Here's the most overlooked rule imo : No one rules an empty clearing. Thus, when being in a clearing where you DO NOT RULE cause of ennemy presence, you actually CAN NOT go into adjacent empty clearing, since you AS OF BEFORE THE MOVE do not rule either the starting clearing or destination clearing.
From experience, it actually allows for very interesting counterplays against say the Wooden Alliance when they're just about to score those last points and you would like to pin them on one area. Same with the lizards who can easily "block" ennemies on their garden, forcing a fight to escape.
Think about real life perspective. Either you're strong in your home base and march to an enemy base. Or you are being beaten in an enemy base and moving back to your home base. Thinking about this way, the rule is very clear to me
Great video! One rule I often missed while playing as vagabond is that you have to move coin/teapot/bag to satchel after exhausting them. This makes a big difference because later in evening those items need to be counted toward item capacity as well, which might force you to remove some items.
@@songzeng3362 Yes. Teapot, Sack, and Coins can all be exhausted either when providing aid or completing quests. When they are exhausted, they go into the satchel and count against the satchel’s capacity.
One thing we incorrectly assumed when playing our first two games, was that when the marquis or woodland lose a token that goes back on their player board, that they lose the points underneath it (as its covered up). We found out after that this doesn't happen and you keep all points. Only the Eyrie can lose points if the decree fails.
@@Quackalope I think a FAQ from Leder games would help clear these questions up. When i googled that instance, I found a couple people asking about it.
When you talked about the Aid action, you should also have reminded , that Vagabond has to exhaust any one item of his. I think many players may not remember about this rule.
That Vagabond has to exhaust any one item of his FOR EVERY SINGLE CARD THAT HE GIVES. Also - when you are Alied with a player - you can give aid him (exhaust an item and give him ONE card of a matching clreaing that you and him are there) and score 2 victory points. Which means that if you give them 3 cards, thats 6 points!
Sani Fakhouri we do this. I suppose the argument would be that you are reminding your opponent to check for a card, where as they may forget to play it. I would rather remind then try to win by "oh, you forgot, too bad!"
Another reminder with Vagabond aid, when you need too aid someone to get them to level 2 on the relationship track, you also need to flip two items over. You need to perform the aid action two times basically on the same turn!
@@drbasseri yup! So if you are friend with the lizards at level two already and want to get them to level three, on one turn, you need to aid them then three times: flip three items and give them three cards that match suit/wild. You don't need to do all three in a row though, so you could aid once then move to another clearing with lizards in it then aid again there cuz you have cards that match suit. TLDR; the next level on the relationship track = how many times the aid action needs to be done in one turn.
@@drbasseri haha that was a rule we played wrong a bunch too before we finally sat down and checked it. We were like...hmm...it is far too easy for the vagabond to just run through this track...
Root is my #1 favorite game to play and you have covered it well in your videos. It is also my least favorite game to teach to new players and catch player turn mistakes because of the asymmetry. Unless you know every faction's gameplay in detail, it is easy to miss errors. In my book, videos like this one are helpful. Thanks for making it.
Great content as usual. Someone already commented about the Cat's Field Hospital update, but it made me think, before making a video for the Otters and Lizards, make sure to use the updated boards for them, the lizard updates are pretty substantial!
Here's some more overlooked rules: - In the Marquise Keep you can't place a sympathy token, because you can't put a token on the clearing where the keep is - The Vagabond pawn is not a warrior, so you don't have to pay a card to the supporters deck for the Woodland Alliance when you enter a clearing with a sympathy token
Here is useful reminder for the Woodland alliance. I was hopeless today because we misunderstood the Outrage effect. Outrage. Whenever another player removes a sympathy token or moves any warriors into a sympathetic clearing, they must add one card from their hand matching the affected clearing to the Supporters stack. If they have no matching cards (including no birds), they must show their hand to the Alliance, and then the Alliance draws a card from the deck and adds it to the Supporters stack. I hope i helped you guys i wish good games to you all.
Great video with easily overlooked rules! One small clarification, at 9:47 you said “My wood cannot pass through a region that I currently have rule of in order for me to get it to the place I want to build.” I’m pretty sure you meant “… a region that I DO NOT currently have rule of …” since you explain it correctly in your example with the clearing that has the Eyrie and Marquise. Just wanted to mention it in case someone got confused by what you said.
You are fast becoming one of my favorite BG Channels; I've been a subscriber for quite a while and content like this keeps me coming back. We all play games wrong for some reason or another: misreading, weak rulebooks, assumed gameplay based on prior experience and/or just as complex game. Furthermore, mistakes early on are very habit forming and you end up doing it without a 2nd thought. I'm a really big fan of Leder Games and Mindclash Games, but let's be honest-those are some dense games: asymmetry, solo, COOP, competitive, expansions and variants like none other-heck even player count like in Root. What makes those publishers fit so well, IMHO, are that they are just top-notch-transcending and beautiful on so many levels: dynamic gameplay, theme, art, production, rulebooks, inserts and even community relations seem to strive to do everything right. Video tutorials of 1 round of play or a subject such as this are great tools to fill in the gaps for those with different learning styles. I commend EVERY company that pays to have their game taught by a BG channel, or-possibly-does it properly themselves-and not just originally, as preview to solicited backers, in the case of crowdfunded games, but also upon release-they can skip the dozen superfluous-redundant-miniatures or expansions in exchange for teaching videos. So yeah-rock on. Keep up these kinds of teaching videos that focus on your common mistakes and, hopefully, more videos that helps recognize the biggest hurdle in the board game industry, in terms of its reach to bring more consumers in the hobby, has always been the difficult situation of learning, teaching and helping new people into the hobby. Cheers!
Quack!!! I am fortunate to be all in on Root. I am only able to play solo. Thanks for your coverage! One correction: Wood is used to "build" saw mills, workshops and recruiting stations. Wood is not used to "craft". Workshops in the appropriate clearings as shown on the cards to be crafted allow crafting. Thanks again!!!
