

    Does the crossbow or a Retreat action exist in the final game?

    The rulebook answers this in "9.5.6 Strike".

    • Gregaria · Community · 2019-07-23
    • Root rulebook · Rulebook · 9.5.6 Strike

    Retreat was an early mechanic and is not in the final game. The crossbow is used for Strike.

    General

    When can a crafted Royal Claim score, and can it be reused?

    The rulebook answers this in "4.1.3 Persistent Effects".

    • Vespert · Community · 2020-06-29
    • sdiberar · Community · 2018-08-17
    • dsdhornet · Community · 2018-09-17
    • Root rulebook · Rulebook · 4.1.3 Persistent Effects

    It is crafted in Daylight, so it can score only in a later Birdsong, and it needs enough matching crafting pieces (any suits, since the cost uses wild symbols). Using it discards the card, so it scores again only if you craft it again.

    Do Favor cards remove all enemy pieces in their clearings even where I do not rule?

    The designer ruled on this directly on BGG in 2018.

    • Benkyo · Community · 2020-09-08
    • sigmazero13 · Community · 2020-09-03
    • Cole Wehrle · Designer · 2018-03-18

    Yes. Favor of the Mice and the like remove all enemy pieces in every clearing of their suit, not just ones you rule, and every other faction outside your coalition counts as enemy. You can craft the Rabbits favor with three bunny pieces spread over any clearings.

    How does False Orders move enemy warriors, and who needs Boat Builders for a river move?

    Several experienced players agree; there is no official ruling.

    • Panarg · Community · 2024-02-13
    • Skeime · Community · 2025-05-10
    • NachoFailconi · Community · 2026-01-08

    It moves half the enemy warriors, rounded up, from the clearing to one adjacent clearing and does not start a battle; with one warrior that single warrior moves. Movement is adjacency-based, and the forced player is the one who needs Boat Builders for a river move.

    Do the tournament rules replace the original Law of Root?

    The designer ruled on this directly on BGG in 2020.

    • Squashua · Community · 2019-01-30
    • Cole Wehrle · Designer · 2020-01-26
    • bassofthe · Community · 2019-03-17

    They are balance changes meant to replace the original text going forward, not tournament-only exceptions, and later printings of the Law adopted them. Localized editions are based on the third printing with the balance changes.

    What does it mean to activate a piece?

    The rulebook answers this in "4.1.1 Cost".

    • bassofthe · Community · 2018-09-05
    • Root rulebook · Rulebook · 4.1.1 Cost

    Using it without moving it. A piece can be activated only once per turn, and nothing needs tracking after the turn ends.

    Can I count the draw pile, and how is a random discard done?

    The rulebook answers this in "1.2.1 Hands".

    • dwjmeijer · Community · 2022-09-20
    • ZergyPoo · Community · 2022-01-25
    • Root rulebook · Rulebook · 1.2.1 Hands

    Yes, the draw deck size is public information. A random discard is done by shuffling the cards and having someone pick one; no special procedure exists.

    Do I keep more than five cards until Evening?

    The rulebook answers this in "6.6 Evening".

    • Hank Pants · Community · 2018-08-29
    • Root rulebook · Rulebook · 6.6 Evening

    Yes. There is no hand limit during your turn, only the discard down to five at the end of Evening.

    How is the Mechanical Marquise set up, and do bots use reach?

    The publisher answered this directly on BGG in 2021.

    • junabee · Community · 2018-08-02
    • intelekt · Publisher · 2021-02-01

    Set up as the Marquise de Cat except for the building steps; the bot starts with its eleven warriors on the board. Bots do not use Reach like normal factions, since each scores fairly consistently per turn.

    Root: The Riverfolk ExpansionExpansion

    How does the Lizard Cult adjust the Outcast suit, and what about ties and birds?

    The designer ruled on this directly on BGG in 2018.

    • Ethereality · Community · 2018-07-12
    • Caedar · Designer · 2018-08-09
    • Root rulebook · Rulebook · 10.4.1 Adjust Outcast

    In Birdsong, count the cards in Lost Souls ignoring birds. The suit with the most becomes the Outcast, and if it already was the Outcast, the marker flips to Hated. If no suit has the most, the marker stays where it is on its current side.

    How do Lizard conspiracies work, and must they be completed in full?

    The designer ruled on this directly on BGG in 2018.

    • Caedar · Designer · 2018-08-04
    • bassofthe · Community · 2019-07-12
    • Caedar · Designer · 2018-08-07
    • Cole Wehrle · Designer · 2018-04-22
    • that_guy001 · Community · 2020-06-18
    • Root rulebook · Rulebook · 10.4.3 Perform Conspiracies

    Spend acolytes (returned to supply) to perform Crusade, Convert or Sanctify in clearings of the Outcast suit; Hated makes each cost one fewer. Convert and Sanctify must replace the piece fully, so you cannot remove without placing. Costs cannot go below zero, and the actions need no pieces already in that clearing.

    Can the Lizard Crusade move zero warriors, move to a non-adjacent clearing or skip ruling?

    The designer ruled on this directly on BGG in 2018.

    • Caedar · Designer · 2018-09-06
    • Caedar · Designer · 2019-12-03
    • Caedar · Designer · 2018-09-06
    • Root rulebook · Rulebook · 10.4.3 Perform Conspiracies

    No to all. Crusade is a normal move of at least one warrior to an adjacent clearing, so the usual must-rule requirement applies, and moving zero creates no destination to battle in. The Outcast condition applies only to the origin clearing.

    How do Lizard rituals work with revealed cards, and are birds wild for them?

    The designer ruled on this directly on BGG in 2018.

    • Caedar · Designer · 2018-03-25
    • McChew · Community · 2018-03-26
    • Root rulebook · Rulebook · 10.5.4 Sacrifice

    Reveal any number of cards from hand and perform one ritual per revealed card, in any order; revealed cards cannot be used for anything else during Daylight. Birds are not wild for rituals, though a Bird ambush card still works, and you need a bird card revealed for Sacrifice.

    How does the Lizard Score ritual work?

    The designer ruled on this directly on BGG in 2018.

    • Caedar · Designer · 2018-08-17
    • Caedar · Designer · 2018-08-18
    • Caedar · Designer · 2018-03-19
    • runtsta · Community · 2020-10-13
    • Root rulebook · Rulebook · 10.5.3 Score

    Spend the same card you revealed for it, scoring the points above the rightmost empty garden space of that card's suit. You can only do this once per suit per turn, and building a garden does not score by itself.

    Do Lizard gardens give rule and count as crafting pieces?

    The designer ruled on this directly on BGG in 2018.

    • Cole Wehrle · Designer · 2018-08-10
    • Caedar · Designer · 2019-05-22
    • Patrick_Leder · Designer · 2020-02-08
    • Caedar · Designer · 2019-01-02
    • Root rulebook · Rulebook · 10.2.4 Pilgrims

    The Lizards rule any clearing where they have a garden, which overrides Eyrie Lords of the Forest, so the Eyrie cannot build in a garden-only clearing. Only gardens of the current Outcast suit count as crafting pieces, and Lizards cannot craft cards needing several suits. A clearing can hold several gardens.

