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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.
If you would like to buy Root and also support our channel, use the link below:
=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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TWITTER
MERCH
_______________________________________________
#root
#rootboardgame
#eyrie
@GeekandSundry
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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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.
If you would like to buy Root and also support our channel, use the link below:
=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
______________________________________________
SUBSCRIBE:
SUPPORT:
MERCH
_______________________________________________
#root
#rootboardgame
#eyrie
@GeekandSundry
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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