ROOT Board Game EYRIE Strategy Guide / How to win with Eyrie / STRATEGY Tips

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This strategy guide will teach you how to maximize your decree, choose the right leader, and craft properly. Hang around to the end and I’ll teach you how to counter them as well. If you want to win more with the Eyrie, you've come to the right place.

Clearly, the most important strategy to win with the Eyrie, is to place your decrees in the right columns. But there are also many other subtle tips that will help you avoid falling into Turmoil. Well cover which order you should choose your leaders in, style of play, how much you should battle, where to place your decrees, what cards you should craft, and who their mortal enemy is.

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=TIMESTAMPS=
0:00 Introduction
0:38 Leaders
3:58 Turmoil
4:20 Style of Play
5:09 Battling
5:31 Lords of the Forest
5:49 Board Position
6:19 Recruit Decree
6:36 Move Decree
7:07 Battle Decree
7:27 Build Decree
7:59 Best Crafting Cards
8:47 Roosts
9:13 Common Mistakes
10:19 Planning for Turmoil
10:44 How to Counter
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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 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

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This Video is good. Thank you so much. Looking forward for the other Factions.

Imperaldra
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Bit of an older video, so I am sure someone has mentioned it already, but one of the strongest starts for eyrie revolves around intentionally turmoiling turn 1 provided you have the right setup. Game play involves choosing charismatic first, and dumping two cards into your recruit decree. This sets you up with 6 extra units to start due to his ability to get two warriors instead of one when recruiting alongside your now three recruit decrees. From there, you'd want to choose the despot as you really want that move and build now that you have so many troops. You generally stick with him for a while, going with the usual gameplan of keeping the decree until you are safe to get rid of it. Depending on how many troops you got left, you either take Builder to refresh your troops more easily and take advantage of your crafts, or Commander to continue pushing your advantage. This strategy is situational based on your hand, as you ideally want to have two cards of your starting clearing when you do it, but it has massive massive upsides in terms of ensuring your second decrees longevity and your overall offensive power. I find that generally the charismatic leader has the issue of his ability forcing him to take a bad turmoil that experienced players can often abuse to push him back too much. Abusing his power this way through a fast turmoil just ensures that valuable longevity of the decree, and lets you build up enough of an early lead safely to fall into your next inevitable turmoil. It also essentially fixes the issue you point out with the despot as well, as the overly aggressive start revolving around despot first has the issues of running out of steam too fast. I definitely recommend giving this strategy a try if you haven't as it's also just super fun coming out of the gate with 12+ troops and sending two giant hoardes in each direction on the map.

loganmcvey
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One of my go-to strategies is Charismatic start, and within a couple rounds have 2 cards in the build column, 1 bird and 1 of a suit that has 3 viable targets. Battle is the least important column with this leader; we can gain control with raw numbers and not fighting. Charismatic rushes out my troops, and I will run out of roosts to build if I can fill up all the viable slots for my colored build card -- if you can do that, it's a success. Go into turmoil, but with a lot of points from expanding quickly, and a lot of warriors from using charismatic and recruiting. Try to push for a win without going into turmoil a second time, choosing whichever leader is likely to help you score the most points immediately.

I think my friends tend to play passively and defensively which lets you get away with a greedy strategy like this, but it outperforms being more conservative when I play.

GlobusTheGreat
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The video is The explanation is so clear!

Elvimaki
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Nice video overall, but I disagree with a couple of things:
1) if you want to start with "slow" Charismatic, you need not only a bird card to put in build but also another card in your starting clearings suit to put in move. If you don't have that combo, that's where the Despot is useful as a starting leader.
2) I disagree that Despot is useful as a 2nd leader - hardly ever, unless you turmoiled early or had a lot of roosts destroyed. With second leader, you're likely to have a lot of roosts on the board, so Despot will turmoil quick.
3) Despot's ability to gain +1 point for removing a token/building is under appreciated. Especially if the WA puts sympathy close, you should definetely try to battle it out (easy 2 points).

For me, the best combo of leaders is Charismatic (Despot if you don't have the right starting card combo), put all guys on the board and as many roosts, then pick Commander to defend them

mtrybu
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For me, with birds too much is depending on the starting hand. My favourite starting leader is a Despot, due to starting flexibility and rushing to 3 Roosts that give me 2 cards per turn (for extra flexibility). I tend to put in most of my cards into Recruit to balance things out between Roosts and Warriors - don't mind going into turmoil early if I have very few bird cards in the decree. 2nd Leader I pick is either Charismatic (if I'm behind on warriors) or Commander (if I want more board control).

