How to Play Root: the Riverfolk Expansion | Official Rules

How to Play Root: the Riverfolk Expansion | Official Rules

Lizard Cult


The Cult relies on word of mouth and beak to spread its gospel, and new enclaves can spring up anywhere on the map. Where the Cult rules clearings, they can build gardens, which will further radicalize the animals that live there.

While other factions spend cards to achieve their aims, the Cult acts chiefly by revealing cards and gradually drafting the ideal set of followers. Unless used for scoring, these cards are not spent and are returned to the Cult's hand during Evening.

However, this gentler approach makes movement and battle difficult, so these actions can only be undertaken by the most radicalized members of the Cult-their acolytes.

The gardens of the Lizard Cult attract Pilgrims, so the Cult rules any clearings where they have gardens, even one. This special ability trumps even the Eyrie's Lords of the Forest.

When the Cult is in play, spent and discarded cards are placed in the Cult's Lost Souls pile rather than the discard pile. At the start of the Cult's turn, the most common suit of Lost Souls sets the Outcast, the suit of clearings where the Cult can perform conspiracies with their acolytes for that turn.

Acolytes can be gained by Revenge: whenever you remove a warrior defending in battle, you place it in your Acolytes box.


Birdsong

Look at the cards in the Lost Souls pile, ignoring any bird cards. If one suit has more cards than any other suit, that suit becomes the Outcast - move the outcast marker to the new suit. If this suit was already the Outcast, it becomes the Hated Outcast -flip the outcast marker.

Then, move all of the cards in the Lost Souls pile to the discard pile.

Finally, you can spend acolytes - warriors in your Acolytes box - to perform conspiracies. If the Outcast is Hated, all conspiracies cost one less acolyte.

  • Crusade: Spend two acolytes to battle in an Outcast clearing or move from an Outcast clearing and then, if you wish, battle in the destination clearing.

  • Convert: Spend two acolytes to remove an enemy warrior from an Outcast clearing and then place a warrior there.

  • Sanctify: Spend three acolytes to remove an enemy building from an Outcast clearing and then place a garden there.


Acolytes Example

At the start of Birdsong, the Cult has four acolytes. Rabbits are the Outcast.

First, they spend two acolytes to convert the Marquise warrior in the rabbit clearing. The Marquise warrior is removed, and a Cult warrior is placed there.

Second, they spend two acolytes to crusade with the warrior in the rabbit clearing, They choose to move the warrior to an adjacent clearing and battle against the Marquise.


Daylight

Reveal any number of cards from your hand, and perform one ritual per card, as follows. You cannot use revealed cards for any other purpose during Daylight.

Hatred of Birds: Bird cards are not wild when performing rituals!

  • Build: Reveal a card matching a clearing you rule to place a garden there.

  • Recruit: Reveal a card to place a warrior in a matching clearing.

  • Sacrifice: Reveal a bird card to place a warrior in the Acolytes box.

  • Score: Spend the revealed card (placing it in the Lost Souls Pile) to score the victory points listed by the Gardens column of the rightmost empty space matching the card spent.


Evening

Return any revealed cards to your hand. Then, you may craft cards by activating gardens that match the Outcast suit.

Finally, draw one card plus one per uncovered draw bonus. If you have more than five cards in your hand, discard down to five.

Riverfolk Company


When news arrived that the Woodland on the shore of the great lake was descending into all-out war, the Riverfolk Company quickly dispatched its officers to set up shop.

As the other factions purchase services, the Riverfolk will be able to further entrench their commercial interests by building trade posts across the forest. The construction of these posts is a viable way to score victory points, but so too are dividends they might gain from their wealth.

The Riverfolk are excellent Swimmers, so they treat rivers as paths, and they can move between clearings connected by a river regardless of who rules the origin or destination.


Services

The Riverfolk Company is a commercial faction that offers services to the other players. They set the costs of their services during their Evening.

For Sale: The Riverfolk's hand is always shown face up above their faction board.

Any other player, at the start of their Birdsong, may buy one Riverfolk service plus another per clearing with a trade post and any of their pieces. The buyer pays for services by taking warriors from their own supply and placing them in the Riverfolk's Payments box.

  • Hand Card: The buyer takes a card from the Riverfolk's hand and adds it to their hand.

  • Riverboats: The buyer treats rivers as paths until the end of their turn.

  • Mercenaries: During Daylight and Evening of this turn, the buyer treats Riverfolk warriors as their own for rule and battle.

Buying a Service Example

At the start of the Eyrie's Birdsong, Payments the Eyrie can purchase up to two services because they have pieces in one clearing with a trade post.

Mercenaries currently cost 3. The Eyrie decide to buy them, so they move three warriors from their supply to the Riverfolk's Payments box. With these mercenaries the Eyrie rule the rabbit clearing, so they can build a roost there, assuming the right card is in the Decree.


Birdsong

If your Payments box is empty, place two warriors in it. Then, if you have any trade posts on the map, score one victory point per two funds (warriors in the Funds box). Finally, move all warriors on your faction board to the Funds box.


Daylight

You can take action by spending and committing funds-warriors in your Funds box. When you spend a fund, return the warrior to its owner's supply. When you commit a fund, move the warrior to the Commitments box.

  • Move: Commit a fund to take a move.

  • Battle: Commit a fund to initiate a battle.

  • Craft: Commit funds to craft a card from your hand. Instead of moving these warriors to the Commitments box, you must place them on empty spaces of the Trade Posts tracks matching the suits of the crafting cost.

    Exporting: Instead of gaining a card's listed crafting effect, you may discard the card and place a warrior in your Payments box.

  • Draw: Commit a fund to draw a card.

  • Recruit: Spend a fund to place a warrior in any clearing with a river.

  • Establish Trade Post with Garrison: Spend two funds to place a trade post and a warrior in a clearing. You must spend funds of the faction who rules the chosen clearing. Each clearing may have only one trade post.

    Trade Disruption: Whenever a trade post is removed, remove half of your funds and return that trade post to the box. It cannot be rebuilt!

Establishing a Trade Post Example

The Riverfolk want to establish a trade post in this fox clearing, rte Marquise rules, so the Riverfolk must spend two Marquise fund.

Tte Riverfolk place a fox trade post with a warrior there, and score two victory points,


Evening

If you have more than five cards in your hand, discard down to five. Then, you may set the costs for your three services by moving the service markers on your Services tracks.



Robert Thorne
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Robert Thorne

Robert Thorne covers electric vehicle innovations, autonomous driving systems, global mobility trends, and automotive engineering developments.