Discover the cheat sheet to learn to play Root.
Cats
Birds
Alliance
Vagabond
The map is infrastructure; the VP track is the till. You can hold half the wood and still lose. The question each turn is never "how much do I control" but "how many points does this turn produce".
One building every turn, every turn. Sawmills make wood in Birdsong, recruiters make warriors and draws, workshops make crafting. Each repeated building of a type scores more than the last.
Sawmill, Overwork, Recruiter. You end turn 1 with two wood; turn 2 places the third recruiter and you are drawing two cards a turn. Which clearing takes the first sawmill depends on your hand: Overwork needs a card matching that clearing's suit.
The two-move rule. Any clearing within two moves of the keep is defensible: Field Hospitals returns warriors to the keep and March puts them back on the front in one action. Build there.
No natural burst. The only bomb: one or two turns without scoring while wood and empty slots pile up, then two or three buildings back to back for 8 to 11 VP. The risk is that the wood pile is a magnet.
You score in every Evening according to the roosts on the map, up to 5 VP a turn. The whole game is: place roosts, do not lose them, do not fall into turmoil.
One or two cards added each Birdsong, only one of them a bird. It resolves left to right: Recruit, Move, Battle, Build. A decree you cannot fulfil is turmoil: minus one VP per bird card in it, everything but the viziers is discarded, the leader changes, and the day ends.
Keep the blue edges. Recruit and Build with birds only. Move is the dump slot, since one warrior shuffling back and forth satisfies several orders, so suited cards go there. Make Battle blue when you can: opponents will empty the clearing on purpose.
Last turn, decree something unsustainable on purpose, overloaded with suits, to squeeze out the actions that cross 30. It is all in: if you fall short, turmoil disarms you exactly when you cannot defend.
Sympathy (10 tokens, each worth more VP than the last) plus bases. Bases unlock officers, who give you extra actions in your Evening: move, battle, recruit, organize.
First base as early as possible. Without one your economy is capped at five supporters and zero officers. With one, you are playing a different game.
A revolt removes every enemy piece in the clearing and pays 1 VP per token and building. Aimed at a loaded clearing, it is a double digit swing in one action.
Every unexhausted item is an action this turn. VP come from ruins (1 each), quests, Aid, and infamy (removing pieces of hostile factions).
Pick a lane by mid-game: hostile (war plus infamy) or allied (Allied plus 2 VP per Aid). The hybrid, hostile with one faction and allied with another, is the strongest line.
Nothing here is printed on a component. These are the habits that separate players who know the rules from players who win, and they are all learnable in one session.
The map is infrastructure; the VP track is the till. You can control half the Woodland and still lose. The question each turn is never «how much do I control?» but «how many VP do I generate per turn, and who generates more?»
30 VP over 8 to 10 turns is roughly 3 a turn. Work out who arrives at 30 in three turns if nobody interferes: that is your target, not whoever leads the track today. Hitting the leader just crowns second place. Almost nobody at the table does this arithmetic, which is exactly why it is an edge.
Every enemy building or token removed pays 1 VP to anyone, any time. Most tables treat battle as territory control and forget it is a points faucet. Sawmills and roosts are the cheapest VP in the game and they sit unattacked for hours.
The hidden resource is the promise. «I won’t touch your base this turn if you spend your move elsewhere» costs nothing and buys a whole turn. Three turns happen between yours and no position survives the whole table, so point at whoever is fast and do not be the target. Silent players lose to loud ones of equal skill.
Crafting looks like a side activity and it is 5 to 9 VP across a game, plus persistent effects. Skipping a craft to squeeze in one more battle is the most common invisible loss. Cards are actions plus ambushes plus crafting: drawing is income, not luxury.
Trickling 3 VP a turn paints you as the leader early. Banking two turns and dumping 10 VP goes unnoticed, because the table only reacts to the track. The risk is that they break your stockpile first, so sprint before it becomes a magnet.
Wood chains for the Cats, decree suits for the Birds, the first base for the Alliance, the item pile for the Vagabond. Break the thing that feeds the engine, not the points it already banked. And accept the corollary: you cannot defend everything, so let replaceable pieces fall and defend only what generates points.
Five in the deck, and the threat is worth more than the play. A held bird ambush changes how the whole table moves against you. Spend one to save your most expensive piece, never to win a fight you did not need.