Root
An asymmetric wargame in which forest animals clash in completely different ways (factions). The Marquise de Cat expands its territory, the Eyrie Dynasty follows a set decree, the Woodland Alliance wages guerrilla warfare, and the Vagabond adventures alone — factions with entirely different rules compete for victory points.
※Because each faction's rules are entirely different, if even one player is careless during the rules explanation they'll be at a disadvantage the entire game — always assign the simplest faction (the Marquise de Cat) to first-timers.
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RULES
- Goal
- Reach 30 victory points using your faction's unique method, or fulfill the condition of a dominance card.
- Flow
- Each faction performs movement, combat, crafting, and organizing under its own distinct rules to control the forest.
- Win
- The first player to reach 30 victory points or satisfy a dominance condition wins.
- Twist
- Even within the same game, each faction has a completely different turn order and way of earning victory points.
RULES VIDEO
Scores by situation
New faces+−
♡☆☆☆☆ [Top-Tier Rules Barrier] It's an asymmetric wargame where each faction's rules are entirely different, so with four players you must explain four separate rulesets. The learning burden is far too heavy to bring out at a first-meeting gathering.
Close friends+−
♡♡☆☆☆ [Dopamine Is There, but So Is the Barrier] The fun of directly clashing over territory and checking each other in war is real, but learning each faction's rules alone takes over 20 minutes, so the entry barrier is considerable.
Strategy+−
♡♡♡♡♡ [The Pinnacle of Asymmetric Wargames] The Marquise de Cat's territorial expansion, the Eyrie Dynasty's set decree, and the Woodland Alliance's guerrilla warfare — each faction demands a completely different winning strategy, embodying the essence of asymmetric wargames. Considered a must-play masterpiece for intermediate players.
Couple+−
♡☆☆☆☆ [War, Not Friendship] Direct attacks and territorial raids are the core engine of the game, making it the exact opposite of a quiet, conversational healing session.
Duel+−
♡♡♡♡☆ [Soul Duel in the Forest] Even with two players you can split into factions and wage fierce warfare, so it holds up fine as a rivalry match — though some note the balance swings sharply depending on which faction pairing you pick.
Gateway+−
♡♡☆☆☆ [Not for Beginners] Because each faction's rules are entirely different, the learning burden is far too heavy, so there are better choices than this for an eager newcomer's first strategy game.
Frequently asked questions
How many players does Root need?
2–4 players, and it is at its best with 4. It also works as a two-player game.
How long does a game of Root take?
About 60–90 minutes per game, plus roughly 20 minutes to teach the rules.
Is Root hard to learn?
It sits at 4 out of 5 on rules weight. The balance is 15 luck / 65 skill / 20 read, so the stronger player usually wins.
Who is Root good for?
It fits Strategy and Duel especially well. One caveat: Because each faction's rules are entirely different, if even one player is careless during the rules explanation they'll be at a disadvantage the entire game — always assign the simplest faction (the Marquise de Cat) to first-timers.
How do you win Root?
The first player to reach 30 victory points or satisfy a dominance condition wins. The goal is Reach 30 victory points using your faction's unique method, or fulfill the condition of a dominance card.
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