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* AggressivePlayIncentive: The combat mechanics encourages attacking other players over playing defensively by how combat is resolved: players roll two [[UsefulNotes/{{dice}} d12 dice with values from 0 to 3]], and the attacker deals the damage equal to the ''higher'' roll, while the defender takes the lower (the only exception are the Woodland Alliance faction, who take the higher roll even if defending, because they are FamedInStory as guerilla fighters).

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* AggressivePlayIncentive: The combat mechanics encourages attacking other players over playing defensively by how combat is resolved: players roll two [[UsefulNotes/{{dice}} [[MediaNotes/{{dice}} d12 dice with values from 0 to 3]], and the attacker deals the damage equal to the ''higher'' roll, while the defender takes the lower (the only exception are the Woodland Alliance faction, who take the higher roll even if defending, because they are FamedInStory as guerilla fighters).

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* MagikarpPower: The Woodland Alliance starts with no presence at all on the board. And then, revolts explode...

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* MagikarpPower: MagikarpPower:
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The Woodland Alliance starts with no presence at all on the board. And then, revolts explode...explode...
** The Eyrie Dynasty is built around slowly building up their Decree, which dictates what actions they can take per-turn. Starting with just three or four actions, they have the potential to grow into possessing an unbeatable action economy... as long as you can manage the risk that failing to honor just one action within your Decree will send it crashing down and forcing you to start all over.
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* LaResistance: The Woodland Alliance is a group of rebels who wants to liberate the inhabitants of the Forest from any tyrannical rule - whether it's the old.

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* LaResistance: The Woodland Alliance is a group of rebels who wants to liberate the inhabitants of the Forest from any tyrannical rule - whether it's the old.old tyranny of Eyrie Dynasties or the new one by Marquise de Cat.
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* LoadsAndLoadsOfRules: Each faction has their own ruleset. Some of them are more complex than the other. On top of that, each faction from the expansions comes with even more complex rules, yet again faction-specific. Oh, and on top of that, Eyrie Dynasties play a ProgrammingGame, which means even ''more'' rules that are incredibly specific to their current situation and programmed actions.

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* LoadsAndLoadsOfRules: Each faction has their own ruleset. Some of them are more complex than the other. On top of that, each faction from the expansions comes with even more complex rules, yet again faction-specific. Oh, and on top of that, Eyrie Dynasties play a ProgrammingGame, which means even ''more'' rules that are incredibly specific to their current situation and programmed actions. When there are six or more players (as a result of expansion), just keeping track on what others are doing, why and how they gain points starts to become a burden.
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* LoadsAndLoadsOfRules: Each faction has their own ruleset. Some of them are more complex than the other. On top of that, each faction from the expansions comes with even more complex rules, yet again faction-specific. Oh, and on top of that, Eyrie Dynasties play a ProgrammingGame, which means even ''more'' rules that are incredibly specific to their current situation and programmed actions.

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* VariablePlayerGoals: The first player to get to 30 victory points wins, but the way in which each player gains those points varies vastly from one player to another.

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* UnwantedAssistance: Vagabond is not a benevolent third-party to help your faction. The "alliance" with him means he takes control of the faction's units and does whatever he pleases with them, ''without'' any input or consent of the player who's actually running said faction.
* VariablePlayerGoals: The first player to get to 30 victory points wins, but the way in which each player gains those points varies vastly from one player to another.another and can be further achieved differently during the play.
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Judging by the rest of the entry, you probably meant that.


** While cartoonishly evil, the Marquise de Cat is still an ambitious aristocrat who invaded the Forest to serve her own interests. She genuinely tries to modernize the conquered lands, improving the lives of her subjects, but it's out of [[PragmaticVillainy pragmatism]]: She wants a prosperous domain with a loyal population.

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** While not cartoonishly evil, the Marquise de Cat is still an ambitious aristocrat who invaded the Forest to serve her own interests. She genuinely tries to modernize the conquered lands, improving the lives of her subjects, but it's out of [[PragmaticVillainy pragmatism]]: She wants a prosperous domain with a loyal population.

