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Leder Games

Root

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Regular price $80.00
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Root is Leder Games' asymmetric strategy board game of woodland adventure and war for 2–4 players (up to 6 with the Riverfolk expansion), playable in around 60–90 minutes. Medium-heavy in complexity and recommended for ages 10+, it gives every faction its own rules, goals and route to victory.

Players
2–4 players
Play time
Up to 2 hr
Age
Teens
Complexity
Hard

About the Game

Every game of Root tells a different story of woodland war. One player might industrialise the forest as the Marquise de Cat, another musters the proud Eyrie Dynasties, a third foments rebellion as the Woodland Alliance, while the Vagabond quietly pursues a hidden quest, trading with all sides. Root plays with 2–4 players (up to 6 with the Riverfolk expansion) in around 60–90 minutes, at a medium-heavy complexity suited to ages 10+. Standout mechanics include variable player powers, area control, multi-use cards, hand management and dice-driven combat. Because each faction plays by its own rules, no two games feel alike.

Designed by Cole Wehrle and published by Leder Games in 2018, Root builds on the asymmetric design of the studio's earlier Vast: The Crystal Caverns, using multi-use cards to keep each faction's distinct rules accessible. Expansions such as Riverfolk introduce new factions and raise the player count.

History

Designed by Cole Wehrle and published by Leder Games in 2018, Root grew out of the studio's work on the asymmetric Vast: The Crystal Caverns, using multi-use cards to make each faction's distinct rules more accessible. The Riverfolk expansion later added new factions and raised the player count to six.

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Shipping details

Root

$80.00

Watch: How to play

Rules of Root

  • Setup: Choose factions (2–4 players in the base game), place the woodland map, and follow each faction's unique setup steps on its player board. Shuffle the shared deck and deal starting hands.
  • Asymmetric factions: Every faction plays by its own rules. The Marquise de Cat builds an industrial engine, the Eyrie Dynasties follow a growing decree, the Woodland Alliance spreads sympathy and revolts, and the Vagabond quests and trades alone.
  • Turn flow: On your turn, resolve your faction's three phases — Birdsong, Daylight and Evening — using your board, warriors and cards as that faction's rules allow, then play passes clockwise.
  • Multi-use cards: Cards can be spent for actions, crafting or faction abilities, so deciding how to use each card is a core part of every turn.
  • Combat: To battle in a clearing, roll the dice; the attacker and defender deal hits based on the rolls, removing warriors and tokens.
  • Objective: Score victory points through your faction's own methods — buildings, battles, sympathy tokens, quests and crafted items all score differently.
  • Game end: The game ends immediately when a player reaches 30 victory points, and that player wins. Dominance cards offer an alternate win path for experienced groups.

Strategy

  • Know your own board first: Your faction sheet explains how you score — plan your early turns around that engine rather than copying what opponents are doing.
  • Learn the other factions at the table: You can't counter what you don't understand, so at least skim how each rival earns points before the game starts.
  • Don't hoard cards: Cards fuel most actions and crafting; a card played for a useful effect usually beats a full hand held too long.
  • Protect your engine, not every clearing: Area control matters, but spreading warriors too thin invites attacks — defend the clearings that drive your scoring.
  • Faction-specific early moves: Marquise: prioritise sawmills and recruiters. Eyrie: build a decree you can actually fulfil each turn. Alliance: seed sympathy in multiple clearings. Vagabond: finish quick quests and trade to build relationships.
  • Watch the leader: Because the game ends at 30 points, check rivals' scores regularly and be ready to table-talk or attack to slow a runaway faction.
  • Expect to lose your first game: Root rewards repeat plays; treat early games as learning how the factions interact rather than chasing a perfect strategy.