    When do Lizard warriors become acolytes, and what happens to spent acolytes?

    The designer ruled on this directly on BGG in 2018.

    • Cole Wehrle · Designer · 2018-03-19
    • Caedar · Designer · 2018-08-07
    • that_guy001 · Community · 2020-06-18
    • Root rulebook · Rulebook · 10.2.3 Revenge

    Only when a Lizard warrior is removed while defending in battle; Favor cards and revolts do not make acolytes. Spent acolytes return to supply, count as warriors for Coffin Makers, and spent acolytes are not kept on the board.

    Where do Lizard cards go, and can the Lost Souls pile be inspected?

    The designer ruled on this directly on BGG in 2018.

    • Caedar · Designer · 2018-03-25
    • h00sha · Community · 2018-09-07
    • Cole Wehrle · Designer · 2018-07-30
    • Root rulebook · Rulebook · 10.2.6 The Lost Souls Pile

    With the Lizards in play every spent or discarded card goes to Lost Souls, even Dominance cards, and anyone can inspect the pile. It moves to the real discard at the Lizards' Birdsong. The discard pile and Lost Souls are separate when an effect like the Tinker's draws from the discard.

    How many warriors does the Lizard Cult start with?

    The designer ruled on this directly on BGG in 2018.

    • Cole Wehrle · Designer · 2018-03-17
    • Root rulebook · Rulebook · 10.3.1 Step 1: Gather Warriors
    1. The faction board back showing 10 is a typo.

    How do Riverfolk mercenaries work for the buyer?

    The designer ruled on this directly on BGG in 2018.

    • Caedar · Designer · 2018-08-02
    • Ravendas · Community · 2018-08-20
    • Zerbique · Community · 2019-08-11
    • Caedar · Designer · 2018-03-25
    • Caedar · Designer · 2019-01-12
    • Caedar · Designer · 2019-06-27
    • Caedar · Designer · 2018-08-02
    • Root rulebook · Rulebook · 11.2.7 Riverfolk Services

    For the rest of the turn, except when battling the Riverfolk, the buyer treats Riverfolk warriors as their own for rule and battle, so they can battle with none of their own. They cannot move them, count them toward Dominance, or lose them except by taking hits. Odd hits are taken by the buyer's own warriors first, and the buyer scores for removals.

    What happens when mercenaries are removed: who becomes Hostile, can Field Hospitals or Tax Collector hit them?

    The designer ruled on this directly on BGG in 2018.

    • Caedar · Designer · 2018-09-04
    • Caedar · Designer · 2020-02-10
    • Caedar · Designer · 2019-07-30
    • Root rulebook · Rulebook · 11.2.7 Riverfolk Services

    The buyer, not the Riverfolk, becomes Hostile to a Vagabond who kills them. Field Hospitals works only on Marquise warriors, so mercenaries return to the Riverfolk supply, and Tax Collector hits only warriors on the map, not those on faction boards.

    How many Riverfolk services can I buy, and can the Vagabond pay?

    The designer ruled on this directly on BGG in 2018.

    • Cole Wehrle · Designer · 2018-07-27
    • Caedar · Designer · 2019-02-03
    • Ditocoaf · Community · 2019-03-28
    • Root rulebook · Rulebook · 11.2.6 Buying Services

    At the start of your Birdsong you may buy one service plus one per clearing containing a trade post and your pieces, placing warriors in Payments equal to the cost. The Vagabond pays by exhausting unexhausted satchel items before his refresh, and cannot buy mercenaries.

    What counts as Riverfolk funds, and where do committed funds go?

    The designer ruled on this directly on BGG in 2018.

    • Caedar · Designer · 2018-03-25
    • Caedar · Designer · 2018-08-05
    • zamoose · Community · 2019-05-04
    • Caedar · Designer · 2018-05-31
    • ZergyPoo · Community · 2020-09-23
    • Root rulebook · Rulebook · 11.2.4 Funds

    Funds are the warriors in the Funds box; only those score for Dividends. Committed funds return to the Funds box during Gather Funds after Dividends, and spent funds go back to the supply. Warriors on a destroyed trade post return to their owners' supplies.

    Where can the Riverfolk build trade posts, and what happens when one is destroyed?

    The designer ruled on this directly on BGG in 2019.

    • McChew · Community · 2018-04-07
    • McChew · Community · 2018-08-30
    • Caedar · Designer · 2019-05-21
    • Root rulebook · Rulebook · 11.2.5 Trade Posts

    A post needs the Riverfolk to rule the clearing, which can use warriors from that ruler, and not the Keep's clearing. A destroyed trade post is removed from the game permanently and the Riverfolk lose half their funds, rounded up. A removed post's open spot still pays for a craft.

    Can Riverfolk crafting skip item or duplicate-effect limits?

    The designer ruled on this directly on BGG in 2018.

    • Caedar · Designer · 2018-08-11
    • Caedar · Designer · 2018-08-12
    • Root rulebook · Rulebook · 11.5.3 Craft

    No. Crafting commits funds to empty trade post spaces, and the usual crafting checks come first, so an out-of-stock item or duplicate persistent effect still blocks it. With no empty space they cannot craft.

    What do Swimmers allow, and can the Riverfolk play an Ambush?

    The designer ruled on this directly on BGG in 2018.

    • OmegasSquared · Community · 2022-05-04
    • Speedyspidey23 · Community · 2023-05-12
    • Patrick_Leder · Designer · 2018-09-23
    • intelekt · Publisher · 2020-05-14
    • Root rulebook · Rulebook · 11.2.2 Swimmers

    They treat rivers as paths and move along rivers ignoring who rules the ends, and they may still use paths; clearings linked only by a river are not adjacent otherwise. Their hand is public, random takes flip and shuffle it, and they may play an Ambush from hand.

    Can the Lizard Cult use Cobbler's start-of-Evening move?

    The designer ruled on this directly on BGG in 2018.

    • Cole Wehrle · Designer · 2018-08-20

    Yes. Moving is a universal action, and Cobbler grants a single move, not a full March.

    Can Root be played with seven players using two Vagabonds?

    The designer ruled on this directly on BGG in 2018.

    • Cole Wehrle · Designer · 2018-08-08
    • Cole Wehrle · Designer · 2018-08-10
    • Root rulebook · Rulebook · 9.7 Playing with Two Vagabonds

    The designer says it works if the group accepts the downtime; the deck may need an extra shuffle. A second Vagabond uses the first's quests.

    Root: The Marauder ExpansionExpansion

    Does Advance the Warlord require a move and a battle, and how often can it be taken?

    The designer ruled on this directly on BGG in 2022.

    • reddish22 · Community · 2023-06-11
    • Patrick_Leder · Designer · 2022-09-16
    • Patrick_Leder · Designer · 2022-09-16
    • Root rulebook · Rulebook · 14.5.3 Advance the Warlord

    Neither step is mandatory: you can move only, battle in the current clearing only, or move and then battle, but the move comes first. You may take it up to your Prowess times, and the move is a normal move, so the must-rule requirement still applies.

    Can the Warlord act during Command the Hundreds?

