@@LegendaryTactics Can't wait for the next Video. Was not sure about getting this Game, but now I'm pretty certain to pick this one up. Do you Think its worth to get the expansion too? Mostly playing with my GF, sometimes with 2 friends and i thought it would be nice to have more options to chose from. Keep up the good work.
@@Imperaldra The Vagabond is apparently really OP, but I need to spend a lot more time with him to figure out the path to victory there. I'm actually waiting to get the expansions in their digital format. During covid, I'm finding that the cardboard isn't getting to the table as much. I'm also a player who likes to thoroughly play and understand all the bases factions before expanding. This seems like the kind of game that I'll want to expand though.
Bit of an older video, so I am sure someone has mentioned it already, but one of the strongest starts for eyrie revolves around intentionally turmoiling turn 1 provided you have the right setup. Game play involves choosing charismatic first, and dumping two cards into your recruit decree. This sets you up with 6 extra units to start due to his ability to get two warriors instead of one when recruiting alongside your now three recruit decrees. From there, you'd want to choose the despot as you really want that move and build now that you have so many troops. You generally stick with him for a while, going with the usual gameplan of keeping the decree until you are safe to get rid of it. Depending on how many troops you got left, you either take Builder to refresh your troops more easily and take advantage of your crafts, or Commander to continue pushing your advantage. This strategy is situational based on your hand, as you ideally want to have two cards of your starting clearing when you do it, but it has massive massive upsides in terms of ensuring your second decrees longevity and your overall offensive power. I find that generally the charismatic leader has the issue of his ability forcing him to take a bad turmoil that experienced players can often abuse to push him back too much. Abusing his power this way through a fast turmoil just ensures that valuable longevity of the decree, and lets you build up enough of an early lead safely to fall into your next inevitable turmoil. It also essentially fixes the issue you point out with the despot as well, as the overly aggressive start revolving around despot first has the issues of running out of steam too fast. I definitely recommend giving this strategy a try if you haven't as it's also just super fun coming out of the gate with 12+ troops and sending two giant hoardes in each direction on the map.
That's awesome. I hadn't thought of that power launch, but in the right circumstance, that would dominate. Thanks for taking the time to describe it here.
One of my go-to strategies is Charismatic start, and within a couple rounds have 2 cards in the build column, 1 bird and 1 of a suit that has 3 viable targets. Battle is the least important column with this leader; we can gain control with raw numbers and not fighting. Charismatic rushes out my troops, and I will run out of roosts to build if I can fill up all the viable slots for my colored build card -- if you can do that, it's a success. Go into turmoil, but with a lot of points from expanding quickly, and a lot of warriors from using charismatic and recruiting. Try to push for a win without going into turmoil a second time, choosing whichever leader is likely to help you score the most points immediately. I think my friends tend to play passively and defensively which lets you get away with a greedy strategy like this, but it outperforms being more conservative when I play.
Nice video overall, but I disagree with a couple of things: 1) if you want to start with "slow" Charismatic, you need not only a bird card to put in build but also another card in your starting clearings suit to put in move. If you don't have that combo, that's where the Despot is useful as a starting leader. 2) I disagree that Despot is useful as a 2nd leader - hardly ever, unless you turmoiled early or had a lot of roosts destroyed. With second leader, you're likely to have a lot of roosts on the board, so Despot will turmoil quick. 3) Despot's ability to gain +1 point for removing a token/building is under appreciated. Especially if the WA puts sympathy close, you should definetely try to battle it out (easy 2 points). For me, the best combo of leaders is Charismatic (Despot if you don't have the right starting card combo), put all guys on the board and as many roosts, then pick Commander to defend them
Thanks for taking the time to offer a counterpoint. Good distinction on Despot v Charismatic opening. I agree that the Despot is undervalued for his 2 point windfalls. The Commander's extra hit does go a long way to defending your territory, so choosing him second is definitely a good pick.
