Law of Root

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QL.1 OVERVIEW

A‬‭ military‬‭ junta‬‭ has‬‭ overthrown‬‭ the‬‭ Queen‬‭ and‬‭ now‬‭ seeks‬‭ to‬‭ expand‬‭ the‬‭ colonial‬‭ empire.‬‭ In‬‭ game,‬‭ the‬‭ Legion‬‭ will‬‭ execute‬‭ a‬‭ CAMPAIGN‬‭ to‬‭ invade‬‭ clearings‬‭ of‬‭ a‬‭ certain‬‭ suit‬‭ and‬‭ turn‬‭ them‬‭ into‬‭ COLONIES.‬‭ As‬‭ the‬‭ Legion,‬‭ you’ll‬‭ keep‬‭ track‬‭ of‬‭ defeated‬‭ enemy‬‭ pieces,‬‭ called‬ SPOILS‬‭, which are used for scoring.‬

QL.2 FACTION RULES AND ABILITIES

QL.2.1
Crafting.
The‬‭ Queenless‬‭ Legion‬‭ crafts‬‭ during‬‭ Evening‬‭ by‬‭ activating‬‭ enemy‬‭ tokens‭ or buildings in clearings with colonies.‬ (QL.6.1 - Craft)
QL.2.2
Spoils.
When‬‭ you‬‭ remove‬‭ enemy‬‭ pieces‬‭ (warriors,‬‭ tokens,‬‭ and/or‬‭ buildings)‬‭ in‬‭ a‬‭ campaign‬‭ clearing‬‭ during‬‭ your‬‭ turn‬‭ (by‬‭ battle‬‭ or‬‭ other‬‭ means)‬‭,‬‭ they‬‭ do‬‭ not‬‭ return‬‭ to‬‭ their‬‭ supply.‬‭ Instead,‬‭ place‬‭ them‬‭ in‬‭ the‬‭ Spoils‬‭ box‬‭ on‬‭ your‬‭ board.‬‭ They‬‭ remain‬‭ there‬‭ until‬‭ returned during your evening.‬
I
Spending Spoils.
During‬‭ your‬‭ Evening,‬‭ you‬‭ score‬‭ based‬‭ on‬‭ the‬ number of pieces in Spoils.‬ (QL.6.2 - Spoils‬‭ of‬‭ War)
II
Interaction‬‭ with‬‭ Field‬‭ Hospitals.
Defeated‬‭ Marquise‬‭ de‬‭ Cat‬‭ warriors‬‭ go‬‭ to‬‭ Spoils‬‭ before‬‭ they‬‭ can‬‭ use‬‭ Field‬‭ Hospitals‬‭ to‬‭ bring‬‭ them‬‭ back‬‭ at‬‭ the‬ Keep.‬
III
Interaction‬‭ with‬‭ Vagabond.
When‬‭ you‬‭ would‬‭ damage‬‭ a‬‭ Vagabond’s‬‭ items,‬‭ place‬‭ them‬‭ instead‬‭ in‬‭ Spoils.‬‭ Treat‬‭ them‬‭ as‬‭ pieces‬‭ for‬‭ scoring‬‭ Spoils.‬‭ When‬‭ you‬‭ spend‬‭ them,‬‭ they‬‭ go‬‭ to‬‭ the‬‭ Vagabond’s‬‭ damaged‬‭ items,‬‭ as‬‭ they would have after the battle.