Glad to see this. Played Root twice last night, and each time the Cats were simply almost unstoppable, and we wondered if we missed some core rules. And next week, I will make sure that we are more attentive to these in particular. Thanks!
One really good way to learn these rules is playing the video game adaptation of Root, since it's literally impossible to get rules wrong. There's been many times I've been playing and thought I could do something, only to realize I couldn't because of a rule I misinterpreted.
viddy game version is not up-to-date with the current version of the tabletop rules. this matters in particular with the marquise de cat and the field hospital ability.
To enforce the ambush pause, our house rule is that if you just roll dice without pausing or asking for ambush, the defender still may play the ambush card and then choose to have you re-roll the dice or not. That little extra ensures that EVERYONE pauses or asks before rolling.
Some other things with the vagbond i've seen some confusion over is that if your 'track' items are exhausted (coins, bags, tea) they have to be moved into your satchel AND their effect is lost. Also you can refresh items while they are damaged, and a day in the woods will repair AND refresh all items.
So of i am a vagabond and i go on a quest that uses a bag. I loose 2 slots and move the bag to the satchel? If this is the case and the bag cant fit in the satchel am i not allowed to do the quest because i dont have enough room in the satchel? What happens to the other items when the bag is used? Say i have 8 items and i use a bag. Do i loose the items? Or can i just not use the bag? Same with tea. If i use a tea on a quest but have no satchel space can i just not use the tea?
@@naturesfinest2408 you can use these items for quests but at the end of your turn you have to check your item capacity. You would choose items to lose at that point
@@naturesfinest2408 no problem! If you regularly play with lower player counts like 2 or 3 then the underworld is much better because the moles have high reach. You also get 2 new maps so lots of variety. Both the lizards and otters work better in bigger games like 4+ players. I also highly recommend the Exiles and partisans deck. I’m personally looking forward to the marauders expansion coming early next year which is aiming to fill out the 2 player game and add a ton of variety.
Fantastic video, thank you! First of all, I have no idea how, after all the Quackalope videos I've watched, I still wasn't subscribed, but I am now! Secondly, now that I'm just breaking into the board game content scene by recording Clockwork teaching videos and play throughs to demonstrate each of the clockwork factions in action, I'm becoming VERY aware of the rules I overlook... I even have plans for my next video to be me going through each of the rules I misunderstood or things I typically misplay in the play throughs; I figure the tenth video in the series is as good a time as any to finally learn the game for real, haha. Keep up the awesome work on the channel!
Got this game from my wife, for christmas(yes, she's that awesome). Read the rules, looked at some 5 vids...watching this one as an extra really does the trick. Anyways - finally trying the game with two others tomorrow. Looks awesome!
That "supply chain" rule for the Marquis, and the Aid match Clearing for the Vagabond, are ones I repeatedly forget in the heat of battle. Thanks for reminding me! ;)
Thanks, I’ve gone over the rules multiple (double digits) times and I still missed one you’ve clarified here. With the woodland alliance I played you have to spread sympathy in an adjacent clearing unless it’s not possible, then you can play anywhere. It’s actually only when there is “no” sympathy. “Choose Clearing. An unsympathetic clearing adjacent to a sympathetic clearing. If there are no sympathetic clearings, you may choose any clearing.” Great video, just subscribed today and am scrolling through your content.
I have a 6th printing and the spread sympathy verbiage is ambiguous. It doesn't say what you're quoting, but we looked it up and your comment is right. Just pointing out that not everyone has the current printed rules. The games rules are written concisely but are sometimes lacking clarity for unfamiliar players.
Oh! A couple other things about the woodland alliance that are important to note: 1) martial law doesn't apply to Revolt. If an opponent stacks a clearing with meeps *after* you have sympathy there, there is no need to play an extra supporter card to cause a revolt. It's always just two. That screwed over the Birds in our previous play, cuz he was sitting there smugly thinking the Alliance wouldn't have enough supporters to revolt in a corner where he'd placed...way too many of his people. That hurt to watch 2) also martial law is *just* the one extra card, no matter how many enemies at or above 3 are in the clearing. Our game actually went a round longer than it had to because it was assumed the Alliance needed to stack matching supporters *per each* extra enemy meeple in a clearing at or above 3. Somehow, the Alliance managed to cash out seven(!) fox supporters plus a wild to match the Cats' legion, which seemed like a pretty epic way to end the game until we realized the action was way more trivial than that :P
So my focus now is teaching and making play throughs with the clockwork expansion, and something I’ve habitually missed was remembering the effects of the various trait cards for the factions (I usually play with one per clockwork). I’ve found that if I place the cards somewhere on the robot’s board (or the relevant place on the map, like by the scoring tracker) where the trait takes place or modifies something, I have a fighting chance at remembering.
Great video, thank you! Make sure to get the updated boards with the new rules and points. For instance the Marquis rule has changed so it is one card to save all warriors. I used a sharpie to update my boards with the new rules until I got the actual new boards.
I'm pretty new to Root, so great video! Good timing also! Seems my copy of the game is finally on its way. The parts with Marquise; wish I remembered those rules a few weeks back when I was able to play it. Forgot about the hospital entire game and misread the production line rules completely at first. Thought I could only send wood to an adjacent clearing, so I had sawmills all over the place... Then I kept making plans on where to build but didn't rule the clearings in between. This might sound strange to some people, but I somehow thought Root was more complicated than Vast: The Mysterious Manor. Love both games, though!
For the Riverfolk Company, my play group missed a very key aspect when reading the rules: In Birdsong, ALL funds on your player board go to your funds box. We only moved new funds from the top box there, and left commited funds in the bottom box and crafting spaces permanently :-O Also the two funds you spend to build a trading post have to match the ruling player of the clearing where you build it. This might be easy to miss as well.
It's super super fun if you have a group of dedicated friends to play it. Once y'all start to understand it and get an idea of what all the factions can do the metagame develops so quickly and it's so satisfying. Some of the best most varied gaming I've ever had.