    The designer ruled on this directly on BGG in 2022.

    • Patrick_Leder · Designer · 2022-05-12
    • Root rulebook · Rulebook · 14.5.2 Command the Hundreds

    Yes. He is a warrior, so Command the Hundreds can include him to move, battle or build.

    When do abilities like Bitter happen relative to an Ambush?

    The rulebook answers this in "14.7.1 Bitter (Hammer)".

    • OmegasSquared · Community · 2021-07-25
    • OmegasSquared · Community · 2026-01-07
    • Root rulebook · Rulebook · 14.7.1 Bitter (Hammer)

    After Step 1 (Ambush and counter-Ambush) and immediately before the dice roll. If the Warlord is killed by the Ambush, Bitter cannot place warriors.

    What happens when all mob tokens are on the map, and how does Jubilant work with Incite?

    The designer ruled on this directly on BGG in 2021.

    • OmegasSquared · Community · 2022-04-08
    • Caedar · Designer · 2021-03-25
    • Root rulebook · Rulebook · 14.6.1 Incite

    If none can be placed, you still roll and simply place none, as far as possible. Under Jubilant you roll the mob die up to four times after Inciting, spreading mobs as in Raze from any clearing.

    Does the Lord of the Hundreds score for clearing a ruin, and are items placed in ruins?

    The designer ruled on this directly on BGG in 2021.

    • Caedar · Designer · 2021-03-12
    • Caedar · Designer · 2021-03-08
    • Root rulebook · Rulebook · 2.2.4 Ruins

    No points: ruins are not enemy pieces. The Lord's advanced setup cards place items in ruins.

    Can the Keepers battle a clearing they do not rule, and must they battle before delving?

    The designer ruled on this directly on BGG in 2021.

    • deranderejan · Community · 2022-03-26
    • Caedar · Designer · 2021-04-13
    • OmegasSquared · Community · 2025-08-12
    • Root rulebook · Rulebook · 15.2.4 Devout Knights

    They need not rule the clearing to battle; they need rule it only after the battle in order to delve. For each Battle or Delve card, battle in a matching clearing if you can, then delve from it if you wish.

    How do Recover and Delve handle relics and the Faithful Retinue?

    The designer ruled on this directly on BGG in 2021.

    • Caedar · Designer · 2021-04-16
    • Chadicular1 · Community · 2021-02-28
    • Caedar · Designer · 2021-05-17
    • Root rulebook · Rulebook · 15.2.1 Relics

    Several relics can be taken per card if you rule enough clearings. Delve reveals as many cards as relics moved from adjacent forests. Retinue cards lost in Delve or Recover are removed from the game permanently.

    When the Keepers are forced to move, does the forcing player decide whether relics move?

    One community answer, based on how forced actions resolve; no official ruling.

    • steveowen · Community · 2022-09-13

    One community answer says the forcing player decides whether relics move, since forced movement resolves as the forced player's choice as limited by the effect.

    Can pink Hirelings be combined with others, and are Hireling daily actions interruptible?

    The designer ruled on this directly on BGG in 2021.

    • Cole Wehrle · Designer · 2021-04-04
    • OmegasSquared · Community · 2026-04-18
    • Root rulebook · Rulebook · E.2.4 Once-Per-Daylight Action

    Pink (faction-neutral) Hirelings can be combined freely, though you always keep three and a Hireling cannot be used with its own faction. Once-per-Daylight actions with numbered steps are compound actions and cannot be interrupted except by explicit permission.

    Which die do I roll when claiming a Hireling marker?

    The designer ruled on this directly on BGG in 2021.

    • Caedar · Designer · 2021-04-22
    • Root rulebook · Rulebook · E.1.2 Rolling for Control

    Roll the leader (gold) die if you are in the lead or tied when rolling; otherwise roll the follower (blue) die.

    Can the Riverfolk Flotilla rule, and does it act before the dominance check?

    The rulebook answers this in "E.3.1 Rule".

    • steveowen · Community · 2022-02-18
    • Skeime · Community · 2022-10-02
    • Root rulebook · Rulebook · E.3.1 Rule

    The Flotilla is a pawn, so it cannot rule or count as a warrior for rule. If its start-of-Birdsong action and a dominance check coincide, the active player orders them, so the Flotilla may act first.

    Root: The Underworld ExpansionExpansion

    Who can enter the Burrow, and can the Vagabond Slip into it?

    The designer ruled on this directly on BGG in 2019.

    • Patrick_Leder · Designer · 2019-03-23
    • Caedar · Designer · 2019-10-07
    • Squidd · Community · 2020-02-14
    • Root rulebook · Rulebook · 12.2.2 The Burrow

    Only the Duchy. Other factions cannot place pieces in or move into the Burrow, Vagabonds included (Slip does not cover it), and the Duchy always rules it even with no pieces. Moles can move from the Burrow to any clearing with a tunnel, since the Burrow is adjacent to those, and back.

    What triggers the Duchy's Price of Failure, and are tunnels buildings?

    The designer ruled on this directly on BGG in 2019.

    • murphzero · Community · 2020-02-15
    • Patrick_Leder · Designer · 2019-03-23
    • Caedar · Designer · 2020-02-23
    • Root rulebook · Rulebook · 12.2.3 The Price of Failure

    Removing any number of Duchy buildings (citadels or markets) triggers it: discard a random card, return the highest-ranked swayed minister, and remove its crown permanently. Tunnels are round tokens, not buildings, so losing one does not trigger it. The crown can be removed immediately or kept on the minister until then.

    Can the Duchy Dig when all three tunnels are on the map?

    The rulebook answers this in "12.2.4 Tunnels".

    • murphzero · Community · 2020-02-15
    • Root rulebook · Rulebook · 12.2.4 Tunnels

    Yes. You may first remove any tunnel from the map, then place it in a matching clearing that has no tunnel, and move up to four warriors from the Burrow there. Dig needs a clearing without a tunnel.

    How does the Duchy sway ministers, and how many per turn?

    The rulebook answers this in "12.5.3 Sway".

    • sigmazero13 · Community · 2020-06-12
    • derenne · Community · 2020-04-06
    • iswearihaveajob · Community · 2020-06-24
    • Root rulebook · Rulebook · 12.5.3 Sway

    Once per turn: choose a minister whose rank you have a crown for, then reveal as many cards as it lists, with each matching clearing where you have a piece allowing one card of that suit. Revealed cards may be of different suits, and you score the uncovered crown space's points.

    Where does the Duchy start, and how many Lords does it have?

    The designer ruled on this directly on BGG in 2019.

    • Cole Wehrle · Designer · 2019-12-27
    • Cole Wehrle · Designer · 2019-12-31
    • Patrick_Leder · Designer · 2019-03-22
    • Root rulebook · Rulebook · 12.3.3 Step 3: Surface

    No warriors go in the Burrow at setup, and the Duchy starts in a corner with the opposite-corner logic like the Lizards. It has nine Lord pieces, as the PnP note saying ten was an error.

    Can a revealed card, such as an Ambush, still be played during the turn?

    The designer ruled on this directly on BGG in 2020.