IV
Interaction‬‭ with‬‭ Acolytes.
Warriors‬‭ you‬‭ defeat‬‭ in‬‭ battle‬‭ go‬‭ to‬‭ your‬‭ board‬‭ before‬‭ they‬‭ go‬‭ to‬‭ the‬‭ Lizard‬‭ Cult’s‬‭ Acolytes.‬‭ When‬‭ you‬‭ return‬‭ them‬‭ during Evening they go to Acolytes.‬
V
Interaction‬‭ with‬‭ Coffin‬‭ Makers.
Warriors‬‭ go‬‭ to‬‭ Spoils‬‭ before‬‭ they‬‭ go‬‭ to‬‭ Coffin‬‭ Makers.‬‭ When‬‭ you‬‭ spend‬‭ them,‬ then‬‭ they go to Coffin Makers.‬
QL.2.3
Colonialism.
You‬‭ have‬‭ six‬‭ colony‬‭ tokens.‬‭ You‬‭ can‬‭ place‬‭ no‬‭ more‬‭ than‬‭ one‬‭ colony‬‭ in‬‭ a‬‭ clearing.‬‭ Enemies‬‭ cannot‬‭ craft‬‭ using‬‭ pieces‬‭ in‬‭ clearings‬‭ with‬‭ colonies,‬‭ and‬‭ cannot‬‭ recruit‬‭ warriors‬‭ in‬‭ clearings‬‭ with‬‭ colonies.‬
QL.2.4
No‬‭ Queens.
In‬‭ battle‬‭ as‬‭ attacker,‬‭ you‬‭ deal‬‭ an‬‭ extra‬‭ hit‬‭ if‬‭ an‬‭ enemy‬‭ rules‬‭ the‬‭ clearing.‬
QL.2.5
Campaign‬‭ Card.
‭ Each‬‭ turn,‬‭ you‬‭ may‬‭ play‬‭ a‬‭ new‬‭ campaign‬‭ card‬‭ from‬‭ your‬‭ hand,‬‭ placing‬‭ it‬‭ on‬‭ your‬‭ board.‬‭ The‬‭ suit‬‭ of‬‭ this‬‭ card‬‭ is‬‭ referenced‬‭ in‬‭ your‬‭ Daylight‬‭ actions,‬‭ which‬‭ take‬‭ place‬‭ in ‬‭“campaign‬‭ clearings.” If‬‭ the‭ campaign‬‭ card‬‭ is‬‭ a‬‭ bird‬‭ card,‬‭ you‬‭ will‬‭ choose‬‭ the‬‭ suit‬‭ you‬‭ want‬‭ it‬‭ to‬‭ represent‬‭ each‬‭ turn‬‭-‭ but‬‭ as‬‭ a‬‭ tradeoff‬‭ for‬‭ the‬‭ versatility‬‭ of‬‭ a‬‭ bird‬‭ card,‬‭ your‬‭ scoring‬‭ is‬‭ reduced.‬‭ The‬‭ campaign‬‭ card’s‬‭ crafting‬‭ icons‬‭ will‬‭ be‬‭ used‬‭ during‬‭ Supply‬‭ Drop‬‭.‬‭ Wild‬‭ crafting‬‭ icons‬‭ can‬‭ be‬‭ any‬‭ suit,‬‭ chosen‬‭ each‬‭ round;‬‭ for‬‭ cards‬‭ with‭ multiple‬‭ wild‬‭ crafting‬‭ icons,‬‭ each‬‭ can‬‭ be‬‭ a‬‭ different suit, chosen each round.‬ (QL.4.2 - Supply‬‭ Drop)