Some of the stuff in clockwork, especially movement priority is tricky. It seems like sometimes there isn't a full list of priorities, so sometimes I'm making calls on whether they'll move or fight in certain clearings based on clearing priority.
This is likely because you have the older print! I'm guessing the birds were particularly prone to this sort of ambiguity? If so, there's updated rules which correct this issue!
Me: "I've played this a bunch now, I bet I played most of these correct" First Segment: "You can only move if you rule the clearing you want to move from or to, or both" Me: "Uh oh.... also to??"
Lizard warriors do not become acolytes when removed from the board by a WA revolt or a CC bomb. They ONLY become acolytes when DEFENDING in battle. 😅 I've played that wrong before. Oops
Thank you for this video. I have the base game and yet to have luck getting people to play it more than once. I'm always thinking about getting expansions. Watching this video reminds me, that the rules of the game are a giant mess and it's never gonna happen. :D
I've just recently played Root for the first few times thanks to the digital version releasing. It only has the basic four factions, but I've been having fun. Wish the AI was more difficult, though.
Watching a playthrough of your 4 player game the other day, a rule your buddy missed really early was the Eyrie can only play one bird icon on its decree per turn.
Biggest rule I tend to forget or see folk miss, is when you have an exhausted item as a vagabond (coins, tea, or bag) it goes into your satchel. This also means that you don't get the benefit of it. With the bag this can lead to some lost items as you dive beneath your new cap and get an extra item in there.
My friends and I recently discovered that factions like the Cat who get VP for building buildings and whatnot don't lose those VP if the building is destroyed and actually get those VP a second time if they rebuild the destroyed building!
Re: Ambush cards, I started always checking for an Ambush as part of declaring my attack: I pick up the dice, indicate the clearing I'm attacking, and say to the player I'm targeting, "I'm attacking here. Are you gonna ambush me?" That way there's no chance of me forgetting lol. I feel like if you just "pause" and wait for them without saying anything, it's easier to forget or move too fast.
Thank you for this helpfull video! Got everything right, so far, except for giving points, not only for destroyed buildings or markers, but for killed enemies, too. And I wondered, why the games where over that fast... xD
yeah indeed you rescue all casualties from a clearing with youre field hospital. the wood you take for building as a cat, needs to be connected to each other by clearings you rule, but that netwerk does need to be connected to the building youre trying to build. a rule i missed is that the vagebond is defensless when he has no swords or all of them are dammaged. and another rule i missed is, in a aid action as the vagebond you need to exaust an item of his choice. also a new rule: if the vagebond is in a clearing when everything is removed from that clearing (like revolting) it takes 3 damage.
So at 4:47, are you saying that the attacker choses the building/token to destroy, my friend is saying that the defender can pick the token/ building, in other words, if you have 1 sawmill and 3 wood. the defender always picks the wood first right? as it kinda blocks attacks off the building. Is this true?
Rule of Rule is incredibly important for movement. A lot of players miss it, even veterans. Basically, you can get caught behind enemy lines and unable to leave, if you're not careful.
I think the best way of learning this game is by doing a demo game with only marquie and eyrie and then once you learn those to you ad another faction to learn and then you keep playing games switching out that third faction. This was the way I learned the entire game and all its expansions on my own
Just a note about pronunciation: it’s “markeezz” not “markee” when referring to the cat. A marquise is the female version of a marquis, therefore the cat is a female. Just a little fyi from a French speaker. 😁
Playing vagabond we missed in the beginning that when you befriend with a faction for a second and third time you need to give more cards but also used more of your stuff. Also in first plays we forgot that if you get hostile with faction you cannot bring it back to friendship track ever again during this game
Also that, for each step you want to take, you need to give all those cards in the same turn. The first step up is just one card -> one Aid action -> exhausting one item and giving one card matching your clearing. The second step up is two cards -> two Aid actions -> exhausting two items and giving two cards matching your clearing(s). And the third step up to Ally status is three cards -> three Aid actions -> exhausting three items and giving three cards matching your clearing(s). Definitely booting aboot to get to clearings that both match the suit of cards in your hand AND that have pieces of an enemy player you wish to aid is part of making the magic of Aid happen.
Making a coalition with someone (using a domination card with the vagabond) allows you (and actually forces) to get back in neutral state with the chosen player.
@@SaniFakhouri yep, and in the case of number of aids to increase relationship, the same turn ins't necessarily the same clearing, we may move and aid again, since the same turn, so need to remember the number of times you're aiding each faction in your turn I saw people think in their strategy that in order to aid 2 times to increase relationship, they would need to be in the same clearing one afther another
Thank you very much for creating content of such high quality. I have just recently discovered your channel and I've fallen in love with Root because of you guys! Amazing work and keep it up!
Great video! Bought the game but haven't played yet. Appreciate your helpful reminders and enjoy your presentation. Will subscribe and looking forward to hearing more from you.
Thanks for the video 😊 I have one question about breaking locations. If you break a location and it triggers to go to the next stage deck. Do you use the current stage card as a reaction or do you flip the first next stage card that you don’t have a clue what it is? All the best Sam
A side note from my experience: I've found that when trying to play Root as correct as possible, all you really need to do is read to the period. It's very easy to say "well, what if ______?". Did the rule mention anything about that scenario? No? Then it doesn't matter. Entertaining video as always! I'll always click on a Quackalope Root video.
Liked your video, thanks! Root has so many special cases. For example Martial Law: During a game I was really wondering whether or not warriors from different factions add up to the count of three (it doesn't, the three warriors should be of one faction). I recently bought the expansions of Root. Will you also be creating a video for the factions in the future?
Same here. I am pleased to report that I did know of all of these issues and actually actively point most of them out when teaching the game to new players.
@@Quackalope I don't even own the game myself, but really deeply digged into it. I'm usually the one who points out the rules you mentionned in the video. Now with that said, although we played quite a lot during lockdown (thanks to unusual ways..) , tbh during the last recent game we played I think I overlooked the rule about Vagabond using two boots in hostile clearings...
