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Root: The Marauder Expansion – Marauder Pledge with More Hirelings Contents:
Root: The Marauder Expansion introduces two new factions and new gameplay options:
• Lord of the Hundreds is both charismatic and terrifying. He rules over a vast horde of warriors recently arrived to the woodland and is interested only in its domination. To help speed his conquest, he lights massive fires which can spread throughout the woods and destroy the buildings of other factions. The Lord also interacts with crafted items, which he can plunder from players. These items increase his strength, but also cause him to develop an increasingly fearsome monomania.
• The Keepers in Iron are strangers to the Woodland, here only to recover the scattered and lost relics of an ancient civilization. The Keepers work to establish way-stations across the woodland and form alliances with other factions in hopes of recovering their relics more quickly. They will often find themselves deep within enemy territory as they search for their relics. Thankfully their finely crafted armor makes them difficult to dislodge.
Both of these factions are suitable to Root’s two-player game, bringing the total number of two-player factions up to five without the use of bots.
Root: The Marauder Expansion also introduces a new level to the conflict for the woodland: Hirelings! These small factions can be used at any player count and introduce surprising new power combinations as well as a chess-like tension to lower player count games of Root.
Finally, The Marauder Expansion also includes a new set-up draft system suitable for both casual and competitive play.
Ages | 10+ |
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Players | 2 Players, 3 Players, 4 Players, 5 Players, 6 Players |
Play Time | 60m – 90m |
Designer | Patrick Leder, Cole Wehrle |
Theme | Animals, Expansion for Base-game, Wargame, Fantasy |
Publisher | Leder Games |
Damdael
The main attraction in this expansion to me are the new factions. Lord of the Hundreds is very fun to play and has a lot impact on the map (a huge unstoppable looking army moves around). The Keepers in Iron... not so much. The faction has come last in every game we've had it in. I know faction asymmetry is the theme in Root, but there just is too big a gap between some of the factions.
churchb3
Don't care for the new factions. The advanced setup rules and terrain pieces seem good. Haven't tried the mercenaries and not sure I ever will - seem confusing.
artegoneia
Great expansion. Adds two factions that can both replace Marquise the Cat and the Eyrie from the base game, which is a must when that becomes stale. The Badgers are more challenging to play and require new strategies, which makes them very unique and a favorite of mine. I also think the Advanced Setup adds a lot of value by replacing the 'Reach' system. Hirelings also provide more variation, but I would only advice to use these at lower player counts with a lot of experienced players. Newer players do not need the additional choice burden.