The Laws of Root

English

Table of Contents

Law of Root

1. Golden Rules

This chapter gives answers to technical, detailed questions. You do not need to read it when first learning.

2. Key Concepts

Terms are defined strictly in the Glossary.

3. Victory

4. Key Actions

5. Setup

If any players are new to the game, use the Standard Setup. If everyone has played and you want more variety, use the Advanced Setup. If you want to play with five or more factions that would start in corner clearings, you must use the Advanced Setup.

6. Marquise de Cat

7. Eyrie Dynasties

8. Woodland Alliance

9. Vagabond

10. The Lizard Cult

11. Riverfolk Company

12. Underground Duchy

13. Corvid Conspiracy

14. Lord of the Hundreds

15. Keepers in Iron

A. Advanced Setup

B. Components

C. Variant Maps

D. Vagabonds

E. Hirelings

F. Landmarks

G. Glossary

Law of Rootbotics

1. Changes to the Law

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

2. New Rules

3. Setup with Bots

Follow the variant setup and standard setup in the Law of Root.

4. Mechanical Marquise 2.0

5. Electric Eyrie

6. Automated Alliance

7. Vagabot

8. Logical Lizards

9. Riverfolk Robots

10. Drillbit Duchy

11. Cogwheel Corvids

12. Map Interactions

Fan Content

BG. Blacktail Guild

BK. Borough Kings

BP. Bone Patrol

C. Chameleander

CC. Croakers Coven

CDG. Cirque du Goat

GP. The Great Pretenders

HOL. Host of Light

LP. Lost Powers

LR. Lemming Reavers

NB. Noxious Battery

OF. Order of the Forest

OMT. Old Man Tinker

SK. The Sheriff King

SOM. Spinners of Mercy

SOTM. Sightseers of the Mire

TC. Twelve Colonies

TOF. Triumvirate of Fury

VW. Voracious Wyrm

WM. Winged Menace

DW. Deep Woods

W. Wastelands

G. Grouch

C. The Cannon

DEM. Dea Ex Machina