Had that moment where the vagabond thinks that the coalition domination card allows the domination condition to be shared with the player they collated with
Great content! Root is one of my favorite owned game. It oozes theme. It's definitely easy to miss some of the multiple rules. But this is one of the reason I also love that game. Reading the law of root is just fun, almost as fun as playing!
4:50 Oh the wood too? So it's any token not only the buildings (square)? Also, even the wood are worth points??? 8:50 One only? I thought it was all of them.
1. Yes, the rule said "score 1 point when removing an enemy's building or token" 2. Looks like this guy made this video based on the original rule which only allow one killed warrior to be returned to the keep.
For the Clockwork expansion, be sure to have the latest rules for the Electric Eyrie. The original rules, especially movement priorities, could cause repetition & monotony.
I still have 1 important question. When vagabond offers his help to another player this is sicilian mafioso kind of offer, right? You hand them your card, pry items from their board and their consent is optional?
One my group tends to forget is for the Otters and Vagabond, the part we forget is that the Vagabond needs to exhaust an item for each cost (e.g. 2 cost = 2 items)
Question: for woodland alliance marshall law. If there's 1 bird, 1 cat and 1 vagabond, does count as 3 warriors of another player for marshall law to get activated? Or for 2 birds and 1 cat? Or does all 3 warriors need to be from the same faction since its said 'another player' and not 'other players' ?
One thing we got wrong for a while (not sure how common this problem is) is that the Eyrie must play their decree left to right, but NOT NECESSARILY up to down. We thought it was both up to down, and left to right.
In the movement section (2:30) I still have a question: - how do the buildings and cardboard contribute? I understand the eyrie's roost contributes, but what about marquise's buildings or the alliance's 3 buildings?
My first victory with the Lizard Cult... I thought I could use their “score” action in the same suit any number of times... definitely a misunderstanding of their rules
Hey Quackalope! Sorry for posting this here! I tried on the Oath video, but thought I had a better chance of you seeing this here... ;)... Now that Oath is in "design-lock" according to the latest Designer Diary, it seems that a lot has changed from the kickstarter version! Is there any chance we'll see another playthrough in the future, before the game comes out?? Cheers from Brazil and thank you for your content!!
My only mistake in your video was the wood chain. All the other clarifications were learned mostly playing some games in the app. Just yesterday I couldnt build with the cat and didnt know why till now. Tks. In the field hospital you need to specify that is one card for all the meeples you lost from a single battle action.
For the marquise, with the updated boards, you rescue all the cats that would have died for a single card using field hospitals- not one for one.
what??
This correct. And pretty important to note.
@@drbasseri what what?
@@Reggie1408 i thought it was 1 for 1
@@drbasseri It used to be.
Here's the most overlooked rule imo :
No one rules an empty clearing.
Thus, when being in a clearing where you DO NOT RULE cause of ennemy presence, you actually CAN NOT go into adjacent empty clearing, since you AS OF BEFORE THE MOVE do not rule either the starting clearing or destination clearing.
This is a great point!
From experience, it actually allows for very interesting counterplays against say the Wooden Alliance when they're just about to score those last points and you would like to pin them on one area.
Same with the lizards who can easily "block" ennemies on their garden, forcing a fight to escape.
Think about real life perspective. Either you're strong in your home base and march to an enemy base. Or you are being beaten in an enemy base and moving back to your home base. Thinking about this way, the rule is very clear to me
Wow-monster of catch. I bet i totally have done this wrong. kudos.
This is EXACTLY why the digital games are WAYYYYYYYYYYYY better than overpriced cardboard crap......the rules are enforced
Great video! One rule I often missed while playing as vagabond is that you have to move coin/teapot/bag to satchel after exhausting them. This makes a big difference because later in evening those items need to be counted toward item capacity as well, which might force you to remove some items.
Oh . . . very very true!
But they can only be exhausted when you aid. I.e. a teapot is not exhausted when refreshing items. Correct, right?
@@wambman correct
Do you exhaust tea pot etc when completing quest?
@@songzeng3362 Yes. Teapot, Sack, and Coins can all be exhausted either when providing aid or completing quests. When they are exhausted, they go into the satchel and count against the satchel’s capacity.
One thing we incorrectly assumed when playing our first two games, was that when the marquis or woodland lose a token that goes back on their player board, that they lose the points underneath it (as its covered up). We found out after that this doesn't happen and you keep all points. Only the Eyrie can lose points if the decree fails.
We had that same question!
@@Quackalope I think a FAQ from Leder games would help clear these questions up. When i googled that instance, I found a couple people asking about it.
But do you gain points a second time if you then replace the token on the board?
@@AnonymousOtters yes you do.
but you lose points as cat of you lose your buildings....i think a point for each loss
When you talked about the Aid action, you should also have reminded , that Vagabond has to exhaust any one item of his. I think many players may not remember about this rule.
Thank you I got confused about this!
That Vagabond has to exhaust any one item of his FOR EVERY SINGLE CARD THAT HE GIVES.
Also - when you are Alied with a player - you can give aid him (exhaust an item and give him ONE card of a matching clreaing that you and him are there) and score 2 victory points. Which means that if you give them 3 cards, thats 6 points!
6:47
How about instead of doing an 'ambush pause' just ask your opponent directly: "I'm going to attack you here. Do you want to play an ambush?"
"But I don't have one!"
At which point, I wink at them and say "Sure ya don't, you sly fox you!"
Sani Fakhouri sly fox/mouse/bunny
Sani Fakhouri we do this. I suppose the argument would be that you are reminding your opponent to check for a card, where as they may forget to play it. I would rather remind then try to win by "oh, you forgot, too bad!"
Nah, pause is better.
You can also just reroll the dice if someone wants to play a card after you've rolled
Another reminder with Vagabond aid, when you need too aid someone to get them to level 2 on the relationship track, you also need to flip two items over. You need to perform the aid action two times basically on the same turn!
what?????????
