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How to play Root (2026): Root is Leder Games’ asymmetric game of woodland war for two to four players, ages 14 and up. Each player controls a faction that plays by its own rules: the industrial Marquise de Cat, the proud Eyrie Dynasties, the rebel Woodland Alliance or the wandering Vagabond. This guide explains the shared rules every faction uses, then how each one scores, following Leder Games’ official Learning to Play guide and Law of Root.
The box you need: Root
The base game includes the double-sided Woodland and Winter map, the four faction boards with their wooden pieces, the shared deck and the Learning to Play and Law of Root books.
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The goal of Root
Be the first to reach 30 victory points. Each faction scores in its own way. Later in the game you can instead play a dominance card and win by meeting its condition, but the rulebook recommends learning dominance after your first game.
The shared rules of Root
Clearings, paths and ruling
The map is a forest of clearings joined by paths. You rule a clearing if you have the most combined warriors and buildings there; a tie means no one rules it. To move warriors, you must rule either the clearing you leave or the clearing you enter.
The three phases of a turn
Every turn has three phases: Birdsong, Daylight and Evening. What happens in each phase is printed on your faction board, which is why each faction feels like a different game. In Evening, most factions draw cards and then discard down to five.
Cards and suits
Each clearing has a suit: fox, rabbit or mouse. Cards share those suits, and birds are wild. You spend cards to craft items and powers, to take faction actions and to ambush attackers.
How battle works in Root
Choose a clearing and a defending faction there. Roll two dice: the attacker deals hits equal to the higher roll and the defender deals hits equal to the lower roll, but neither side can deal more hits than it has warriors in the clearing. If the defender has no warriors, the attacker deals one extra hit. Before the roll, a defender may play an ambush card of the clearing’s suit to deal two hits at once, and the attacker can cancel it with a matching ambush.
How each Root faction scores
| Faction | Playstyle | Main way to score |
|---|---|---|
| Marquise de Cat | Builds an industrial engine with wood | Constructing sawmills, workshops and recruiters |
| Eyrie Dynasties | Follows a growing Decree of commands | Keeping roosts on the map each Evening |
| Woodland Alliance | Spreads sympathy and sparks revolts | Placing sympathy tokens |
| Vagabond | A lone wanderer who quests and trades | Quests, aiding and fighting other factions |
Marquise de Cat
The Cats start with a warrior in almost every clearing. They place wood at sawmills, then spend it to build more buildings, and each building scores. Their Field Hospitals let them bring back removed warriors.
Eyrie Dynasties
The Birds add cards to their Decree each turn and must carry out every card, in order. If they cannot, they fall into turmoil, lose points and reset. Their reward is strong scoring from roosts.
Woodland Alliance
The Alliance spends supporter cards to place sympathy, which scores points. When others remove sympathy or march into a sympathetic clearing, outrage gives the Alliance more supporters, and a revolt can wipe out enemies at once.
Vagabond
The Vagabond moves alone, exploring ruins for items, completing quests, aiding other players and fighting whoever is ahead. Items power every action, so damaged or exhausted items limit the turn.
Root with two players
Do not use dominance cards in a two-player game. The rulebook suggests playing two games, swapping factions in between and adding the scores, and it names Eyrie versus Marquise as the ideal two-player learning setup.
Tips for your first game of Root
- Start with the recommended factions. Marquise and Eyrie are the gentlest introduction.
- Read your faction board aloud. Everyone should know how the others score.
- Gang up on the leader. Root balances itself when players attack whoever is ahead.
For more strategy games, see our best strategy board games for adults, best games like Risk and best 2-player board games.
Root rules questions
How many points do you need to win Root?
30 victory points, or you can play a dominance card later in the game and meet its condition.
How does combat work in Root?
Roll two dice. The attacker uses the higher result and the defender the lower, capped by each side’s warriors in the clearing.
Which Root factions are best for beginners?
Leder Games recommends Marquise de Cat and Eyrie Dynasties for learning.
Can you play Root with two players?
Yes. Leave out dominance cards and play two games, swapping factions and adding the scores.



