Nobody loves a nice story about a cute little cat in a great big forest more than I do. However, this is not that kind of story. The Marquise de Cat is a despot unlike any the great woodland has ever known.
When she first came to these woods, there was harmony, unity, and music rose up from the trees from the warmth of shared campfires. But on that first day, her battlecry scattered the woodland creatures into pockets throughout the woods. There was a temporary time of peace. But like all good things, it wasn’t destined to last.
Her subjugation of the local foxes, rabbits, and mice extends throughout the entire forest. She owns every inch of the woods, and she has stopped at nothing to extend her empire, fester into every corner of the map, building sawmills, recruiting centers, and workshops. All she dreams of is to hold back the flood gates of Airy who were once the rulers of this woodland.
These birds of prey are ruled by decree. With a strong commander, they hope to reclaim their ancient birthright by wresting control of the great woodland from the domineering Marquise whose feline armies patrol the forests at night on silent, killer paws.
But not everyone is happy under her iron fist. The Woodland creatures are beginning to build an underground network of support to forestall her conquest, using guerilla tactics to ambush the unwitting Cats. Whispers travel from clearing to glade that a revolt is coming, one that will depose the Marquise for good. But without officers, this ragtag group of critters doesn’t stand a chance.
This is not all that the Marquise must contend with. Under the cover of night, a lone wanderer has arrived, lurking around the edges of the map, crafting and trading, exploring ruins, and questing to help or hinder the competing forces at work.
The Marquise has been pushed back by those seeking to rule the Woodland, her forces are waning, and her authority is dwindling as supporters muster to destroy all that she has built. But she has one last play for dominance. If she can utterly shatter the support from the Bunnies, the rest of the woods will fall in line and order will be restored.
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Root is a game of adventure and war in which 2 to 4 (1 to 6 with the 'Riverfolk' expansion) players battle for control of a vast wilderness.
The nefarious Marquise de Cat has seized the great woodland, intent on harvesting its riches. Under her rule, the many creatures of the forest have banded together. This Alliance will seek to strengthen its resources and subvert the rule of Cats. In this effort, the Alliance may enlist the help of the wandering Vagabonds who are able to move through the more dangerous woodland paths. Though some may sympathize with the Alliance’s hopes and dreams, these wanderers are old enough to remember the great birds of prey who once controlled the woods.
Meanwhile, at the edge of the region, the proud, squabbling Eyrie have found a new commander who they hope will lead their faction to resume their ancient birthright. The stage is set for a contest that will decide the fate of the great woodland. It is up to the players to decide which group will ultimately take root.
Root represents the next step in our development of asymmetric design. Like Vast: The Crystal Caverns, each player in Root has unique capabilities and a different victory condition. Now, with the aid of gorgeous, multi-use cards, a truly asymmetric design has never been more accessible.
The Cats play a game of engine building and logistics while attempting to police the vast wilderness. By collecting Wood they are able to produce workshops, lumber mills, and barracks. They win by building new buildings and crafts.
The Eyrie musters their hawks to take back the Woods. They must capture as much territory as possible and build roosts before they collapse back into squabbling.
The Alliance hides in the shadows, recruiting forces and hatching conspiracies. They begin slowly and build towards a dramatic late-game presence--but only if they can manage to keep the other players in check.
Meanwhile, the Vagabond plays all sides of the conflict for their own gain, while hiding a mysterious quest. Explore the board, fight other factions, and work towards achieving your hidden goal.
In Root, players drive the narrative, and the differences between each role create an unparalleled level of interaction and replayability. Leder Games invites you and your family to explore the fantastic world of Root!
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