@@drbasseri yup! So if you are friend with the lizards at level two already and want to get them to level three, on one turn, you need to aid them then three times: flip three items and give them three cards that match suit/wild. You don't need to do all three in a row though, so you could aid once then move to another clearing with lizards in it then aid again there cuz you have cards that match suit. TLDR; the next level on the relationship track = how many times the aid action needs to be done in one turn.
????
@@dumpling6410 omg we have been playing it wrong every time
@@drbasseri haha that was a rule we played wrong a bunch too before we finally sat down and checked it. We were like...hmm...it is far too easy for the vagabond to just run through this track...
Root is my #1 favorite game to play and you have covered it well in your videos. It is also my least favorite game to teach to new players and catch player turn mistakes because of the asymmetry. Unless you know every faction's gameplay in detail, it is easy to miss errors. In my book, videos like this one are helpful. Thanks for making it.
Glad I could do it! Quack!
Great content as usual. Someone already commented about the Cat's Field Hospital update, but it made me think, before making a video for the Otters and Lizards, make sure to use the updated boards for them, the lizard updates are pretty substantial!
. . . I 100% will have the new ones. I learned from that mistake!
Here's some more overlooked rules:
- In the Marquise Keep you can't place a sympathy token, because you can't put a token on the clearing where the keep is
- The Vagabond pawn is not a warrior, so you don't have to pay a card to the supporters deck for the Woodland Alliance when you enter a clearing with a sympathy token
I'm pretty sure you DONT lose any victory points when your buildings are destroyed
@@Heavyfireee You're right, my mistake. Will edit the comment
Also I'm doubtful about the vagabond thingie, I'm pretty sure it is as you said since he isn't a warrior but i dunno where it's specified on the law
Here is useful reminder for the Woodland alliance. I was hopeless today because we misunderstood the Outrage effect. Outrage. Whenever another player removes a
sympathy token or moves any warriors into a sympathetic clearing, they must add one card from their hand matching the affected clearing to the Supporters stack. If they have no matching cards (including no birds), they must show their hand to the Alliance, and then the Alliance draws a card from the deck and adds it to the Supporters stack. I hope i helped you guys i wish good games to you all.
I recently got into root and we messed this rule up in back to back games. It ended up costing me 10-20 cards.
Great video with easily overlooked rules!
One small clarification, at 9:47 you said “My wood cannot pass through a region that I currently have rule of in order for me to get it to the place I want to build.”
I’m pretty sure you meant “… a region that I DO NOT currently have rule of …” since you explain it correctly in your example with the clearing that has the Eyrie and Marquise.
Just wanted to mention it in case someone got confused by what you said.
Thanks for the clarification!!
another rule that have seen overlooked is that you have to activate crafting pieces to use them, and each can only be activated once per turn. :)
Wdym activate it?
You are fast becoming one of my favorite BG Channels; I've been a subscriber for quite a while and content like this keeps me coming back. We all play games wrong for some reason or another: misreading, weak rulebooks, assumed gameplay based on prior experience and/or just as complex game. Furthermore, mistakes early on are very habit forming and you end up doing it without a 2nd thought. I'm a really big fan of Leder Games and Mindclash Games, but let's be honest-those are some dense games: asymmetry, solo, COOP, competitive, expansions and variants like none other-heck even player count like in Root. What makes those publishers fit so well, IMHO, are that they are just top-notch-transcending and beautiful on so many levels: dynamic gameplay, theme, art, production, rulebooks, inserts and even community relations seem to strive to do everything right. Video tutorials of 1 round of play or a subject such as this are great tools to fill in the gaps for those with different learning styles. I commend EVERY company that pays to have their game taught by a BG channel, or-possibly-does it properly themselves-and not just originally, as preview to solicited backers, in the case of crowdfunded games, but also upon release-they can skip the dozen superfluous-redundant-miniatures or expansions in exchange for teaching videos. So yeah-rock on. Keep up these kinds of teaching videos that focus on your common mistakes and, hopefully, more videos that helps recognize the biggest hurdle in the board game industry, in terms of its reach to bring more consumers in the hobby, has always been the difficult situation of learning, teaching and helping new people into the hobby. Cheers!
00:07:58 - The Field Hospital ability is updated. By playing the card the Marquise de Cat can rescue all the cats
Yea . . . Who knew I would’ve betrayed by keeping both copies of my game!
Quack!!! I am fortunate to be all in on Root. I am only able to play solo. Thanks for your coverage! One correction: Wood is used to "build" saw mills, workshops and recruiting stations. Wood is not used to "craft". Workshops in the appropriate clearings as shown on the cards to be crafted allow crafting.
Thanks again!!!
You are right :) - just me using language less accurately!
A much needed video, perhaps a similar one for Vast might also be needed :) keep up the content.
That could be a good idea :)
Glad to see this. Played Root twice last night, and each time the Cats were simply almost unstoppable, and we wondered if we missed some core rules. And next week, I will make sure that we are more attentive to these in particular. Thanks!
One really good way to learn these rules is playing the video game adaptation of Root, since it's literally impossible to get rules wrong. There's been many times I've been playing and thought I could do something, only to realize I couldn't because of a rule I misinterpreted.
viddy game version is not up-to-date with the current version of the tabletop rules. this matters in particular with the marquise de cat and the field hospital ability.
To enforce the ambush pause, our house rule is that if you just roll dice without pausing or asking for ambush, the defender still may play the ambush card and then choose to have you re-roll the dice or not. That little extra ensures that EVERYONE pauses or asks before rolling.
Great man! Thanks a lot ❤
Some other things with the vagbond i've seen some confusion over is that if your 'track' items are exhausted (coins, bags, tea) they have to be moved into your satchel AND their effect is lost. Also you can refresh items while they are damaged, and a day in the woods will repair AND refresh all items.
Yes! This for sure!
So of i am a vagabond and i go on a quest that uses a bag. I loose 2 slots and move the bag to the satchel? If this is the case and the bag cant fit in the satchel am i not allowed to do the quest because i dont have enough room in the satchel?