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* AristocratsAreEvil: The Despot leader of the Eyrie Dynasties. Under his reign, you are incentivized to destroy other players' buildings and tokens. And he's a freaking vulture!

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* AristocratsAreEvil: AristocratsAreEvil:
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The Despot leader of the Eyrie Dynasties. Under his reign, you are incentivized to destroy other players' buildings and tokens. And he's a freaking vulture!vulture!
** While cartoonishly evil, the Marquise de Cat is still an ambitious aristocrat who invaded the Forest to serve her own interests. She genuinely tries to modernize the conquered lands, improving the lives of her subjects, but it's out of [[PragmaticVillainy pragmatism]]: She wants a prosperous domain with a loyal population.



* TheRemnant: The Eyrie Dynasties.
* LaResistance: The Woodland Alliance.

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* TheRemnant: The Eyrie Dynasties.
* LaResistance: The Woodland Alliance.Alliance is a group of rebels who wants to liberate the inhabitants of the Forest from any tyrannical rule - whether it's the old.


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* VestigialEmpire: The Eyrie Dynasties used to rule the entire Forest. A bloody civil war, and then the invasion of the Marquise de Cat, made them lose most of their domains. They can become a ResurgentEmpire under some circumstances.

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** The Eyrie Dynasties think birds are superior to other species. They also discriminate against corvids, which is actually the reason why the Corvid Conspiracy was formed.



* GrayAndGrayMorality: Few of the factions can really be described as "good", but according to the RPG book none is 100% "evil" either. The Marquise is an EvilColonialist, but also genuinely wants to modernize the lands she conquered and improve the lives of her subjects (if only to have a prosperous secure domain). The Eyrie Dynasties are the legitimate rulers, but they're also a retrograde [[TheRemnant remnant]] led by a FeudalOverlord. The Lizard Cult are a {{Cult}} that needs radicalised followers to fight for it, but also genuinely want to improve the lives of the commoners. The Riverfolk Company are seeking to exploit the conflict for profit, but as pragmatic businessmen they don't revel in pointless villainy. The Underground Duchy is TheEmpire, but offers a stable rule. The Corvid Conspiracy are TheSyndicate, but use their criminal activities to protect their people from FantasticRacism. Even the Woodland Alliance are [[WeAREStrugglingTogether divided at best as to ideology]], and while they all have the same end goal to liberate the Forest, some accept civilian losses as an acceptable price.

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* GrayAndGrayMorality: Few of the factions can really be described as "good", but according to the RPG book none is 100% "evil" either. Moreover, even when the leaders are corrupt, the book insists most of the rank and file are normal people following orders.
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The Marquise is an EvilColonialist, but also genuinely wants to modernize the lands she conquered and improve the lives of her subjects (if only to have a prosperous secure domain). It's even stated that the more time passes, the more the Cats become attached to the lands.
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The Eyrie Dynasties are the legitimate rulers, but rulers and maintained some sort of order during most of their rule, before their bloody civil war. However, they're also a retrograde and [[FantasticRacism racist]] [[TheRemnant remnant]] led by a FeudalOverlord. FeudalOverlord.
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The Lizard Cult are a {{Cult}} that needs radicalised followers to fight for it, but also genuinely want to improve the lives of the commoners. commoners.
**
The Riverfolk Company are seeking to exploit the conflict for profit, but as pragmatic businessmen they don't revel in pointless villainy. villainy.
**
The Underground Duchy is TheEmpire, but offers a stable rule. rule.
**
The Corvid Conspiracy are TheSyndicate, but use their criminal activities to protect their people from FantasticRacism. FantasticRacism.
**
Even the Woodland Alliance are [[WeAREStrugglingTogether divided at best as to ideology]], and while they all have the same end goal to liberate the Forest, some accept civilian losses as an acceptable price.price.
* GreatOffscreenWar: The events of the game take place in the aftermath of the invasion of the Forest by the army of the Marquise de Cat, an ambitious aristocrat from a foreign empire. Said invasion happens shortly after a bloody civil war put an end to the rule of the Eyrie dunasty, and left most clearings without a protector.
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* GrayAndGrayMorality: Few of the factions can really be described as "good"; the Marquise is an EvilColonialist, the Eyrie Dynasties are TheRemnant led by a FeudalOverlord, the Lizard Cult are a {{Cult}} that needs radicalised followers to fight for it, the Riverfolk Company are seeking to exploit the conflict for profit, the Underground Duchy is TheEmpire, and the Corvid Conspiracy are TheSyndicate. Even the Woodland Alliance are [[WeAREStrugglingTogether divided at best as to ideology]], or so says the RPG book.