For me, with birds too much is depending on the starting hand. My favourite starting leader is a Despot, due to starting flexibility and rushing to 3 Roosts that give me 2 cards per turn (for extra flexibility). I tend to put in most of my cards into Recruit to balance things out between Roosts and Warriors - don't mind going into turmoil early if I have very few bird cards in the decree. 2nd Leader I pick is either Charismatic (if I'm behind on warriors) or Commander (if I want more board control). I really like how Eyrie is a really good counter for the WA - easy to block them with 3 warriors per adjacent clearing and Commander can defeat those pesky WA warriors. Agree with the counter to Eyrie - destroying Roosts is a must - otherwise their VP per turn can outstrip all other players...
Awesome. I just got the board game with my wife and eyrie plays really cool I'm loving the decree planning. Dumping into move seems a safe bet so cheers for the tip.
This & the playthrough video on Eyrie got me going, thanks! I was able to win my first challenge game using your tips. I like the game but there is so much to learn that I probably never will play it against human players. It'll take me plenty of time to win using each of the factions against the various AI levels the digital version offers. And that's w/o any of the expansions. I am just not one that likes the kingmaking, the backdoor collusion/dealmaking & all the tabletalk arm twisting chitchat that a game like this requires....I just like to play board games w/o the metagame politicking. The game reminds me of Catan in that way, which I eventually quit playing w/ people altogether. I do realize this represents a minority viewpoint :)
Lately I have had very, very good success using the Double Build Despot with starting hands of no blue. This can also be the right option, faction and turn order dependent, but I will focus on the case of being railroaded into the strat via lack of blue. First- identify a suit you have in hand that has 3 or 4 likely spots to build in on the board. That's gonna be your suited build. If you can choose your start, don't start in that suit you want to put build on. Find the suit out of your other two cards that allows you to move there in the future. Try and reach the further suited build spots first, forcing Dominant factions to either respect or destroy those roosts, buying you more options for your suited builds. Be liberal with the use of blue early game! Blue battle that's worth 4 points until turmoil, or 3 warriors from recruit, is worth a point. Crafting propaganda bureau is great for the tactical option to weaken positions you attack and recruiting for a card. You want to build 2 suited roosts and 2 others without hitting turmoil. If you can do 3 and 3, that's great and will let you turmoil turn 4 while focusing on securing more points and things that turn for second decree. If you cannot build your 3rd suited build, that's OK! You turmoil at the end of turn, and if you can put another suited build to round yourself to 7, or 6 roosts if one was destroyed along the way that's fine. I go games with 3, or even 2 cards in move while on the first decree. Alocating the warriors unevenly (f/e 1 2 3 instead of 2 2 2 in turn one) can go a long way, so you can in turn 2 move the warriors off of the 3 roost without leaving any roost fully exposed. If another player destroys the suited build for you, it can be an easy win even on a game where you found 1 or 2 blue cards total. No turmoil double build is an insane noob crushing phenomena.
At :52, given your hand, if you put your bird in “Build,” you will hit immediate turmoil. Seems like for your opening strategy to work, you need have a bird for “Build” and the matching suit of your roost for “Move.” Am I missing something?
Thanks for the reminder. I really do need to get that done. I've been so focused on my Diplomacy 7 Nation Series that I haven't been covering Root so much.
Excellent video, thanks for the tips! Very useful. Would y'all say that it's generally better to go 2 or 3 rounds without building if you don't have any bird cards to put in Build? Against the AI it seems sometimes feasible to plan out the full 4 possible turns you could have with a non-bird card in Build, but against people, it seems inevitable they'd stop you from even that. But going that many turns with no roosts doesn't seem super viable either.
That's super bad luck if you're in that position, but it happens. If it's inevitable that you're going to break the decree, you can spam some warriors out and intentionally break the decree, just to get lots of units on the board and stall to get a wild card. That will at least set you up to control clearings so you can build quickly when you do get summer good cards.