What happens to the other items when the bag is used? Say i have 8 items and i use a bag. Do i loose the items? Or can i just not use the bag?
Same with tea. If i use a tea on a quest but have no satchel space can i just not use the tea?
@@naturesfinest2408 you can use these items for quests but at the end of your turn you have to check your item capacity. You would choose items to lose at that point
@@dillonheadley9204 thank you. What expansion do you recommend?
@@naturesfinest2408 no problem! If you regularly play with lower player counts like 2 or 3 then the underworld is much better because the moles have high reach. You also get 2 new maps so lots of variety. Both the lizards and otters work better in bigger games like 4+ players. I also highly recommend the Exiles and partisans deck. I’m personally looking forward to the marauders expansion coming early next year which is aiming to fill out the 2 player game and add a ton of variety.
Fantastic video, thank you! First of all, I have no idea how, after all the Quackalope videos I've watched, I still wasn't subscribed, but I am now! Secondly, now that I'm just breaking into the board game content scene by recording Clockwork teaching videos and play throughs to demonstrate each of the clockwork factions in action, I'm becoming VERY aware of the rules I overlook... I even have plans for my next video to be me going through each of the rules I misunderstood or things I typically misplay in the play throughs; I figure the tenth video in the series is as good a time as any to finally learn the game for real, haha.
Keep up the awesome work on the channel!
Thank you for joining the paddle! I is so easy to overlook things - even more so solo! Quack!
Got this game from my wife, for christmas(yes, she's that awesome). Read the rules, looked at some 5 vids...watching this one as an extra really does the trick. Anyways - finally trying the game with two others tomorrow. Looks awesome!
That "supply chain" rule for the Marquis, and the Aid match Clearing for the Vagabond, are ones I repeatedly forget in the heat of battle. Thanks for reminding me! ;)
Thanks, I’ve gone over the rules multiple (double digits) times and I still missed one you’ve clarified here. With the woodland alliance I played you have to spread sympathy in an adjacent clearing unless it’s not possible, then you can play anywhere. It’s actually only when there is “no” sympathy.
“Choose Clearing. An unsympathetic clearing adjacent to a sympathetic clearing. If there are no sympathetic clearings, you may choose any clearing.”
Great video, just subscribed today and am scrolling through your content.
I have a 6th printing and the spread sympathy verbiage is ambiguous. It doesn't say what you're quoting, but we looked it up and your comment is right.
Just pointing out that not everyone has the current printed rules. The games rules are written concisely but are sometimes lacking clarity for unfamiliar players.
Leder Games always has such a nice aesthetic
Yes they do!
Oh! A couple other things about the woodland alliance that are important to note: 1) martial law doesn't apply to Revolt. If an opponent stacks a clearing with meeps *after* you have sympathy there, there is no need to play an extra supporter card to cause a revolt. It's always just two. That screwed over the Birds in our previous play, cuz he was sitting there smugly thinking the Alliance wouldn't have enough supporters to revolt in a corner where he'd placed...way too many of his people. That hurt to watch
2) also martial law is *just* the one extra card, no matter how many enemies at or above 3 are in the clearing. Our game actually went a round longer than it had to because it was assumed the Alliance needed to stack matching supporters *per each* extra enemy meeple in a clearing at or above 3. Somehow, the Alliance managed to cash out seven(!) fox supporters plus a wild to match the Cats' legion, which seemed like a pretty epic way to end the game until we realized the action was way more trivial than that :P
So my focus now is teaching and making play throughs with the clockwork expansion, and something I’ve habitually missed was remembering the effects of the various trait cards for the factions (I usually play with one per clockwork). I’ve found that if I place the cards somewhere on the robot’s board (or the relevant place on the map, like by the scoring tracker) where the trait takes place or modifies something, I have a fighting chance at remembering.
Great video, thank you! Make sure to get the updated boards with the new rules and points. For instance the Marquis rule has changed so it is one card to save all warriors. I used a sharpie to update my boards with the new rules until I got the actual new boards.
Yea - that is the one thing I overlooked due to my old core! Quack!
Absolutely brilliant - just working up to my first Teach of the game, so this was a really helpful checklist - thankyou!
I'm pretty new to Root, so great video! Good timing also! Seems my copy of the game is finally on its way.
The parts with Marquise; wish I remembered those rules a few weeks back when I was able to play it. Forgot about the hospital entire game and misread the production line rules completely at first. Thought I could only send wood to an adjacent clearing, so I had sawmills all over the place... Then I kept making plans on where to build but didn't rule the clearings in between.
This might sound strange to some people, but I somehow thought Root was more complicated than Vast: The Mysterious Manor. Love both games, though!
It just takes some time and careful reading :) Quack!
For the Riverfolk Company, my play group missed a very key aspect when reading the rules: In Birdsong, ALL funds on your player board go to your funds box. We only moved new funds from the top box there, and left commited funds in the bottom box and crafting spaces permanently :-O Also the two funds you spend to build a trading post have to match the ruling player of the clearing where you build it. This might be easy to miss as well.
I can't wait to break out my physical copy of Root with a couple friends.
I can't wait to break my physical copy of Root because I got frustrated about playing it wrong every time.
Quack!
It's super super fun if you have a group of dedicated friends to play it. Once y'all start to understand it and get an idea of what all the factions can do the metagame develops so quickly and it's so satisfying. Some of the best most varied gaming I've ever had.
I'm glad to hear I knew all of these rules as you read them. But who knows if my friends do, I don't really keep tabs on them all the time xD
:P share! Quack!
Some of the stuff in clockwork, especially movement priority is tricky. It seems like sometimes there isn't a full list of priorities, so sometimes I'm making calls on whether they'll move or fight in certain clearings based on clearing priority.
This is likely because you have the older print! I'm guessing the birds were particularly prone to this sort of ambiguity?
If so, there's updated rules which correct this issue!
