10 Rules In Root That You Probably Get Wrong! - Leder Games - (Quackalope Games)

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00:00:00 - Hello, hello
00:02:05 - Core Rules
00:02:30 - Movement / Rule
00:04:19 - Defenseless Region
00:05:28 - Scoring Tokens
00:06:24 - Ambush Phase
00:07:30 - Marquise De Cat
00:07:58 - Feild Hospitals
00:09:18 - Production Lines
00:10:35 - Eyrie Dynasty
00:11:00 - Movement
00:11:48 - Winning at 30
00:12:32 - Woodland Alliance
00:12:42 - Sympathy
00:13:10 - Martial Law
00:14:12 - Vagabond
00:15:08 - Boots
00:16:02 - Aid Matching
00:17:10 - Thank you

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This video is not a sponsored video

Root is a game of adventure and war in which 2 to 4 (1 to 6 with the 'Riverfolk' expansion) players battle for control of a vast wilderness.

The nefarious Marquise de Cat has seized the great woodland, intent on harvesting its riches. Under her rule, the many creatures of the forest have banded together. This Alliance will seek to strengthen its resources and subvert the rule of Cats. In this effort, the Alliance may enlist the help of the wandering Vagabonds who are able to move through the more dangerous woodland paths. Though some may sympathize with the Alliance’s hopes and dreams, these wanderers are old enough to remember the great birds of prey who once controlled the woods.

Meanwhile, at the edge of the region, the proud, squabbling Eyrie have found a new commander who they hope will lead their faction to resume their ancient birthright. The stage is set for a contest that will decide the fate of the great woodland. It is up to the players to decide which group will ultimately take root.

Root represents the next step in our development of an asymmetric design. Like Vast: The Crystal Caverns, each player in Root has unique capabilities and a different victory condition. Now, with the aid of gorgeous, multi-use cards, a truly asymmetric design has never been more accessible.

The Cats play a game of engine building and logistics while attempting to police the vast wilderness. By collecting Wood they are able to produce workshops, lumber mills, and barracks. They win by building new buildings and crafts.

The Eyrie musters their hawks to take back the Woods. They must capture as much territory as possible and build roosts before they collapse back into squabbling.

The Alliance hides in the shadows, recruiting forces and hatching conspiracies. They begin slowly and build towards a dramatic late-game presence--but only if they can manage to keep the other players in check.

Meanwhile, the Vagabond plays all sides of the conflict for their own gain, while hiding a mysterious quest. Explore the board, fight other factions, and work towards achieving your hidden goal.

In Root, players drive the narrative, and the differences between each role create an unparalleled level of interaction and replayability. Leder Games invites you and your family to explore the fantastic world of Root!

—description from the publisher - BGG

#boardgames #ledergames #Root
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For the marquise, with the updated boards, you rescue all the cats that would have died for a single card using field hospitals- not one for one.

dominicparker
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Here's the most overlooked rule imo :
No one rules an empty clearing.
Thus, when being in a clearing where you DO NOT RULE cause of ennemy presence, you actually CAN NOT go into adjacent empty clearing, since you AS OF BEFORE THE MOVE do not rule either the starting clearing or destination clearing.

DarkThomy
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One thing we incorrectly assumed when playing our first two games, was that when the marquis or woodland lose a token that goes back on their player board, that they lose the points underneath it (as its covered up). We found out after that this doesn't happen and you keep all points. Only the Eyrie can lose points if the decree fails.

gkpr
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Great video! One rule I often missed while playing as vagabond is that you have to move coin/teapot/bag to satchel after exhausting them. This makes a big difference because later in evening those items need to be counted toward item capacity as well, which might force you to remove some items.

EarlyShen
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When you talked about the Aid action, you should also have reminded, that Vagabond has to exhaust any one item of his. I think many players may not remember about this rule.

TheMowmitweety
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6:47
How about instead of doing an 'ambush pause' just ask your opponent directly: "I'm going to attack you here. Do you want to play an ambush?"

Reggie
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Another reminder with Vagabond aid, when you need too aid someone to get them to level 2 on the relationship track, you also need to flip two items over. You need to perform the aid action two times basically on the same turn!

dumpling
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00:07:58 - The Field Hospital ability is updated. By playing the card the Marquise de Cat can rescue all the cats

Telon
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Here is useful reminder for the Woodland alliance. I was hopeless today because we misunderstood the Outrage effect. Outrage. Whenever another player removes a
sympathy token or moves any warriors into a sympathetic clearing, they must add one card from their hand matching the affected clearing to the Supporters stack. If they have no matching cards (including no birds), they must show their hand to the Alliance, and then the Alliance draws a card from the deck and adds it to the Supporters stack. I hope i helped you guys i wish good games to you all.

