I RANKED Every ROOT FACTION in 2024!

Lord of the Board24 minutes read

The rankings of factions in the board game Root consider Advanced setup, with the Corvid Conspiracy, Lizard Cult, Marquis De Cat, and War Profiteering River Folk Company facing challenges in competing with other factions. The Eerie Dynasties, Underground Duchy, Woodland Alliance, Vagabond, and Keepers in Iron each have unique gameplay styles and strategies to succeed in the game.

Insights

  • The Corvid Conspiracy, despite being ranked as the least powerful faction, utilizes strategic deception and accumulation of points through various actions like bombs, snares, extortion, and raids.
  • The Woodland Alliance, although ranked third, stands out for its rebellion tactics, spreading sympathy, guerrilla warfare strategies, and the potential for sudden victory point bursts, making them a formidable and unpredictable faction in the game.

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Recent questions

  • How does the Corvid Conspiracy score points?

    By placing plot tokens and using actions like bombs and raids.

  • What is the main strategy of the Lizard Cult faction?

    To have multiple Gardens and perform conspiracies based on discarded suits.

  • How does the Marquis De Cat expand territory?

    By building Sawmills and buildings while defending against attacks.

  • What is the unique gameplay style of the Vagabond faction?

    Playing an RPG game within a war game with extensive action options.

  • What makes the Keepers in Iron a formidable faction?

    Their relic collection, rapid point scoring, and strategic point accumulation.

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Summary

00:00

Ranking of Root factions in Advanced setup

  • The ranking of factions in the board game Root will consider Advanced setup, giving slight buffs to the Corvid Conspiracy, Lizard Cult, and Marquis De Cat.
  • The Corvid Conspiracy, ranked as the least powerful faction, focuses on placing plot tokens around the board to score points through various actions like bombs, snares, extortion, and raids.
  • The Corvid Conspiracy's scoring can be powerful but easily predictable, requiring strategic play to deceive opponents and accumulate points.
  • The Lizard Cult, ranked ninth, is defensive, needing multiple Gardens in clearings to score points by revealing cards and performing conspiracies based on the most discarded suit.
  • The Lizard Cult's slow point scoring and lack of mobility make it challenging to compete with other factions, requiring a long game to succeed.
  • The Marquis De Cat, in eighth place, starts with control of the board, needing to expand territory by building Sawmills and buildings while facing attacks from other factions.
  • The Marquis De Cat's ability to defend with the keep and field hospitals is countered by the challenge of limited building slots and the need for strategic card hoarding.
  • The War Profiteering River Folk Company, ranked seventh, operates with an open hand of cards for purchase by other players, using funds to perform actions and aiming for a dominance Victory or policing strategy.
  • The River Folk's potential is hindered by reliance on being bought from, slowing down their progress and making them less competitive in Advanced setup games.
  • The Eerie Dynasties, in sixth place, require strategic programming of decrees to rule clearings and lay down roosts, with the risk of losing points in turmoil if unable to complete decrees.
  • The Eerie's disdain for trade limits their crafting potential, but their ability to rule clearings and bursty gameplay make them a powerful and engaging faction.

14:53

Factions in Root: Strategies and Gameplay

  • The Underground Duchy, ranked fourth, is a faction living underground seeking to sway ministers to support their expedition to the Overworld, balancing protecting buildings to retain ministers and utilizing various gameplay options.
  • The Woodland Alliance, ranked third, is a rebellion faction spreading sympathy to gain support for a revolt, with guerrilla warfare and potential for sudden victory point bursts.
  • The Vagabond, ranked second, is a unique faction playing an RPG game within a war game, with extensive options for actions, aiding other factions, and scoring points, posing a challenge due to lack of buildings and tokens.
  • The Keepers in Iron, ranked first, are knights seeking relics in the forest, with varying relic values, strong action economy, defensibility, and the ability to score points rapidly, necessitating strategic point accumulation to avoid becoming a target.
  • The Underground Duchy's gameplay revolves around swaying ministers and protecting buildings to justify their Overworld expedition.
  • The Woodland Alliance focuses on spreading sympathy, guerrilla warfare, and potential for sudden victory point bursts.
  • The Vagabond offers unique RPG-style gameplay, extensive action options, and challenges opponents due to lack of buildings and tokens.
  • The Keepers in Iron excel in relic collection, rapid point scoring, and strategic point accumulation to avoid becoming a target.
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