    • Caedar · Designer · 2020-02-19
    • Root rulebook · Rulebook · 12.6.1 Discard and Return Revealed Cards

    No. Revealed cards sit in the play area and cannot be used until returned to hand in Evening, unless a rule explicitly allows it. Birds are discarded when returned.

    How does Exposure work, and can it be used more than once?

    The designer ruled on this directly on BGG in 2020.

    • Caedar · Designer · 2020-02-19
    • Cole Wehrle · Designer · 2019-05-15
    • Caedar · Designer · 2019-06-14
    • Cole Wehrle · Designer · 2019-05-15
    • Root rulebook · Rulebook · 13.2.4 Exposure

    Any enemy with pieces in a clearing with a face-down plot may show the Corvids a matching card to guess its type, any time on their turn before Evening draws. A correct guess removes the plot, scores a point and lets you keep the card; a wrong guess hands the card over. There is no limit on guesses, and exposing a Raid does not trigger it.

    How many times can the Corvids flip plots, recruit or plot in a turn?

    The designer ruled on this directly on BGG in 2020.

    • Patrick_Leder · Designer · 2020-02-10
    • Caedar · Designer · 2019-04-01
    • Caedar · Designer · 2019-04-20
    • Root rulebook · Rulebook · 13.4.2 Flip Plots

    Flip any number of plots in clearings with Corvid warriors, scoring one point per face-up plot each time. Recruit is once per turn per the final rules, though the older PnP text allowed repeats. You can plot with the Daylight actions in any order and number.

    What happens when a plot token is removed in battle or otherwise, and does a Raid trigger?

    The designer ruled on this directly on BGG in 2019.

    • Patrick_Leder · Designer · 2019-05-07
    • Patrick_Leder · Designer · 2019-09-22
    • caekles · Community · 2020-02-24
    • Caedar · Designer · 2020-06-16
    • Root rulebook · Rulebook · 13.7.4 Raid

    Plots are tokens and can be removed in battle whether face up or down, without revealing or triggering the token. The exception is a Raid, which places a warrior in each adjacent clearing when removed (not when removed by Exposure). The raid's own removal cannot use the tunnel it just removed as a crafting piece.

    Does a Corvid snare stop wood from being removed for building?

    The designer ruled on this directly on BGG in 2019.

    • Caedar · Designer · 2019-07-29
    • Root rulebook · Rulebook · 13.7.2 Snare

    No. A snare blocks enemy pieces being placed in or moved from its clearing, but removing wood is not blocked, so the Marquise can spend it. Wood cannot be placed there.

    How many plot tokens are used, and can Riverfolk mercenaries flip them?

    The designer ruled on this directly on BGG in 2020.

    • Squidd · Community · 2021-02-11
    • Caedar · Designer · 2020-02-20
    • Root rulebook · Rulebook · 13.2.2 Plot Tokens

    Eight, two of each plot type; extras are spares. Mercenaries cannot flip plots, since a buyer treats those warriors as theirs only for rule and battle.

    What are the Lake map's coastal clearings, and how does the Ferry and Tower work?

    The designer ruled on this directly on BGG in 2019.

    • Caedar · Designer · 2019-04-01
    • Cole Wehrle · Designer · 2020-02-12
    • Caedar · Designer · 2020-02-15
    • Patrick_Leder · Designer · 2020-01-21
    • Cole Wehrle · Designer · 2020-01-20
    • Root rulebook · Rulebook · C. Variant Maps

    Coastal clearings are not adjacent unless a player moves using the Ferry, and the Ferry moves with the user and also works with a Vagabond's Slip. The Tower cannot move during the game and may be used on other maps. Boat Builders makes the lake count as a river.

    Can I play six players with base plus Underworld, or combine the Underworld and Riverfolk expansions without base?

    The designer ruled on this directly on BGG in 2019.

    • Talonz · Community · 2019-03-18
    • Cole Wehrle · Designer · 2019-03-19

    Yes to six: base plus Underworld supports two to six, and the designer advises at least two militant factions and one Vagabond. Underworld plus Riverfolk without the base should work, but it had not been played when the designer replied.

    When False Orders moves enemy warriors, whose paths and Outrage apply?

    The designer ruled on this directly on BGG in 2019.

    • Caedar · Designer · 2019-06-16
    • Caedar · Designer · 2019-06-16

    It moves them as if you were that player, so their faction-only paths and Burrow exits are usable, and if it triggers Outrage the player whose warriors moved gives the card.

    Can Ronin exhaust two swords to deal an extra hit?

    Best reading of the rules and forum discussion; no official ruling.

    • steveowen · Community · 2020-10-25

    Yes: exhaust one sword to start a battle, then another after the roll for an extra hit.

    Root: The Clockwork ExpansionExpansion

    Do Clockwork bots follow the normal rules, such as ruling to move, scoring points and triggering Outrage?

    The designer ruled on this directly on BGG in 2021.

    • Inconmon · Designer · 2021-10-02
    • sigmazero13 · Community · 2020-02-16
    • Inconmon · Designer · 2020-11-20
    • Inconmon · Designer · 2021-09-28
    • Inconmon · Designer · 2021-01-03
    • Inconmon · Designer · 2021-10-01
    • Inconmon · Designer · 2024-03-30

    Yes, unless the Clockwork rules say otherwise. A bot must rule the origin or destination to move, scores one point per building or token it removes, and its moves trigger Woodland Alliance Outrage. A bot does not use another faction's rules, so the Automated Alliance has no Guerrilla War.

    How do bots break ties when choosing target clearings, and does zero count?

    The designer ruled on this directly on BGG in 2021.

    • Inconmon · Designer · 2021-04-22
    • Inconmon · Designer · 2020-06-07
    • Inconmon · Designer · 2020-07-14
    • Inconmon · Designer · 2020-06-30
    • Inconmon · Designer · 2023-12-11
    • Inconmon · Designer · 2020-06-18

    Hard conditions in the action, such as adjacency, cannot be overridden, while tie-breakers only choose among legal clearings. Zero counts as fewer than one for fewest and as a tie for most, so an empty clearing can be chosen. Final tie-breakers are clearing priority, then player setup order, and a bot with no legal target looks at alternatives.

    What happens when a bot's order card is a bird?

    The designer ruled on this directly on BGG in 2022.

    • Inconmon · Designer · 2022-02-01
    • derenne · Community · 2020-04-13
    • Inconmon · Designer · 2020-08-11
    • Inconmon · Designer · 2020-02-18

    The Mechanical Marquise's bird order replaces Daylight steps 4 and 5 with its own resolution, so Expand is skipped. For the Automated Alliance a bird matches every clearing and spreads sympathy in Birdsong instead of revolting, with Public Pity and Surprise Revolt meant to be mutually exclusive.

    Does the Mechanical Marquise's Expand step repeat within a turn?

    The designer ruled on this directly on BGG in 2022.

    • Inconmon · Designer · 2022-04-19
    • patrickfatrick · Community · 2020-06-21
    • Inconmon · Designer · 2020-02-01superseded

    Officially Expand has no once-per-turn limit: it triggers while you have not built, repeating until a bird is drawn or a building is placed. The designer suggests triggering it once per turn in practice.

