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Root: The Marauder Expansion – Marauder Pledge 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+ |
---|---|
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 |
brw12
2 plays I find the Keepers of Iron, AKA the badgers, especially difficult for other plays to understand. That said, I appreciate that their scoring is so thematic -- they are trying to do something distinct within the forest world. The Lord of Hundreds, AKA the rats, is pretty straightforward: they attack and proliferate well, and score through area control. The additional Mood cards add complexity that other players need to follow, but without adding much depth; I think the game would have been better without these The uprising and other third party conditions also add complexity without adding enough depth to justify it.
aubrix
this is really a great followup to [i]The Underworld Expansion[/i]. i'm very impressed. a staggering amount of content to a game that already had a lot going on but it's welcome. i want to first talk about the Advanced Setup which maybe isn't as shiny as the two new factions introduced or the bevy of beautiful components. it's a simple stack of cards and a massive improvement to the start of the game. you don't have to fiddle with Reach anymore. i always kind of hated Reach, even as an ardent fan of this game. it felt unfun to tell someone they couldn't play the crows because we already had the Woodland Alliance and needed to hit an arbitrary figure to make sure there will be enough interaction between factions. well those days are gone! (pertaining to faction configurations, nearly) anything is possible now! (within an extremely specific subset of a single product in a somewhat niche hobby) nothing is forbidden! (within the strict confines of the aforementioned) everything is permitted! each faction has a card that represents them. these are divided between Militant -- big, think Marquise, Eyrie, or the Duchy -- and Insurgent -- small, think Corvids, Lizard Cult, or Woodland Alliance. the Militant factions are first shuffled and one of these is dealt out. then all the cards, Militant and Insurgent alike, are shuffled together and dealt out until there is a number of cards equal to players plus one. then you draft in order from last player to first. it doesn't seem like the biggest change but it's actually massive. really interesting combinations of factions are now possible. the game feels FAIRER (some factions, like cats, lizards, and crows have received direct buffs in this setup variant). it's funner and less predictable. regarding the factions, i have only played the Lord of the Hundreds so far but what a blast. i cannot wait to try out the Keepers in Iron. i'll update this when i do. i still think [i]The Exiles and Partisans Deck[/i] is the thing to get if you are only going to get one [i]Root[/i] "thing" but if you only get one box, it might be this one? two "big" factions is a great thing for the health of the metagame. all in all, an amazing addition to an already amazing game which manages to delight and impress.
AdlerCiv
Sleeved with Sleeve Kings sleeve size: Standard (SKS-9905, 55/pack) - 24 cards Sleeved with Sleeve Kings sleeve size: Tarot (SKS-9966, 55/pack) - 5 cards