Me: "I've played this a bunch now, I bet I played most of these correct"
First Segment: "You can only move if you rule the clearing you want to move from or to, or both"
Me: "Uh oh.... also to??"
Waking up with a new Quackalope video is good way to start Monday morning 🧘♂️
You're the best! Quack!
10:08 where is this mentioned in the rules?
Lizard warriors do not become acolytes when removed from the board by a WA revolt or a CC bomb. They ONLY become acolytes when DEFENDING in battle. 😅 I've played that wrong before. Oops
XD - that is a easy one to mistake for sure!
And a Crossow bolt is not a Battle, either
Thank you for this video. I have the base game and yet to have luck getting people to play it more than once. I'm always thinking about getting expansions. Watching this video reminds me, that the rules of the game are a giant mess and it's never gonna happen. :D
I've just recently played Root for the first few times thanks to the digital version releasing. It only has the basic four factions, but I've been having fun. Wish the AI was more difficult, though.
Superb!
Thank you sir!
Most welcome!
Came here a little bit late but does the Vagabond need to exhaust an item to aid another faction?
Yes
@@Quackalope Oh, thank you for the clarification!
Watching a playthrough of your 4 player game the other day, a rule your buddy missed really early was the Eyrie can only play one bird icon on its decree per turn.
Thanks! Didn’t realize this!
Biggest rule I tend to forget or see folk miss, is when you have an exhausted item as a vagabond (coins, tea, or bag) it goes into your satchel. This also means that you don't get the benefit of it. With the bag this can lead to some lost items as you dive beneath your new cap and get an extra item in there.
true, makes sense not to use the bag for quests unless you have 2 bags in inventory
My friends and I recently discovered that factions like the Cat who get VP for building buildings and whatnot don't lose those VP if the building is destroyed and actually get those VP a second time if they rebuild the destroyed building!
Yes!! I think that it gets placed back on the board, but the 2nd time it is built, they don't get the points for it again
@@aaronbanionis8952 they DO get the points again
Thanks, great video. I don’t think our group has played Root correctly either. You helped me discover several mistakes!👏
Glad to be of service!
Re: Ambush cards, I started always checking for an Ambush as part of declaring my attack: I pick up the dice, indicate the clearing I'm attacking, and say to the player I'm targeting, "I'm attacking here. Are you gonna ambush me?" That way there's no chance of me forgetting lol. I feel like if you just "pause" and wait for them without saying anything, it's easier to forget or move too fast.
Great video.. We were already doing all of them already EXCEPT the aid matching for vagabond, good thing i watched this video!
Thanks man :D
Great video. Ty
Thank you for this helpfull video! Got everything right, so far, except for giving points, not only for destroyed buildings or markers, but for killed enemies, too. And I wondered, why the games where over that fast... xD
When you play as the Erie do you score twice for roosts? Like when you place it and then again at the end of your turn?
You only score when the board says - so end of turn.
Great video. Thank you for this refresher.
yeah indeed you rescue all casualties from a clearing with youre field hospital.
the wood you take for building as a cat, needs to be connected to each other by clearings you rule, but that netwerk does need to be connected to the building youre trying to build.
a rule i missed is that the vagebond is defensless when he has no swords or all of them are dammaged.
and another rule i missed is, in a aid action as the vagebond you need to exaust an item of his choice.
also a new rule: if the vagebond is in a clearing when everything is removed from that clearing (like revolting) it takes 3 damage.
Thanks. Very helpful!!!
Glad it was helpful!
So at 4:47, are you saying that the attacker choses the building/token to destroy, my friend is saying that the defender can pick the token/ building, in other words, if you have 1 sawmill and 3 wood. the defender always picks the wood first right? as it kinda blocks attacks off the building. Is this true?
Yes defender picks
Rule of Rule is incredibly important for movement. A lot of players miss it, even veterans. Basically, you can get caught behind enemy lines and unable to leave, if you're not careful.
I think the best way of learning this game is by doing a demo game with only marquie and eyrie and then once you learn those to you ad another faction to learn and then you keep playing games switching out that third faction. This was the way I learned the entire game and all its expansions on my own
this is the best way to do it
Oh no I overlooked the double boot thing for hostile vagabonds as well. Thx!
Wonderful video! I'm starting to play Root and this video reaffirms so many valuable concepts. Thanks again!
Just a note about pronunciation: it’s “markeezz” not “markee” when referring to the cat. A marquise is the female version of a marquis, therefore the cat is a female. Just a little fyi from a French speaker. 😁
I'd love a video showing us how to play the Clockwork factions - especially for solo play. Tried last night and messed up hard! Love the content!
Noted! I need to get them down first XD
Thanks, this will help in our early playthroughs to dodge an early avoidable screw up!
Playing vagabond we missed in the beginning that when you befriend with a faction for a second and third time you need to give more cards but also used more of your stuff. Also in first plays we forgot that if you get hostile with faction you cannot bring it back to friendship track ever again during this game
Yea those are good notes! I have missed the vagabond aid action in the past!
Also that, for each step you want to take, you need to give all those cards in the same turn.
The first step up is just one card -> one Aid action -> exhausting one item and giving one card matching your clearing.
The second step up is two cards -> two Aid actions -> exhausting two items and giving two cards matching your clearing(s).
And the third step up to Ally status is three cards -> three Aid actions -> exhausting three items and giving three cards matching your clearing(s).
Definitely booting aboot to get to clearings that both match the suit of cards in your hand AND that have pieces of an enemy player you wish to aid is part of making the magic of Aid happen.
Making a coalition with someone (using a domination card with the vagabond) allows you (and actually forces) to get back in neutral state with the chosen player.
@@SaniFakhouri yep, and in the case of number of aids to increase relationship, the same turn ins't necessarily the same clearing, we may move and aid again, since the same turn, so need to remember the number of times you're aiding each faction in your turn
I saw people think in their strategy that in order to aid 2 times to increase relationship, they would need to be in the same clearing one afther another
Thank you very much for creating content of such high quality. I have just recently discovered your channel and I've fallen in love with Root because of you guys! Amazing work and keep it up!