    How does the Mechanical Marquise move, in what order, and does it move with no enemies adjacent?

    The designer ruled on this directly on BGG in 2021.

    • Inconmon · Designer · 2021-07-29
    • Inconmon · Designer · 2022-09-22
    • Inconmon · Designer · 2020-05-24
    • sigmazero13 · Community · 2020-06-08
    • Inconmon · Designer · 2020-01-22
    • Inconmon · Designer · 2021-06-03
    • Inconmon · Designer · 2021-10-19
    • Inconmon · Designer · 2020-07-17disagrees

    Clearings resolve in priority order (1, then 2, then 3, ...), each checked once, moving the excess warriors in one move per clearing. Where no adjacent clearing has enemy pieces, zero ties for most so it still moves to the highest-priority adjacent clearing, which can lead to bouncing between clearings. Moves finish before any battles in Escalated Daylight.

    How does the Mechanical Marquise recruit and build?

    The designer ruled on this directly on BGG in 2022.

    • Inconmon · Designer · 2022-07-18
    • Inconmon · Designer · 2020-02-06
    • Inconmon · Designer · 2021-02-27
    • Cole Wehrle · Designer · 2018-07-29
    • Phantomwhale · Community · 2018-09-05
    • Inconmon · Designer · 2020-03-29
    • Inconmon · Designer · 2021-06-30
    • Inconmon · Designer · 2021-08-21
    • Inconmon · Designer · 2023-03-25

    It recruits four warriors in total (two sets of two in Escalated Daylight), spread evenly over matching clearings in priority order. It can recruit nothing if it has no pieces in a matching clearing, and solo or co-op play has no rule difference or ruling requirement. It builds only in clearings with open slots, moving down the warrior ranking, and does not need an ordered clearing.

    Does the Mechanical Marquise score for having all warriors on the board?

    The designer ruled on this directly on BGG in 2020.

    • Inconmon · Designer · 2020-06-12
    • Inconmon · Designer · 2020-07-17

    No. The Clockwork version removed those points, which affects some loops; a Better Bot Project fix restores them, and the Mechanical Marquise no longer needs to bounce between clearings for it.

    How does the Electric Eyrie choose where to move?

    The designer ruled on this directly on BGG in 2020.

    • intelekt · Publisher · 2020-01-20
    • intelekt · Publisher · 2020-01-20
    • Cole Wehrle · Designer · 2020-02-28
    • Inconmon · Designer · 2020-02-09
    • Inconmon · Designer · 2020-06-16
    • Inconmon · Designer · 2022-10-01
    • Inconmon · Designer · 2022-02-24
    • intelekt · Publisher · 2020-09-24
    • Inconmon · Designer · 2019-08-31
    • Inconmon · Designer · 2020-06-12

    It moves from the highest-priority clearing it rules matching the column and leaves enough warriors to rule it or one per card in the column, whichever is higher, into an adjacent clearing without a roost first, then breaks ties by fewest enemy pieces and priority. If no legal move exists, the move does nothing. The older looping and turmoil complaints come from a first-edition misprint fixed by a sticker.

    When does the Electric Eyrie fall into turmoil?

    The designer ruled on this directly on BGG in 2020.

    • Inconmon · Designer · 2020-10-21
    • Inconmon · Designer · 2024-12-11
    • Inconmon · Designer · 2020-06-16
    • Inconmon · Designer · 2022-01-19

    Only when it cannot place a roost. Failing to recruit, move or battle does not cause turmoil, and it does not start in turmoil.

    How does the Electric Eyrie resolve its Decree, and what is the extra hit?

    The designer ruled on this directly on BGG in 2020.

    • Inconmon · Designer · 2020-04-06
    • intelekt · Publisher · 2020-04-07
    • sigmazero13 · Community · 2020-04-09
    • intelekt · Publisher · 2020-09-24
    • Inconmon · Designer · 2020-12-31
    • sigmazero13 · Community · 2020-04-13

    It recruits in all four columns left to right, then moves in all four, then battles in all four, skipping empty columns. The extra hit applies only when a column has strictly more cards than every other column, so a tie gives none. Each action draws cards from a single column.

    How does the Electric Eyrie pick its battle clearing and target?

    The designer ruled on this directly on BGG in 2022.

    • Inconmon · Designer · 2022-07-16
    • Inconmon · Designer · 2020-04-06
    • intelekt · Publisher · 2020-01-20
    • Inconmon · Designer · 2020-03-07
    • Inconmon · Designer · 2021-07-29

    Bird suits are wild, so all clearings qualify and the other conditions decide. The tiebreakers focus on buildings, and Relentless removals of defenseless buildings and tokens score under normal rules. It does not skip a battle just because the lone enemy has no buildings.

    Where does the Automated Alliance place sympathy?

    The designer ruled on this directly on BGG in 2021.

    • Inconmon · Designer · 2021-09-14
    • Inconmon · Designer · 2021-07-18
    • Inconmon · Designer · 2022-04-04
    • Inconmon · Designer · 2020-09-20
    • Inconmon · Designer · 2023-02-22
    • Inconmon · Designer · 2023-01-01
    • Inconmon · Designer · 2021-12-23
    • Inconmon · Designer · 2021-01-21
    • Inconmon · Designer · 2020-02-14
    • Inconmon · Designer · 2023-09-20

    Always in a clearing adjacent to existing sympathy, except the very first token, which goes in the clearing with the fewest enemy pieces judged on the first order card's suit. The ordered suit is only a tie-breaker, the Keep clearing is not eligible, and it scores each spread as it happens. The 5 VP fallback applies only when it has no sympathy left to place.

    How do Automated Alliance revolts and Crackdown work?

    The designer ruled on this directly on BGG in 2022.

    • Inconmon · Designer · 2022-11-13
    • Inconmon · Designer · 2020-08-20
    • Inconmon · Designer · 2023-02-22
    • Inconmon · Designer · 2021-01-23
    • Inconmon · Designer · 2020-02-10
    • Inconmon · Designer · 2023-12-03
    • tal342 · Community · 2020-10-10
    • SepiaPenguin03 · Community · 2020-02-20

    It can revolt even where there are no enemies, but Surprise Revolt needs a sympathetic clearing with the most enemy pieces. Sympathy removed by Crackdown (or by destroying its base) scores nothing for the player; as written, it triggers Automated Outrage. A card you discard for sympathy gives the Alliance no point.

    How does the Vagabot target players and spend items?

    The designer ruled on this directly on BGG in 2020.

    • Inconmon · Designer · 2020-06-16
    • Inconmon · Designer · 2020-08-04
    • Inconmon · Designer · 2020-02-09
    • Inconmon · Designer · 2022-01-11
    • Inconmon · Designer · 2023-10-11
    • Inconmon · Designer · 2023-12-19
    • Inconmon · Designer · 2025-02-08
    • Inconmon · Designer · 2022-01-17
    • Inconmon · Designer · 2024-03-28

    It targets the player with the most victory points, regardless of distance, breaking ties by setup order, and picks the Vagabond only if nothing else is available. Every move costs an exhausted item, it moves partway if items are short, and it repeats battle as many times as it can.