Great to see this video. Your Alliance video is one of the most concise and well-made vids on the topic I've seen. I typically play with the Exiles and Partisans deck so I'd be curious what your thoughts are on best cards to craft from that deck. Personally I think some of the best (in no particular order) are League of Adventurous Mice: more flexibility and can be the critical move or battle that saves you from turmoiling. Swap Meet/Charm Offensive/Murine Broker: Anything that gives you a better chance at drawing cards to get the suits you need. Boat Builders: as you can expand more easily through the map and satisfy your battle and build decrees more easily.
This is very kind of you to say. I've been strictly using the core set for now (mainly because I'm playing the digital edition). I'm sorely tempted to start the expansion process, but I don't want to get too invested in it while our gaming group is gathering almost exclusively online. Thanks for the suggestions there. I'll have to check those out as I evolve.
@@LegendaryTactics Yeah I get it. I'm surprised of all the expansions, they chose the Clockwork to bring to the digital first (since the online game already has AI bots). Once you start playing in-person again I would recommend the E&P deck, the community seems to agree that it's less swingy without the favor cards and crafting is more common as there are fewer overall symbols.
This Video is sooooo good. Thank you so much. Looking forward for the other Factions.
I appreciate you taking the time to let us know. I really enjoyed making this one.
@@LegendaryTactics Can't wait for the next Video. Was not sure about getting this Game, but now I'm pretty certain to pick this one up. Do you Think its worth to get the expansion too? Mostly playing with my GF, sometimes with 2 friends and i thought it would be nice to have more options to chose from.
Keep up the good work.
@@Imperaldra The Vagabond is apparently really OP, but I need to spend a lot more time with him to figure out the path to victory there. I'm actually waiting to get the expansions in their digital format. During covid, I'm finding that the cardboard isn't getting to the table as much. I'm also a player who likes to thoroughly play and understand all the bases factions before expanding. This seems like the kind of game that I'll want to expand though.
Bit of an older video, so I am sure someone has mentioned it already, but one of the strongest starts for eyrie revolves around intentionally turmoiling turn 1 provided you have the right setup. Game play involves choosing charismatic first, and dumping two cards into your recruit decree. This sets you up with 6 extra units to start due to his ability to get two warriors instead of one when recruiting alongside your now three recruit decrees. From there, you'd want to choose the despot as you really want that move and build now that you have so many troops. You generally stick with him for a while, going with the usual gameplan of keeping the decree until you are safe to get rid of it. Depending on how many troops you got left, you either take Builder to refresh your troops more easily and take advantage of your crafts, or Commander to continue pushing your advantage. This strategy is situational based on your hand, as you ideally want to have two cards of your starting clearing when you do it, but it has massive massive upsides in terms of ensuring your second decrees longevity and your overall offensive power. I find that generally the charismatic leader has the issue of his ability forcing him to take a bad turmoil that experienced players can often abuse to push him back too much. Abusing his power this way through a fast turmoil just ensures that valuable longevity of the decree, and lets you build up enough of an early lead safely to fall into your next inevitable turmoil. It also essentially fixes the issue you point out with the despot as well, as the overly aggressive start revolving around despot first has the issues of running out of steam too fast. I definitely recommend giving this strategy a try if you haven't as it's also just super fun coming out of the gate with 12+ troops and sending two giant hoardes in each direction on the map.
That's awesome. I hadn't thought of that power launch, but in the right circumstance, that would dominate. Thanks for taking the time to describe it here.
One of my go-to strategies is Charismatic start, and within a couple rounds have 2 cards in the build column, 1 bird and 1 of a suit that has 3 viable targets. Battle is the least important column with this leader; we can gain control with raw numbers and not fighting. Charismatic rushes out my troops, and I will run out of roosts to build if I can fill up all the viable slots for my colored build card -- if you can do that, it's a success. Go into turmoil, but with a lot of points from expanding quickly, and a lot of warriors from using charismatic and recruiting. Try to push for a win without going into turmoil a second time, choosing whichever leader is likely to help you score the most points immediately.
I think my friends tend to play passively and defensively which lets you get away with a greedy strategy like this, but it outperforms being more conservative when I play.
