Root turns woodland creatures into cunning warlords fighting for control of a forest empire. This isn't your typical area control game where everyone plays by the same rules. Each of the four factions has completely different goals, abilities, and strategies. The Marquise de Cat wants to build an industrial empire, the Eyrie Dynasty seeks to reclaim their ancient dominion, the Woodland Alliance spreads sympathy for their cause through guerrilla tactics, and the Vagabond wanders the forest completing quests and forming temporary alliances.
For 2-4 players, Root typically runs about 90 minutes once you know what you're doing. With an 8.07 rating and a pile of awards including Game of the Year honors, it's clearly struck a chord with gamers. The complexity sits in that sweet spot where it's challenging enough to reward deep thinking but not so heavy that you need a PhD to understand it. Think of it as moderately complex—more involved than your average family game, but not quite at the level of a hardcore wargame.
Each turn, players take actions based on their faction's unique abilities. The Marquise de Cat acts like a traditional strategy game faction, building sawmills and recruiting troops to expand their industrial network. Meanwhile, the Eyrie Dynasty operates under increasingly rigid programming—you add action cards to your decree each turn, but if you ever can't complete all those actions, your government falls into turmoil and you lose points.
The Woodland Alliance plays completely differently, spreading sympathy tokens across the board and building support until they can revolt and establish bases. They're weak early but can explode into power if left unchecked. The Vagabond ignores territory entirely, instead moving around the map, completing quests, and forming relationships with other factions through a unique reputation system.
Victory comes from reaching 30 points, but each faction earns points differently. Cats get points for building, Eyrie for ruling roosts, the Alliance for spreading their cause, and the Vagabond for completing quests and crafting items. The multi-use cards add another layer—they can be played for their effects, discarded to craft powerful items, or used to activate special abilities. It's a tight system where every decision matters.
The asymmetric design is Root's biggest strength. Playing as different factions feels like learning entirely different games, not just variations on a theme. When you switch from the methodical expansion of the Marquise to the explosive guerrilla tactics of the Woodland Alliance, you're thinking in completely new ways. This creates incredible replayability since mastering one faction is just the beginning.
The interaction between factions creates a dynamic political landscape that shifts constantly. The Vagabond might help the Alliance early on, then switch to supporting the Eyrie when it benefits them more. Meanwhile, everyone's trying to keep the Cats from building up too much infrastructure while preventing the Alliance from gaining too much sympathy. These relationships form naturally through the game mechanics rather than feeling forced.
Combat feels meaningful without being overly complex. When armies clash, you roll dice equal to your attacking force, but defenders get bonus dice for fortifications and certain abilities. The Vagabond fights completely differently, using items and special actions instead of traditional troops. Battles have real consequences—losing warriors hurts, but they're not game-ending disasters.
The artwork and production deserve special mention. Kyle Ferrin's illustrations bring this woodland world to life with personality and charm. The wooden pieces feel substantial, and each faction's components have their own character. The Vagabond's tiny boot meeple wandering among armies of cat warriors perfectly captures the game's whimsical-yet-strategic tone.
Root's biggest hurdle is the learning curve. Not only do you need to understand your own faction thoroughly, but you also need to grasp what everyone else is trying to do to play effectively. Teaching a four-player game where everyone's playing essentially different games can be overwhelming. New players often struggle to see threats coming or understand how to interfere with other factions' plans. This can lead to runaway leader situations where experienced players dominate newcomers.
The game's balance heavily depends on players policing each other, which doesn't always happen smoothly. If everyone gangs up on one faction too early, that player can feel like they're just watching others play. Conversely, if a faction goes unchecked because other players don't recognize the threat, they can run away with the victory. The Woodland Alliance particularly suffers from this dynamic—they need some space to grow but can become unstoppable if ignored too long.
At lower player counts, some of the political maneuvering that makes Root shine gets lost. The game works with two or three players, but it really wants to be played with four where the complex web of relationships and table politics can fully develop. With fewer players, some factions can feel less interesting or effective.
Root rewards players who enjoy games that feel different every time and don't mind a steeper learning investment. If you love political intrigue, asymmetric gameplay, and the satisfaction of mastering complex systems, Root delivers in spades. Strategy gamers who appreciate innovation will find plenty to dig into, and the gorgeous production makes it a joy to get on the table.
However, if your group prefers lighter fare or gets frustrated by games where player experience creates major advantages, you might want to look elsewhere. Root demands engagement from all players and works best with groups willing to learn multiple factions over time. When it clicks though, it creates some of the most memorable and dynamic gaming experiences you'll find. The woodland's fate truly is in your hands.
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. 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 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.
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!
—description from the publisher