QL.3 FACTION SETUP

QL.3.1
Step 1: Gather‬‭ Warriors‬‭ and‬ ‭Colonies.
Form‬‭ a‬‭ supply‬‭ of‬‭ 20‬‭ warriors.‬‭ Form a supply of 6 colony tokens.‬
QL.3.2
Step 2: Place‬‭ Warriors.
Place‬‭ 3‬‭ warriors‬‭ in‬‭ a‬‭ corner‬‭ clearing‬‭ you‬‭ choose.‬‭ If‬‭ possible,‬‭ choose‬‭ a‬‭ clearing‬‭ diagonally‬‭ opposite‬‭ from‬‭ another‬‭ faction’s‬‭ starting‬‭ clearing.‬‭ Then,‬‭ place‬‭ 3‬‭ warriors‬‭ in‬‭ an‬‭ adjacent clearing you choose.‬
QL.3.3
Step 3: Starting‬‭ Campaign.
Draw‬‭ one‬‭ additional‬‭ card‬‭ from‬‭ the‬‭ deck.‬‭ Then,‬ choose‬‭ one‬‭ card‬‭ from‬‭ your‬‭ hand‬‭ to‬‭ place‬‭ on‬‭ your board as your starting campaign card.‬

QL.4 BIRDSONG

Your Birdsong has three steps, taken in order.
QL.4.1
Bootstraps.
If‬‭ you‬‭ have‬‭ no‬‭ pieces‬‭ on‬‭ the‬‭ map,‬‭ place‬‭ three‬‭ warriors‬‭ in‬‭ the‬‭ clearing‬‭ with‬‭ the‬‭ fewest‬‭ enemy‬‭ pieces.‬‭ In‬‭ the‬‭ event‬‭ of‬‭ a‬‭ tie,‬‭ you choose a clearing.‬
QL.4.2
Supply‬‭ Drop.
For‬‭ each‬‭ crafting‬‭ icon‬‭ on‬‭ the‬‭ campaign‬‭ card,‬‭ place‬‭ a‬‭ warrior‬‭ in‬‭ a‬‭ matching‬‭ clearing‬‭ (i.e.‬‭ matching‬‭ the‬‭ crafting‬‭ icon,‬‭ not‬‭ the‬‭ card‬‭ itself)‬‭ that‬‭ contains‬‭ your‬‭ pieces.‬‭ May‬‭ select‬‭ the‬‭ same‬‭ clearing‬‭ more‬‭ than‬‭ once,‬‭ but‬‭ you‬‭ do‬‭ not‬‭ have‬‭ to.‬‭ Then‬‭,‬‭ you‬‭ may‬‭ spend‬‭ one‬‭ card‬‭ from‬‭ your‬‭ hand‬‭ to‬‭ place‬‭ one‬ warrior at each colony matching that card.‬
QL.4.3
Change‬‭ of‬‭ Tactics.
You‬‭ may‬‭ discard‬‭ the‬‭ current‬‭ campaign‬‭ card‬‭ and‬‭ play‬‭ a‬‭ new‬‭ one‬‭ from‬‭ your‬‭ hand.‬‭ If‬‭ your‬‭ campaign‬‭ card‬‭ is‬‭ now‬‭ a‬‭ bird‬‭ card,‬‭ choose‬‭ a‬‭ suit‬‭ to‬‭ be‬‭ your‬‭ campaign‬‭ suit,‬‭ effective‬‭ until‬‭ this‬‭ step‬‭ on‬‭ your next turn.‬

QL.5 DAYLIGHT

During‬‭ Daylight,‬‭ you‬‭ Execute‬‭ Campaign‬‭ by‬ taking the following four steps in order.‬
QL.5.1
Invade.
Take‬‭ any‬‭ number‬‭ of‬‭ valid‬‭ moves‬‭ into‬‭ campaign clearings.‬
QL.5.2
Attack.
You‬‭ must‬‭ initiate‬‭ a‬‭ battle‬‭ in‬‭ each‬‭ campaign clearing with your warriors.‬
QL.5.3
Colonize.
In‬‭ each‬‭ campaign‬‭ clearing‬‭ with‬‭ at‬‭ least‬‭ two‬‭ of‬‭ your‬‭ warriors,‬‭ you‬‭ may‬‭ place‬‭ a‬‭ colony.‬‭ If‬‭ there‬‭ is‬‭ already‬‭ a‬‭ colony‬‭ there,‬‭ score‬‭ 1‬‭ VP‬‭ instead.‬‭ If‬‭ all‬‭ colonies‬‭ are‬‭ on‬‭ the‬‭ map‬‭ already,‬‭ you‬‭ can‬‭ remove‬‭ one‬‭ or‬‭ more‬‭ from‬‭ non-campaign‬‭ clearings‬‭ and‬‭ place‬‭ them‬‭ during‬‭ this step.‬
QL.5.4
Deescalate.
‭ You‬‭ may‬‭ take‬‭ one‬‭ move‬‭ from‬‭ a campaign clearing.‬

QL.6 EVENING

Your‬‭ Evening‬‭ has‬‭ four‬‭ steps‬‭ in‬‭ the‬‭ following‬ order:‬
QL.6.1
Craft.
Craft‬‭ using‬‭ enemy‬‭ buildings‬‭ or‬‭ tokens in clearings with colonies.‬
QL.6.2
Spoils‬‭ of‬‭ War.
Score‬‭ 1‬‭ VP‬‭ for‬‭ every‬‭ two‬‭ pieces‬‭ in‬‭ Spoils,‬‭ or‬‭ for‬‭ every‬‭ three‬‭ pieces‬‭ if‬‭ the campaign is a bird card.‬
QL.6.3
Return‬‭ Spoils.
Return‬‭ all‬‭ Spoils‬‭ to‬‭ their‬‭ respective supplies.
QL.6.4
Draw and Discard.
Draw‬‭ one‬‭ card,‬‭ plus‬‭ one‬‭ if‬‭ the‬‭ campaign‬‭ card‬‭ has‬‭ an‬‭ item.‬‭ Discard‬ down to five cards.‬