This is a very refined approach. Sounds like you've chosen the right approach for the group you're up against.
Nice video overall, but I disagree with a couple of things:
1) if you want to start with "slow" Charismatic, you need not only a bird card to put in build but also another card in your starting clearings suit to put in move. If you don't have that combo, that's where the Despot is useful as a starting leader.
2) I disagree that Despot is useful as a 2nd leader - hardly ever, unless you turmoiled early or had a lot of roosts destroyed. With second leader, you're likely to have a lot of roosts on the board, so Despot will turmoil quick.
3) Despot's ability to gain +1 point for removing a token/building is under appreciated. Especially if the WA puts sympathy close, you should definetely try to battle it out (easy 2 points).
For me, the best combo of leaders is Charismatic (Despot if you don't have the right starting card combo), put all guys on the board and as many roosts, then pick Commander to defend them
Thanks for taking the time to offer a counterpoint. Good distinction on Despot v Charismatic opening. I agree that the Despot is undervalued for his 2 point windfalls. The Commander's extra hit does go a long way to defending your territory, so choosing him second is definitely a good pick.
For me, with birds too much is depending on the starting hand. My favourite starting leader is a Despot, due to starting flexibility and rushing to 3 Roosts that give me 2 cards per turn (for extra flexibility). I tend to put in most of my cards into Recruit to balance things out between Roosts and Warriors - don't mind going into turmoil early if I have very few bird cards in the decree. 2nd Leader I pick is either Charismatic (if I'm behind on warriors) or Commander (if I want more board control).
I really like how Eyrie is a really good counter for the WA - easy to block them with 3 warriors per adjacent clearing and Commander can defeat those pesky WA warriors.
Agree with the counter to Eyrie - destroying Roosts is a must - otherwise their VP per turn can outstrip all other players...
Well said. It sounds like you adapt well to the circumstances.
As someone who only just learned how to play, this strategy guide is awesome!!! Thanks for doing this!
Glad you enjoyed it! I find myself going back to re-watch this when I haven't played a faction in awhile.
Awesome. I just got the board game with my wife and eyrie plays really cool I'm loving the decree planning.
Dumping into move seems a safe bet so cheers for the tip.
Have fun!
This & the playthrough video on Eyrie got me going, thanks! I was able to win my first challenge game using your tips. I like the game but there is so much to learn that I probably never will play it against human players. It'll take me plenty of time to win using each of the factions against the various AI levels the digital version offers. And that's w/o any of the expansions. I am just not one that likes the kingmaking, the backdoor collusion/dealmaking & all the tabletalk arm twisting chitchat that a game like this requires....I just like to play board games w/o the metagame politicking. The game reminds me of Catan in that way, which I eventually quit playing w/ people altogether. I do realize this represents a minority viewpoint :)
Thanks for checking it out.
The video is GOOD!!!!!!!! The explanation is so clear!
Much appreciated! Thanks for letting us know.
Lately I have had very, very good success using the Double Build Despot with starting hands of no blue. This can also be the right option, faction and turn order dependent, but I will focus on the case of being railroaded into the strat via lack of blue.
First- identify a suit you have in hand that has 3 or 4 likely spots to build in on the board. That's gonna be your suited build. If you can choose your start, don't start in that suit you want to put build on. Find the suit out of your other two cards that allows you to move there in the future.
Try and reach the further suited build spots first, forcing Dominant factions to either respect or destroy those roosts, buying you more options for your suited builds. Be liberal with the use of blue early game! Blue battle that's worth 4 points until turmoil, or 3 warriors from recruit, is worth a point.
Crafting propaganda bureau is great for the tactical option to weaken positions you attack and recruiting for a card. You want to build 2 suited roosts and 2 others without hitting turmoil. If you can do 3 and 3, that's great and will let you turmoil turn 4 while focusing on securing more points and things that turn for second decree. If you cannot build your 3rd suited build, that's OK! You turmoil at the end of turn, and if you can put another suited build to round yourself to 7, or 6 roosts if one was destroyed along the way that's fine.