    How do the Vagabot, aid and the Thief interact with bots?

    The designer ruled on this directly on BGG in 2022.

    • Inconmon · Designer · 2022-05-01
    • Inconmon · Designer · 2022-01-23
    • intelekt · Publisher · 2020-08-10
    • Inconmon · Designer · 2020-03-14
    • Inconmon · Designer · 2021-03-13
    • Inconmon · Designer · 2024-03-20
    • Inconmon · Designer · 2024-03-04disagrees

    The Vagabot takes both ruin items even if duplicated, and aiding a bot scores it a point per card discarded under the Poor Cat rules. The Thief cannot steal from a bot since bots have no hand, and a bot that gains a card by any means scores 1 VP instead. A Vagabot facing a revolt takes three damage.

    Are Dominance cards used with bots, and can a Vagabond form a coalition with a bot?

    The designer ruled on this directly on BGG in 2020.

    • Gregaria · Community · 2020-07-21
    • sigmazero13 · Community · 2021-02-03
    • Inconmon · Designer · 2020-12-20

    Not in co-op or solo play and not with two players, where the four are removed. Coalition considers only human players, so it needs four or more humans and cannot target a bot.

    How does co-op against bots end?

    The designer ruled on this directly on BGG in 2020.

    • intelekt · Publisher · 2020-04-01
    • Inconmon · Designer · 2020-07-28
    • Inconmon · Designer · 2020-07-28
    • Inconmon · Designer · 2021-11-21

    Players stay in the game after reaching 30 VP, and the co-op win comes when all humans have 30 before any bot does. In a two-human co-op game the humans can attack each other, bots do not target each other, and eliminating the Marquise does not win the game.

    Which expansions and maps work with bots?

    The designer ruled on this directly on BGG in 2022.

    • Inconmon · Designer · 2022-05-11
    • Patrick_Leder · Designer · 2019-09-11
    • Inconmon · Designer · 2025-02-18
    • Inconmon · Designer · 2019-12-12
    • Inconmon · Designer · 2020-11-23
    • intelekt · Publisher · 2020-09-28

    Everything except Marauders works with the bots, and the bots can be played on the Mountain and Lake maps. Bots do not yet have hireling rules, and the Riverfolk use the Better Bot Project rules in the meantime. Bots set up like the player factions they replace.

    Do bots interact with Corvid Exposure and other Vagabond rules?

    The designer ruled on this directly on BGG in 2020.

    • Inconmon · Designer · 2020-02-17
    • Inconmon · Designer · 2022-04-05
    • Inconmon · Designer · 2022-04-04
    • Inconmon · Designer · 2020-02-03

    Bots ignore Exposure, and token-targeting effects do not hit the Vagabond. A bot defending may enlist an Arbiter Vagabond when it has fewer maximum hits than the attacker, and you can run any number of Vagabots with their own item areas.

    Root: The Clockwork Expansion 2Expansion

    Can Clockwork Expansion 2 be played without Clockwork Expansion 1, and which components does it need?

    The designer ruled on this directly on BGG in 2023.

    • 1ocean · Community · 2024-02-12
    • JohnnyG · Community · 2025-05-06
    • Inconmon · Designer · 2023-05-22

    Yes, it adds only the bot faction boards and needs the Riverfolk and Underground faction components. Bots of the original factions, however, need Clockwork Expansion 1, and Riverfolk or Corvid bots need Clockwork 2's rules.

    When a Bird order card is drawn, do the bots battle in every clearing?

    The designer ruled on this directly on BGG in 2022.

    • Inconmon · Designer · 2022-05-20
    • Inconmon · Designer · 2026-02-04
    • Inconmon · Designer · 2022-08-22

    Yes. A Bird is a wildcard matching every clearing, so every clearing counts as ordered and the bot battles wherever it has presence, as the designer confirmed for the Duchy and Riverfolk bots.

    Does zero count for 'most' or 'fewest' enemies, and how do ties and targets resolve?

    The designer ruled on this directly on BGG in 2021.

    • Inconmon · Designer · 2021-09-25
    • Inconmon · Designer · 2022-07-11
    • Inconmon · Designer · 2023-03-31
    • Inconmon · Designer · 2022-10-16

    Yes, zero counts, with ties broken by clearing priority (1 before 12). When a bot has no faction to target, it targets the faction first in turn order, and enemy counts all other factions together.

    How do the Logical Lizards handle the Score step, rituals, conspiracies and first Daylight?

    The designer ruled on this directly on BGG in 2025.

    • Inconmon · Designer · 2025-10-05
    • Inconmon · Designer · 2022-05-28
    • Inconmon · Designer · 2022-05-24
    • Inconmon · Designer · 2022-05-18

    Score uses the rightmost empty Gardens space as on the board, despite the Law's ordered wording. A revealed bird card is discarded rather than returned to Lost Souls. In the first Daylight reveal three Lost Souls cards, and with no conspiracy possible leftover acolytes carry over.

    How do Drillbit Duchy crowns, Dig and citadels work?

    The designer ruled on this directly on BGG in 2022.

    • Inconmon · Designer · 2022-05-19
    • Inconmon · Designer · 2022-04-03
    • Inconmon · Designer · 2022-04-18

    Crowns removed by Cost of Errors return to the crown supply, unlike the regular Duchy. The Brigadier's Dig triggers with three warriors in the Burrow. With fewer than nine warriors and all markets built, it scores 1 VP instead of building a citadel.

    How do Riverfolk Robots score, buy services and protect themselves?

    The designer ruled on this directly on BGG in 2025.

    • Inconmon · Designer · 2025-04-18
    • Inconmon · Designer · 2025-10-29
    • Inconmon · Designer · 2025-10-29
    • Inconmon · Designer · 2025-02-12
    • Inconmon · Designer · 2025-10-29
    • Inconmon · Designer · 2025-10-29

    In co-op they score one point per human player each round. The service limit is checked at the start of the bot's turn, and Advanced Services buy a hand card only if no market card crafts an item. A shield condition is checked only at the Daylight Organise step, and a Vagabot's riverboat service lasts the whole turn.

    Under Poor Manual Dexterity, what happens when a human takes a card from a bot, and do snares score?

    The designer ruled on this directly on BGG in 2022.

    • Inconmon · Designer · 2022-07-11
    • Inconmon · Designer · 2022-04-20
    • Inconmon · Designer · 2025-10-03

    The human draws a card instead since bots have no hand. A bot scores nothing when its Corvid snare tokens are removed as it tries to leave a clearing, and the Automated Alliance must still place sympathy adjacent to existing sympathy.

    Root: The Homeland ExpansionExpansion

    What does a Governing Assembly (Bats' Governors) actually stop enemies from doing?

    Several experienced players agree; there is no official ruling.

    • Laterbot · Community · 2026-05-27
    • steveowen · Community · 2026-04-01
    • Laterbot · Community · 2026-05-16
    • Skippy_Granola · Community · 2025-11-11
    • steveowen · Community · 2026-05-25
    • CesarPim · Community · 2026-05-25

    It restricts crafting, flipping, placing and removing pieces in the clearing, but not movement: enemies can move into and out of it, and a Vagabond can Slip in without entreating. A Governing Assembly does not rule a clearing, so a Lizard garden there still rules it, and the effect does not stop battles or acclaim placed at the end of one.