I really like how Eyrie is a really good counter for the WA - easy to block them with 3 warriors per adjacent clearing and Commander can defeat those pesky WA warriors.

Agree with the counter to Eyrie - destroying Roosts is a must - otherwise their VP per turn can outstrip all other players...

przemekbozek
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As someone who only just learned how to play, this strategy guide is awesome!!! Thanks for doing this!

marionrichardson
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New to the game and this video is really helpful. Thank you!

betalisk
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Awesome. I just got the board game with my wife and eyrie plays really cool I'm loving the decree planning.

Dumping into move seems a safe bet so cheers for the tip.

Makofueled
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This is some seriously good info! Thank you!

BlotandBlend
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Thank you for these videos-tips! As a russian player, I luck of similar video.

yhnxlcr
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This & the playthrough video on Eyrie got me going, thanks! I was able to win my first challenge game using your tips. I like the game but there is so much to learn that I probably never will play it against human players. It'll take me plenty of time to win using each of the factions against the various AI levels the digital version offers. And that's w/o any of the expansions. I am just not one that likes the kingmaking, the backdoor collusion/dealmaking & all the tabletalk arm twisting chitchat that a game like this requires....I just like to play board games w/o the metagame politicking. The game reminds me of Catan in that way, which I eventually quit playing w/ people altogether. I do realize this represents a minority viewpoint :)

andrewwalsh
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Lately I have had very, very good success using the Double Build Despot with starting hands of no blue. This can also be the right option, faction and turn order dependent, but I will focus on the case of being railroaded into the strat via lack of blue.

First- identify a suit you have in hand that has 3 or 4 likely spots to build in on the board. That's gonna be your suited build. If you can choose your start, don't start in that suit you want to put build on. Find the suit out of your other two cards that allows you to move there in the future.

Try and reach the further suited build spots first, forcing Dominant factions to either respect or destroy those roosts, buying you more options for your suited builds. Be liberal with the use of blue early game! Blue battle that's worth 4 points until turmoil, or 3 warriors from recruit, is worth a point.

Crafting propaganda bureau is great for the tactical option to weaken positions you attack and recruiting for a card. You want to build 2 suited roosts and 2 others without hitting turmoil. If you can do 3 and 3, that's great and will let you turmoil turn 4 while focusing on securing more points and things that turn for second decree. If you cannot build your 3rd suited build, that's OK! You turmoil at the end of turn, and if you can put another suited build to round yourself to 7, or 6 roosts if one was destroyed along the way that's fine.

I go games with 3, or even 2 cards in move while on the first decree. Alocating the warriors unevenly (f/e 1 2 3 instead of 2 2 2 in turn one) can go a long way, so you can in turn 2 move the warriors off of the 3 roost without leaving any roost fully exposed.

If another player destroys the suited build for you, it can be an easy win even on a game where you found 1 or 2 blue cards total. No turmoil double build is an insane noob crushing phenomena.

mishael
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Awsome Strategy, now i can beat them with Eyrie

nguyennamanhkhoa
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I feel that wa is also point giver for despot.
If despot take down symphaty every turn, it is really hard to keep up.

ttkk
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Excellent video, thanks for the tips! Very useful.

Would y'all say that it's generally better to go 2 or 3 rounds without building if you don't have any bird cards to put in Build? Against the AI it seems sometimes feasible to plan out the full 4 possible turns you could have with a non-bird card in Build, but against people, it seems inevitable they'd stop you from even that. But going that many turns with no roosts doesn't seem super viable either.

hotdoggington
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Great to see this video. Your Alliance video is one of the most concise and well-made vids on the topic I've seen. I typically play with the Exiles and Partisans deck so I'd be curious what your thoughts are on best cards to craft from that deck. Personally I think some of the best (in no particular order) are

League of Adventurous Mice: more flexibility and can be the critical move or battle that saves you from turmoiling.
Swap Meet/Charm Offensive/Murine Broker: Anything that gives you a better chance at drawing cards to get the suits you need.
Boat Builders: as you can expand more easily through the map and satisfy your battle and build decrees more easily.

nitrorev
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This person's voice is so pleasant

charlesemerson
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At :52, given your hand, if you put your bird in “Build, ” you will hit immediate turmoil. Seems like for your opening strategy to work, you need have a bird for “Build” and the matching suit of your roost for “Move.” Am I missing something?

dankemp
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Waiting for the Marquise the Cat Strategy!!!! :)

koklead