I go games with 3, or even 2 cards in move while on the first decree. Alocating the warriors unevenly (f/e 1 2 3 instead of 2 2 2 in turn one) can go a long way, so you can in turn 2 move the warriors off of the 3 roost without leaving any roost fully exposed.
If another player destroys the suited build for you, it can be an easy win even on a game where you found 1 or 2 blue cards total. No turmoil double build is an insane noob crushing phenomena.
New to the game and this video is really helpful. Thank you!
Thank you for these videos-tips! As a russian player, I luck of similar video.
Hopefully UA-cam was able to translate it for you! Glad it helped!
I feel that wa is also point giver for despot.
If despot take down symphaty every turn, it is really hard to keep up.
Really enjoying your Root content!
Thanks for checking it out. Marauder's Expansion is dropping Tuesday!
This is some seriously good info! Thank you!
Glad it was helpful!
Awsome Strategy,now i can beat them with Eyrie
Woo hoo! It's such a good feeling when you get that breakthrough.
This person's voice is so pleasant
Kind of you to say. Thank you.
At :52, given your hand, if you put your bird in “Build,” you will hit immediate turmoil. Seems like for your opening strategy to work, you need have a bird for “Build” and the matching suit of your roost for “Move.” Am I missing something?
You're right. The opening hand does dictate which opening options are better for you
Waiting for the Marquise the Cat Strategy!!!! :)
Thanks for the reminder. I really do need to get that done. I've been so focused on my Diplomacy 7 Nation Series that I haven't been covering Root so much.
It's written, filmed, and 1/2 edited. Should be out Monday or Tuesday (Sept 13ish)
@@LegendaryTactics Awesome!!!
@@koklead7904 It has gone live. Hopefully it's helpful to you.
@@LegendaryTactics thank you that's amazing!!!
Excellent video, thanks for the tips! Very useful.
Would y'all say that it's generally better to go 2 or 3 rounds without building if you don't have any bird cards to put in Build? Against the AI it seems sometimes feasible to plan out the full 4 possible turns you could have with a non-bird card in Build, but against people, it seems inevitable they'd stop you from even that. But going that many turns with no roosts doesn't seem super viable either.
That's super bad luck if you're in that position, but it happens. If it's inevitable that you're going to break the decree, you can spam some warriors out and intentionally break the decree, just to get lots of units on the board and stall to get a wild card. That will at least set you up to control clearings so you can build quickly when you do get summer good cards.
Great to see this video. Your Alliance video is one of the most concise and well-made vids on the topic I've seen. I typically play with the Exiles and Partisans deck so I'd be curious what your thoughts are on best cards to craft from that deck. Personally I think some of the best (in no particular order) are
League of Adventurous Mice: more flexibility and can be the critical move or battle that saves you from turmoiling.
Swap Meet/Charm Offensive/Murine Broker: Anything that gives you a better chance at drawing cards to get the suits you need.
Boat Builders: as you can expand more easily through the map and satisfy your battle and build decrees more easily.
This is very kind of you to say. I've been strictly using the core set for now (mainly because I'm playing the digital edition). I'm sorely tempted to start the expansion process, but I don't want to get too invested in it while our gaming group is gathering almost exclusively online. Thanks for the suggestions there. I'll have to check those out as I evolve.
@@LegendaryTactics Yeah I get it. I'm surprised of all the expansions, they chose the Clockwork to bring to the digital first (since the online game already has AI bots). Once you start playing in-person again I would recommend the E&P deck, the community seems to agree that it's less swingy without the favor cards and crafting is more common as there are fewer overall symbols.
Thanks!
No problem. I hope it's helpful.
Share you thoughts in the comments!
Very interesting game. Thanks.
If you haven't had the chance to play it yet, Root is similar to COIN games but with a lovable skin.
Have you ever try turmoil in first turn with Charismatic??
Situationally, yes. Not a bad option at times.
where can i play online?
You can buy the app on Steam.