    Do enemies need pieces in a clearing to Entreat an assembly, and can Entreat interrupt actions?

    Several experienced players agree; there is no official ruling.

    • steveowen · Community · 2026-04-02
    • OmegasSquared · Community · 2026-01-20
    • steveowen · Community · 2026-06-10

    No presence is needed (the Alliance, Lizards and Otters entreat from afar). In the final game Entreat is not an interrupt, so the Learn to Play example showing one is outdated. Entreat also forces the Council to flip its own assembly.

    How do Bats or the Council defend another faction's assembly as Peacekeepers?

    Several experienced players agree; there is no official ruling.

    • Laterbot · Community · 2026-05-25
    • Laterbot · Community · 2026-05-25
    • timonkey · Community · 2026-05-03

    Their warriors join as defenders but take hits only after the defender's own warriors are removed. Peacekeepers cannot use ambushes or crafted battle abilities, and assembly tokens are not hit by extra hits since only warriors are contributed.

    How do Lilypad Diaspora enclaves count in battle, and can they be removed?

    Several experienced players agree; there is no official ruling.

    • OmegasSquared · Community · 2026-04-28
    • OmegasSquared · Community · 2026-04-28
    • fluffy1 · Community · 2024-10-26
    • migoreng · Community · 2026-04-15
    • OmegasSquared · Community · 2026-05-01

    Enclaves are tokens, not warriors, even when Militant, so they do not count as warriors against the Frogs, and leftover hits remove them like any token. Removing a Protective frog token does not require the attacker to discard a Frog card, and Retaliate needs warriors or pawns there to attack.

    Can the Frogs Reconcile at zero enclaves, and must they Rally or Reconcile on turn one?

    Several experienced players agree; there is no official ruling.

    • Laterbot · Community · 2026-06-01
    • migoreng · Community · 2026-04-26

    Yes to zero: Reconcile says any number of enclaves. On the first turn the Frogs cannot complete that step because they have no Militant enclaves yet; later turns they must choose Rally or Reconcile.

    How do Diaspora Settle and Provoke resolve?

    Several experienced players agree; there is no official ruling.

    • tranlyvu · Community · 2026-04-01
    • OmegasSquared · Community · 2026-05-02
    • OmegasSquared · Community · 2026-04-24
    • OmegasSquared · Community · 2026-05-10
    • Trippingrannys · Community · 2025-01-27

    A Settle action cannot both battle and place an enclave. Each adjacent clearing moved from counts as one move needing its own rule requirement, and Provoke's clauses are independent, so you place warriors even if no enclave is placed. Frog cards are shuffled into the main deck, with their own discard called the Pond.

    When does Fears Come to Pass trigger?

    Several experienced players agree; there is no official ruling.

    • yoyot1 · Community · 2026-05-09
    • Laterbot · Community · 2026-05-26
    • OmegasSquared · Community · 2026-04-03

    After a battle where an enemy attacks a defending Peaceful enclave, including a Banish battle, and as soon as the battle ends, even between a Keeper's battle and its Delve. It resolves right after each removal, simultaneous with effects like a Revolt's.

    How do Knave captains move, and do they ignore rule or enter forests?

    Several experienced players agree; there is no official ruling.

    • bbdubs16 · Community · 2024-11-08
    • Drewkas · Community · 2025-09-08
    • steveowen · Community · 2026-03-15
    • Laterbot · Community · 2026-04-29

    Each captain gets one free move, and boots add more. Knaves ignore the rule requirement only for moves involving a forest, including between forests; a normal move between clearings still needs rule. A normal Move cannot leave a forest for other factions.

    How do Knaves craft with Serve and Filch?

    Several experienced players agree; there is no official ruling.

    • Gregaria · Community · 2026-07-12
    • dcpepp · Community · 2026-05-01
    • steveowen · Community · 2026-03-10
    • Laterbot · Community · 2026-04-12

    They craft in Daylight by activating the Acting Captain or an acclaim token. Filch activates the Acting Captain only, once per turn, while Serve places acclaim and can be repeated, but each acclaim token activates once per turn.

    Can Knaves take Hirelings prisoner, move Riverfolk mercenaries, or use any item on any captain?

    Several experienced players agree; there is no official ruling.

    • migoreng · Community · 2026-04-30
    • OmegasSquared · Community · 2026-04-15
    • Plugger59 · Community · 2026-05-28
    • Laterbot · Community · 2026-06-22
    • Alina_Volana · Community · 2024-11-09
    • Laterbot · Community · 2026-05-16

    No to hirelings, since hirelings are not factions and have no faction pieces, and no to mercenaries, which can never be moved by the purchaser. Any captain may use any item; the card shows only starting items, and the Knaves do not start with S items. A removed Captain takes no new hostages.

    Are the Knaves and Vagabond meant to be played together, and do Homeland factions have Advanced Setup cards?

    Several experienced players agree; there is no official ruling.

    • Laterbot · Community · 2026-06-24
    • Backero · Community · 2024-10-23
    • fuchstraum · Community · 2025-09-26

    They can be combined but were never playtested together. Advanced Setup cards exist for Knaves, Lilypad Diaspora and the Twilight Council. If a homeland cannot meet all placement requirements, meet as many as possible and stay as far from other homelands as you can.

    Can the Homeland maps be used with only the base game, and how many landmarks go on the Marsh map?

    The rulebook answers this in "F. Landmarks".

    • steveowen · Community · 2026-10-05
    • MiceandMysticslover · Community · 2025-07-15
    • turmoilbyrd · Community · 2026-05-07
    • Root rulebook · Rulebook · F. Landmarks

    Yes. Five or six players need the three Homeland landmarks on the Marsh map, an exception to the usual landmark limit. The full 15-clearing Marsh map uses the suited landmarks as clearings, so no tokens are missing.

    Is a frog icon wild when crafting, and can birds be used as non-bird suits for Homeland cards?

    Several experienced players agree; there is no official ruling.

    • pmw57 · Community · 2026-04-10
    • steveowen · Community · 2026-04-02
    • turmoilbyrd · Community · 2025-10-23
    • steveowen · Community · 2026-05-09

    A frog icon is wild only for costs with an any-suit icon, not otherwise, and it is probably not wild for Diaspora clearing suits. Birds can stand in for other suits unless a card says otherwise, but not for effects that name non-bird cards such as Banish and Agitate.

    Root: The Exiles and Partisans DeckExpansion

    Does the Exiles and Partisans deck replace the base deck, and can they be mixed?

    The designer ruled on this directly on BGG in 2019.

    • Cole Wehrle · Designer · 2019-03-06
    • Caedar · Designer · 2019-10-11
    • cle138 · Community · 2021-05-18
    • Arte Havenaar · Community · 2021-11-08
    • steveowen · Community · 2019-10-02

    It is an alternative deck that replaces the base deck, like choosing a different map, not an add-on. The designer does not recommend mixing them since its cards are stronger and mixing changes the Saboteur ratio and item crafting. It works with every faction and map, including the base game, but start new players on the base deck.