sharkusG
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Great content as usual. Someone already commented about the Cat's Field Hospital update, but it made me think, before making a video for the Otters and Lizards, make sure to use the updated boards for them, the lizard updates are pretty substantial!

dumpling
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You are fast becoming one of my favorite BG Channels; I've been a subscriber for quite a while and content like this keeps me coming back. We all play games wrong for some reason or another: misreading, weak rulebooks, assumed gameplay based on prior experience and/or just as complex game. Furthermore, mistakes early on are very habit forming and you end up doing it without a 2nd thought. I'm a really big fan of Leder Games and Mindclash Games, but let's be honest–those are some dense games: asymmetry, solo, COOP, competitive, expansions and variants like none other—heck even player count like in Root. What makes those publishers fit so well, IMHO, are that they are just top-notch—transcending and beautiful on so many levels: dynamic gameplay, theme, art, production, rulebooks, inserts and even community relations seem to strive to do everything right. Video tutorials of 1 round of play or a subject such as this are great tools to fill in the gaps for those with different learning styles. I commend EVERY company that pays to have their game taught by a BG channel, or—possibly—does it properly themselves—and not just originally, as preview to solicited backers, in the case of crowdfunded games, but also upon release—they can skip the dozen or expansions in exchange for teaching videos. So yeah—rock on. Keep up these kinds of teaching videos that focus on your common mistakes and, hopefully, more videos that helps recognize the biggest hurdle in the board game industry, in terms of its reach to bring more consumers in the hobby, has always been the difficult situation of learning, teaching and helping new people into the hobby. Cheers!

mauriceoksman
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Root is my #1 favorite game to play and you have covered it well in your videos. It is also my least favorite game to teach to new players and catch player turn mistakes because of the asymmetry. Unless you know every faction's gameplay in detail, it is easy to miss errors. In my book, videos like this one are helpful. Thanks for making it.

davefernandes
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Glad to see this. Played Root twice last night, and each time the Cats were simply almost unstoppable, and we wondered if we missed some core rules. And next week, I will make sure that we are more attentive to these in particular. Thanks!

AndrewPepperstone
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another rule that have seen overlooked is that you have to activate crafting pieces to use them, and each can only be activated once per turn. :)

LordoftheBoard
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Absolutely brilliant - just working up to my first Teach of the game, so this was a really helpful checklist - thankyou!

christopherhogben
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So my focus now is teaching and making play throughs with the clockwork expansion, and something I’ve habitually missed was remembering the effects of the various trait cards for the factions (I usually play with one per clockwork). I’ve found that if I place the cards somewhere on the robot’s board (or the relevant place on the map, like by the scoring tracker) where the trait takes place or modifies something, I have a fighting chance at remembering.

GIVEPAUSEhobby
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A much needed video, perhaps a similar one for Vast might also be needed :) keep up the content.

mattparkinson
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Fantastic video, thank you! First of all, I have no idea how, after all the Quackalope videos I've watched, I still wasn't subscribed, but I am now! Secondly, now that I'm just breaking into the board game content scene by recording Clockwork teaching videos and play throughs to demonstrate each of the clockwork factions in action, I'm becoming VERY aware of the rules I overlook... I even have plans for my next video to be me going through each of the rules I misunderstood or things I typically misplay in the play throughs; I figure the tenth video in the series is as good a time as any to finally learn the game for real, haha.

Keep up the awesome work on the channel!

GIVEPAUSEhobby
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Here's some more overlooked rules:
- In the Marquise Keep you can't place a sympathy token, because you can't put a token on the clearing where the keep is
- The Vagabond pawn is not a warrior, so you don't have to pay a card to the supporters deck for the Woodland Alliance when you enter a clearing with a sympathy token

Maztergyl
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Oh! A couple other things about the woodland alliance that are important to note: 1) martial law doesn't apply to Revolt. If an opponent stacks a clearing with meeps *after* you have sympathy there, there is no need to play an extra supporter card to cause a revolt. It's always just two. That screwed over the Birds in our previous play, cuz he was sitting there smugly thinking the Alliance wouldn't have enough supporters to revolt in a corner where he'd placed...way too many of his people. That hurt to watch

2) also martial law is *just* the one extra card, no matter how many enemies at or above 3 are in the clearing. Our game actually went a round longer than it had to because it was assumed the Alliance needed to stack matching supporters *per each* extra enemy meeple in a clearing at or above 3. Somehow, the Alliance managed to cash out seven(!) fox supporters plus a wild to match the Cats' legion, which seemed like a pretty epic way to end the game until we realized the action was way more trivial than that :P

z-beeblebrox