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* GrayAndGrayMorality: Few of the factions can really be described as "good"; "good", but according to the RPG book none is 100% "evil" either. The Marquise is an EvilColonialist, but also genuinely wants to modernize the lands she conquered and improve the lives of her subjects (if only to have a prosperous secure domain). The Eyrie Dynasties are TheRemnant the legitimate rulers, but they're also a retrograde [[TheRemnant remnant]] led by a FeudalOverlord, the FeudalOverlord. The Lizard Cult are a {{Cult}} that needs radicalised followers to fight for it, but also genuinely want to improve the lives of the commoners. The Riverfolk Company are seeking to exploit the conflict for profit, the but as pragmatic businessmen they don't revel in pointless villainy. The Underground Duchy is TheEmpire, and the but offers a stable rule. The Corvid Conspiracy are TheSyndicate. TheSyndicate, but use their criminal activities to protect their people from FantasticRacism. Even the Woodland Alliance are [[WeAREStrugglingTogether divided at best as to ideology]], or so says and while they all have the RPG book.same end goal to liberate the Forest, some accept civilian losses as an acceptable price.

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* AwesomeButImpractical: A new Eyrie player may look at their leaders and choose the most powerful looking ability to start with. However, without careful planning, this is a fast track to turmoil.
** The Commander Leader of the Eyrie. They deal an extra hit in battle, potentially giving the Eyrie the strongest offensive capability in the game, but this is contingent on having a strong army in the first place, as well as a good hand of cards to create well-rounded and flexible decrees. Starting the game with a Commander is very likely way more firepower than you can conceivably need at that point in the game, and you are immediately mandated to begin battling possibly before you can even start recruiting warriors and building roosts, risking either slow momentum or turmoil.
** To a lesser extent, the Charismatic Leader. They allow the Eyrie to amass a large army incredibly fast, and is a tempting choice to allow the player to very quickly build momentum and snowball out of control. However, the Charismatic Leader begins with Recruit and Battle viziers, which is risky for two reasons. One, the player must now insert a Move decree to even leave their starting roost. Two, depending on their starting hand, they may not be able to begin building roosts right away. This means that while the Charismatic Leader is a very strong choice in turn 1, it is highly dependent on the player's starting hand, as they require both immediate aggression and lack the ability to move or build roosts straight out the gate.



* BoringButPractical: Begining an Eyrie game with the Despot. Their only unique ability is earning an extra point from destroying tokens, which is harder to take advantage of. They begin with the Move and Build Viziers, which means they likely won't be seeing battle right away and might not even be able to begin recruiting warriors right out the gate. However, those same viziers make the Despot arguably the most practical starting leader. Instead of fighting or even being able to take advantage of their unique ability, the Despot guarantees the player the ability to build roosts as soon as possible, which is necessary to quickly draw more cards and earn more points every turn. Plus, having no Battle decree right out the gate can even be a boon, as it means the Despot has very little risk of entering turmoil early and has the luxury of choosing to play defensively until they have a larger, more spread out army with a good hand of cards to add decrees with.