    Do Partisan cards discard from play, can they be used with no cards in hand, and do they discard birds?

    The designer ruled on this directly on BGG in 2019.

    • Caedar · Designer · 2019-06-10
    • dsdhornet · Community · 2022-10-06
    • ZergyPoo · Community · 2020-11-21
    • horlaci · Community · 2020-11-21
    • Caedar · Designer · 2019-04-01

    Partisan effects discard only from your hand, never crafted cards in your play area. With an empty hand or no foxes the extra hit still applies, since the discard is not a condition. Under Forced Effects birds count as the prompted suit, so they are discarded too.

    How does Coffin Makers work, and when does it score?

    The designer ruled on this directly on BGG in 2019.

    • Caedar · Designer · 2019-04-01
    • NachoFailconi · Community · 2026-09-16
    • finnlehuman · Community · 2020-10-13
    • steveowen · Community · 2021-02-05
    • Qnnrad · Community · 2025-10-06

    Any warrior going to a supply from any source (including spent Riverfolk warriors and Lizard acolytes) goes to Coffin Makers instead, but the card triggers on removed, which the Glossary defines as returning to its source. It scores at your next Birdsong if at least five warriors accumulated, and Field Hospitals saves bypass it.

    What does Soup Kitchens do to rule?

    The designer ruled on this directly on BGG in 2019.

    • Caedar · Designer · 2019-03-31
    • Coder4Christ · Community · 2022-01-09

    Your tokens count toward rule and each counts twice. The card was reworded to say this, so read it literally; buildings are not tokens.

    How does Informants work?

    The designer ruled on this directly on BGG in 2019.

    • Caedar · Designer · 2019-04-01

    Once per Evening you may skip your card draw and instead take one ambush card from the discard pile. The Riverfolk cannot use it since they do not draw cards in Evening.

    How do Tunnels and Boat Builders work with other effects?

    Several experienced players agree; there is no official ruling.

    • Keithustus · Community · 2020-05-22
    • OmegasSquared · Community · 2020-09-25
    • ZergyPoo · Community · 2020-11-21

    Tunnels lets troops move between your crafting pieces as if adjacent, but the Vagabond cannot use it for lack of crafted pieces on the board. Boat Builders treats rivers as paths and can combine with an effect that ignores rule.

    How do Murine Middlemen and League of Adventurous Mice affect crafted items?

    The designer ruled on this directly on BGG in 2019.

    • Hank Pants · Community · 2019-04-03
    • Caedar · Designer · 2019-04-01
    • StarWars_board_gamer · Community · 2021-02-23

    With Murine Middlemen, other players' crafted items go to your Crafted Items box until a Saboteur removes one. A Vagabond always places items he takes face up, so an item taken from League of Adventurous Mice is not left exhausted. Only crafting that gives an item token triggers another player's draw ability.

    Can False Orders move a single enemy warrior?

    Best reading of the rules and forum discussion; no official ruling.

    • Skeime · Community · 2022-11-29

    Yes. Half the enemy's warriors rounded up is one when only one is present.

    Must a card taken from the discard pile with Day Labor be shown?

    Best reading of the rules and forum discussion; no official ruling.

    • MrLephisto · Community · 2021-07-24

    Not automatically: the discard pile can be inspected, but the Vagabond must answer truthfully if asked which card was taken.

    Root: Marauder Hirelings Pack & Hireling BoxExpansion

    How do Hirelings in the Marauder pack work: who is affected, can they be battled, and what do packs contain?

    Several experienced players agree; there is no official ruling.

    • Skeime · Community · 2024-11-28
    • OmegasSquared · Community · 2026-03-28
    • Skeime · Community · 2025-06-11
    • Skeime · Community · 2025-05-10
    • OmegasSquared · Community · 2023-11-04

    A hireling's move or battle affects the hireling's own pieces unless the ability starts with Controller. You may battle a hireling you do not control, and Flame Bearers remove an enemy hireling controlled by anyone or no one. The Marauder expansion has four base-faction hirelings; each pack has two matching its factions plus one independent, and the Bear is not in this pack.

    How are hirelings set up in Advanced Setup, and can they be used in solo play with bots?

    Several experienced players agree; there is no official ruling.

    • Clavos · Community · 2025-04-06
    • pmw57 · Community · 2024-10-24

    They are set up in Advanced Setup step 6, starting with the last player counterclockwise, each setting up one dealt hireling. No rules cover hirelings with Clockwork bots, since they were designed for lower player counts.

    How does Popular Band interact with the Warlord and Relicts?

    Several experienced players agree; there is no official ruling.

    • dsdhornet · Community · 2022-05-11
    • dsdhornet · Community · 2022-05-05
    • pmw57 · Community · 2025-07-29

    Popular Band cannot force a Warlord to move outside the Hundreds' turn, and forced moves follow normal restrictions. It forces at most one warrior along each path, and enemies cannot move out of a clearing with a Band warrior on the turn they moved in, so a Relict cannot pass through it.

    Root: Underworld Hirelings PackExpansion

    How do Underworld hirelings like Moles, Ravens, Sunward Expedition and Corvid Spies work?

    Several experienced players agree; there is no official ruling.

    • Skeime · Community · 2025-06-01
    • Skeime · Community · 2025-07-28
    • bassofthe · Community · 2022-06-26
    • vinidesouza · Community · 2024-04-04
    • Laterbot · Community · 2026-10-21

    Once-per-Daylight actions cannot be repeated or interrupt others, and Moles and Ravens take step 1 (recruit) always, then one option from step 2. Corvid Spies may be placed in different clearings with enemies, and a battle always targets another player. The Furious Protector does nothing to a Vagabond since he has no faction warriors.

    Can I add the Underworld Hirelings Pack with only the base game, Riverfolk and Underworld?

    Best reading of the rules and forum discussion; no official ruling.

    • bmtc · Community · 2022-07-06

    Yes. The pack includes all the rules and pieces for hirelings. Do not use a hireling whose matching faction is in the game, so with Underworld factions you will have fewer than three hirelings available.

    Root: Riverfolk Hirelings PackExpansion

    How do Highway Bandits, Bandit Gangs and the Flotilla work?

    Several experienced players agree; there is no official ruling.

    • Vespert · Community · 2023-04-10
    • somodyg · Community · 2025-02-03
    • Robotkio · Community · 2024-04-23
    • dcpepp · Community · 2026-02-28

    Highway Bandit hirelings are not in a clearing and cannot be battled. A Vagabond cannot rule by himself, but Bandit Gangs warriors he controls can rule. The Flotilla fights only one battle per move with the target chosen by its controller, and on the Lake map the lake acts as the river.

    Can the Riverfolk Hirelings Pack be used with the base game or other expansions?

    Several experienced players agree; there is no official ruling.

    • Arte Havenaar · Community · 2023-04-20
    • Arte Havenaar · Community · 2022-06-08
    • gameswithjames96 · Community · 2022-07-03

    Yes, with the base game alone or with expansions other than the Riverfolk expansion. Each hireling is a mini-faction, so you cannot play the same faction as one in play, and three hirelings are used per game.