Welcome aboard! Quack!
Great video! Bought the game but haven't played yet. Appreciate your helpful reminders and enjoy your presentation. Will subscribe and looking forward to hearing more from you.
You got me into root now I have it all and am Kickstarting the next expansion
Awesome video! Thank you!
Dang! The video quality and lighting looks amazing!
Thanks for the video 😊 I have one question about breaking locations.
If you break a location and it triggers to go to the next stage deck. Do you use the current stage card as a reaction or do you flip the first next stage card that you don’t have a clue what it is?
All the best
Sam
When I play vagabond and want to produce a card worth 2 rabbit, I have to exhaust 2 hammers or just 1 hammer only if I have two?
One hammer
@ thank you!!!
Man, you are my favorite boardgame youtuber. Just know that. ❤️
Thank you
A side note from my experience:
I've found that when trying to play Root as correct as possible, all you really need to do is read to the period.
It's very easy to say "well, what if ______?". Did the rule mention anything about that scenario? No? Then it doesn't matter.
Entertaining video as always! I'll always click on a Quackalope Root video.
You are 100% correct . . . and yet. Quack!
Liked your video, thanks! Root has so many special cases. For example Martial Law: During a game I was really wondering whether or not warriors from different factions add up to the count of three (it doesn't, the three warriors should be of one faction).
I recently bought the expansions of Root. Will you also be creating a video for the factions in the future?
When I saw this video being released I was like "Challenge accepted !.. Test me !"
Same here. I am pleased to report that I did know of all of these issues and actually actively point most of them out when teaching the game to new players.
Quack! How did you do?
@@Quackalope I don't even own the game myself, but really deeply digged into it.
I'm usually the one who points out the rules you mentionned in the video.
Now with that said, although we played quite a lot during lockdown (thanks to unusual ways..) , tbh during the last recent game we played I think I overlooked the rule about Vagabond using two boots in hostile clearings...
@@DarkThomy it is very easy to do :)
I'm pretty sure you could come up with 100 rules you probably get wrong in most leder games
Had that moment where the vagabond thinks that the coalition domination card allows the domination condition to be shared with the player they collated with
Great content! Root is one of my favorite owned game. It oozes theme. It's definitely easy to miss some of the multiple rules. But this is one of the reason I also love that game. Reading the law of root is just fun, almost as fun as playing!
Haha :P I like playing more - maybe I should read and miss less rules!
9:52 In the production lines section, I think you mean "pass through a region I *don't* currently have rule of"
4:50 Oh the wood too? So it's any token not only the buildings (square)? Also, even the wood are worth points???
8:50 One only? I thought it was all of them.
1. Yes, the rule said "score 1 point when removing an enemy's building or token"
2. Looks like this guy made this video based on the original rule which only allow one killed warrior to be returned to the keep.
Yes. Any cardboard piece.
It used to be only one. They updated it to all.
Yes to the first one :)
My one mistake . . . I used the older boards!
For the Clockwork expansion, be sure to have the latest rules for the Electric Eyrie. The original rules, especially movement priorities, could cause repetition & monotony.
Good to know - I will google!
Are you referring to the director’s cut?
I finally have my root copy with the river folk expansion so I hope I can start playing in the near future even if it is alone
Nice! Congratulations on getting it!
I still have 1 important question. When vagabond offers his help to another player this is sicilian mafioso kind of offer, right? You hand them your card, pry items from their board and their consent is optional?
Correct - The vegabond doesn't negotiate, he just does.
Love the videos! I need to get myself a copy of the errata to the rules.
One my group tends to forget is for the Otters and Vagabond, the part we forget is that the Vagabond needs to exhaust an item for each cost (e.g. 2 cost = 2 items)
Oh - for sure!
10:25 you don't rule vs alliance and you don't rule where you move to(vs eyrie)? So you can not do that, is that right
Question: for woodland alliance marshall law.
If there's 1 bird, 1 cat and 1 vagabond, does count as 3 warriors of another player for marshall law to get activated?
Or for 2 birds and 1 cat?
Or does all 3 warriors need to be from the same faction since its said 'another player' and not 'other players' ?
Nice ! It help me :) thank you
Awesome video, thanks for clarifying
One thing we got wrong for a while (not sure how common this problem is) is that the Eyrie must play their decree left to right, but NOT NECESSARILY up to down. We thought it was both up to down, and left to right.
thank's a lot !! from a new root player =)
In the movement section (2:30) I still have a question:
- how do the buildings and cardboard contribute? I understand the eyrie's roost contributes, but what about marquise's buildings or the alliance's 3 buildings?
So many times when I play my players think that the cat faction are foxes as seen in 3:05
Haha - yea . . . I have done that.
can you explain the spy cards please? i never understood them
Thanks!! Super helpful!
My first victory with the Lizard Cult... I thought I could use their “score” action in the same suit any number of times... definitely a misunderstanding of their rules
Hey Quackalope! Sorry for posting this here! I tried on the Oath video, but thought I had a better chance of you seeing this here... ;)... Now that Oath is in "design-lock" according to the latest Designer Diary, it seems that a lot has changed from the kickstarter version! Is there any chance we'll see another playthrough in the future, before the game comes out?? Cheers from Brazil and thank you for your content!!
Hey Luis! We've mentioned this a few times on some other comments: we're going to cover Oath once it's officially out.
@@janbigas682 awesome! Thanks! Sorry I didn't catch that from other comments!
@@luishsm No worries! I can't imagine anybody going through comments to find that. XD Im glad you asked!
Hey . . . we may be working with Leder to film some TTS before the print run arrives :) Quack!
Quack!
My only mistake in your video was the wood chain. All the other clarifications were learned mostly playing some games in the app. Just yesterday I couldnt build with the cat and didnt know why till now. Tks. In the field hospital you need to specify that is one card for all the meeples you lost from a single battle action.
Thanks for the video. Very helpful!
Glad it was helpful!