* ZergRush: The Eyrie Dynasties' Charismatic Leader makes this very easy.

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* ZergRush: The Eyrie Dynasties' Charismatic Leader makes this very easy.
easy. Be careful though.



* FrontlineGeneral: The Lord of the Hundreds is a Warlord who gets his own piece and is encouraged to be in the thick of things.

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* BaseOnWheels: Instead of creating buildings as bases, the Keepers in Iron put down Waystations instead, which can be moved again afterward.
* {{Foil}}: The two factions introduced are nearly opposite in every way. The rats follow a bloodthirsty warlord who washes over the woodlands ravaging everything standing in their way. The badgers are knights returning from exile, living with the land and doing battles only to reclaim lost holy relics. The rats favour amassing a large army to overwhelm the other factions through sheer numbers and aggression alone. The badgers are discouraged from having too large an army but instead are much more powerful while their warriors are defending a relic. The Lord of the Hundreds is moody, with eight different abilities depending on their current whim, and is also the only faction leader who is also a warrior token. The Keepers in Iron appear to be perpetually stoic, and is seemingly without a leader.
* FrontlineGeneral: The Lord of the Hundreds is a Warlord who gets his own warrior piece and is encouraged to be in the thick of things.things.
* MacGuffin: The Keepers' goal. They collect lost relics to bring back to their Waystations to earn points and win.
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!!'''''Root: The Marauder'' expansion contains examples of:'''
* ChurchMilitant: The Keepers in Iron.
* FrontlineGeneral: The Lord of the Hundreds is a Warlord who gets his own piece and is encouraged to be in the thick of things.
* QuantityVsQuality: The expansion in a nutshell. The Lord of the Hundreds is able to amass the largest army of any faction alarmingly fast. The Keepers in Iron on the other hand is heavily discouraged from having too great a number in one place, living off the land self-sufficiently (losing one warrior per turn for every stack with more than three warriors), with the upside being that with the help of relics and their own playstyle, their warriors are much more durable and can rack up more actions per turn.
* RedIsViolent: The colour of the rats, and their playstyle is the most aggressive by far. The game does not even mince word about how the titular lord is a violent and despotic menace.
* SwarmOfRats: Since the faction's playstyle kind of boils down to amassing lots and lots of warriors and destroying everything nearby, sooner or later, they will turn into a gigantic swarm of red warriors, rolling over everything unfortunate enough to be in their path.
* TooAwesomeToUse: Relics for the Keepers in Iron. Their Devout Knights ability makes the badgers incredibly powerful. While they are fighting with a relic, they freely ignore a single damage every battle, which means if used offensively, they can very well walk away from many fights they start with little to no loss to their own numbers. However, doing so means they hold off on turning in their relics for score, necessary to actually win the game, and the relics paint a giant target for every other player to try to snatch, because destroying it not only deny points from the Keepers, it nets the other player twice the number of points they normally get from destroying tokens.
* ZergRush: Lord of the Hundreds. [[NameToRunAwayFromReallyFast It's in the name]].
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* ExactWords: Like many complex board games, the rules deliberately use similar but different terms that have different game play implications. For instance, most factions have "warriors" which can be killed and removed from the board, while the Vagabond's piece is a "pawn" which can fight ''like'' a warrior, but isn't removed from the board in the same way. "Buildings" take up an available spot in a clearing, but despite ''representing'' a building, the Cats' Keep "token" doesn't take up space the same way.

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* ExactWords: Like many complex board games, the rules deliberately use similar but different terms that have different game play implications. As such, the rules must be read closely, as they rely on these differing terms and spend little time on pointing out the differences. For instance, most factions have "warriors" which can be killed and removed from the board, while the Vagabond's piece is a "pawn" which can fight ''like'' a warrior, but isn't removed from the board in the same way. "Buildings" take up an available spot in a clearing, but despite also ''representing'' a building, the Cats' Keep "token" doesn't take up space the same way.
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Crosswick.

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* DrawExtraCards: Each faction has different criteria that allow them to draw extra cards at the end of their turn:
** Marquise de Cat draws one extra card if there are 3+ recruiters on the board, or two if there are 5+
** The Eyrie Dynasties draw an extra card for every three nests on the board
** The Woodland Alliance draws an extra card for each base on the board.
** The Vagabond draws an extra card for each coin stack in their inventory.
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* CuteIsEvil: All the factions basically. They look like cute woodland creatures with even the Tinkerer of the Eyrie Dynasty being a woodpecker, but each one is a devious and dangerous foe who will turn on the weak at a good chance.

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* CuteIsEvil: All the factions basically. They look like cute woodland creatures with even the Tinkerer of the Eyrie Dynasty being a woodpecker, but each one is a devious and dangerous foe who will turn on the weak at a good chance. WordOfGod (i.e. of Cole Wehrle) is that the designers have intentionally chosen the cute aesthetic to offset the negative emotions that cutthroat competitive gameplay evokes in most players. To paraphrase, a backstab does not feel as bad, when it is a cute cat, bird, or mouse doing the backstabbing.

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* CuteIsEvil: All the factions basically.

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* CuteIsEvil: All the factions basically. They look like cute woodland creatures with even the Tinkerer of the Eyrie Dynasty being a woodpecker, but each one is a devious and dangerous foe who will turn on the weak at a good chance.
* DiscOneNuke: If the Marquise player gets the a specific card in their first hand which nets the Marquise one Victory Point for every domain they control, and in the first version that is ''all but one'', it nets the Marquise eleven victory points. If this is played in concert with most any Dominance card, it means the Marquise can win in their next round.
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''Root'' is a board game designed by Cole Wehrle and first released by Leder Games in 2018. It is a fully AsymmetricMultiplayer strategy game simulating burgeoning tension and war that's about to take place in the forest.

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''Root'' is a board game designed by Cole Wehrle and first released by Leder Games Creator/LederGames in 2018. It is a fully AsymmetricMultiplayer strategy game simulating burgeoning tension and war that's about to take place in the forest.
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* WeHaveReserves: Subtly encouraged by the Eyrie's playstyle, who has a finite number of warriors in their supply and can potentially turmoil at the start of their turn if their Recruit decrees exceed their reserves. Depending on the situation, it's actually a good thing to lose warriors in fights so that they can be Recruited again and stave off turmoil longer.
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The Duchy earn VP by swaying ministers, and their Lord ministers give more VP each turn, so removing the note. The Duchy is actually considered one of the very best factions at earning VP competitively.


* ZergRush: The core strategy of the Duchy is to recruit new soldiers en masse, then use your tunnels to effectively teleport them to virtually any location on the map, overwhelming your opponents with sudden, unexpected swarms of mole people. This strategy is best suited to victory by Dominance, which is further reinforced by how difficult it is to earn VP with the Duchy compared to the other factions.[[note]]All of the other factions have some built-in mechanism for earning VP over the course of the game. The Duchy, in contrast, can only earn VP normally by crafting items - highly difficult given the Duchy's limited crafting resources - or eliminating enemy buildings and tokens, which is a slow, tedious, and dangerous process.[[/note]]

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* ZergRush: The core strategy of the Duchy is to recruit new soldiers en masse, then use your tunnels to effectively teleport them to virtually any location on the map, overwhelming your opponents with sudden, unexpected swarms of mole people. This strategy is best suited to victory by Dominance, which is further reinforced by how difficult it is to earn VP with the Duchy compared to the other factions.[[note]]All of the other factions have some built-in mechanism for earning VP over the course of the game. The Duchy, in contrast, can only earn VP normally by crafting items - highly difficult given the Duchy's limited crafting resources - or eliminating enemy buildings and tokens, which is a slow, tedious, and dangerous process.[[/note]]
factions.

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