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PNP Root Rules (Dec 1)

This document provides setup instructions and introductory information for the asymmetric strategy board game Root. It outlines how to assign factions to players and initialize each faction's starting position. Factions include the Marquise de Cat, Eyrie Dynasties, Woodland Alliance, and Vagabond. The document also notes components needed to play and provides a brief overview of gameplay, which involves battling for control of the woodland kingdom through the use of unique faction abilities.

Uploaded by

Erwin Ng
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We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
519 views25 pages

PNP Root Rules (Dec 1)

This document provides setup instructions and introductory information for the asymmetric strategy board game Root. It outlines how to assign factions to players and initialize each faction's starting position. Factions include the Marquise de Cat, Eyrie Dynasties, Woodland Alliance, and Vagabond. The document also notes components needed to play and provides a brief overview of gameplay, which involves battling for control of the woodland kingdom through the use of unique faction abilities.

Uploaded by

Erwin Ng
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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ROOT

A​ ​Game​ ​of​ ​Woodland​ ​Might​ ​and​ ​Right

Game​ ​Design​ ​by​ ​Cole​ ​Wehrle


Art​ ​by​ ​Kyle​ ​Ferrin
Development​ ​by​ ​Patrick​ ​Leder

Print​ ​and​ ​Play​ ​Edition!

December​ ​1st

Introduction
Root​ ​is​ ​a​ ​game​ ​of​ ​woodland​ ​might​ ​and​ ​right.​ ​Stalk​ ​the​ ​woods​ ​as​ ​the​ ​Vagabond,​ ​seize​ ​the
initiative​ ​with​ ​the​ ​Eyrie​ ​birds​ ​of​ ​prey,​ ​rule​ ​over​ ​your​ ​subjects​ ​as​ ​the​ ​Marquise​ ​de​ ​Cat,​ ​or
command​ ​the​ ​Woodland​ ​Alliance​ ​to​ ​create​ ​a​ ​new​ ​order.​ ​With​ ​creatures​ ​and​ ​cunning,​ ​you'll​ ​rule
a​ ​fantastic​ ​forest​ ​kingdom​ ​in​ ​the​ ​ultimate​ ​asymmetric​ ​game​ ​of​ ​adventure​ ​and​ ​war.

Using​ ​This​ ​Book


Root​ ​contains​ ​two​ ​rulebooks,​ ​this​ ​rules​ ​reference​ ​and​ ​a​ ​learn-to-play​ ​guide.​ ​The​ ​rules​ ​reference
is​ ​intended​ ​to​ ​be​ ​a​ ​concise,​ ​authoritative,​ ​and​ ​complete​ ​reference.​ ​While​ ​experienced​ ​gamers
will​ ​be​ ​able​ ​to​ ​learn​ ​the​ ​game​ ​from​ ​the​ ​rules​ ​reference,​ ​those​ ​newer​ ​to​ ​the​ ​hobby​ ​should​ ​start
with​ ​the​ ​learn-to-play​ ​guide.​ ​The​ ​learn-to-play​ ​guide​ ​is​ ​written​ ​in​ ​a​ ​more​ ​conversational​ ​tone​ ​and
features​ ​many​ ​illustrated​ ​examples.​ ​It​ ​also​ ​contains​ ​setup​ ​instructions​ ​for​ ​the​ ​game’s​ ​many
scenarios.

Note​ ​for​ ​Print-and-Players


This​ ​kit​ ​is​ ​intended​ ​for​ ​interested​ ​players​ ​eager​ ​to​ ​explore​ ​the​ ​world​ ​of​ ​Root.​ ​As​ ​we​ ​wanted​ ​to
share​ ​it​ ​with​ ​you​ ​as​ ​soon​ ​as​ ​possible,​ ​certain​ ​features​ ​of​ ​the​ ​game​ ​have​ ​been​ ​trimmed.​ ​Some
elements​ ​of​ ​the​ ​learn-to-play​ ​rulebook​ ​have​ ​been​ ​incorporated​ ​in​ ​this​ ​rulebook​ ​to​ ​make​ ​learning
the​ ​game​ ​easier.​ ​We​ ​have​ ​also​ ​produced​ ​a​ ​teaching​ ​video​ ​that​ ​can​ ​now​ ​be​ ​found​ ​on​ ​our
Kickstarter​ ​page.

We​ ​hope​ ​you​ ​enjoy​ ​this​ ​preview​ ​of​ ​Root​ ​as​ ​much​ ​as​ ​we’ve​ ​enjoyed​ ​making​ ​it!
We​ ​Don’t​ ​Need​ ​Playtesters/Editors
At​ ​the​ ​moment,​ ​Root​ ​is​ ​entering​ ​final​ ​development​ ​and​ ​balancing.​ ​We​ ​have​ ​a​ ​large​ ​pool​ ​of
playtesters​ ​and​ ​will​ ​be​ ​relying​ ​on​ ​the​ ​work​ ​of​ ​professional​ ​editors​ ​to​ ​polish​ ​these​ ​rules​ ​after​ ​final
adjustments​ ​to​ ​balance​ ​have​ ​been​ ​made.​ ​Though​ ​we​ ​appreciate​ ​your​ ​enthusiasm​ ​and
comments,​ ​we​ ​are​ ​not​ ​soliciting​ ​public​ ​feedback​ ​on​ ​this​ ​version.​ ​This​ ​is​ ​our​ ​gift​ ​to​ ​you​ ​all​ ​for
your​ ​wonderful​ ​support​ ​of​ ​the​ ​campaign​ ​so​ ​far.

Player​ ​Scaling
The​ ​following​ ​game​ ​is​ ​recommended​ ​for​ ​three​ ​to​ ​four​ ​players.

If​ ​playing​ ​with​ ​three,​ ​we​ ​recommend​ ​that​ ​you​ ​play​ ​without​ ​the​ ​Vagabond,​ ​though​ ​you​ ​may
substitute​ ​the​ ​Vagabond​ ​for​ ​the​ ​Woodland​ ​Alliance.

If​ ​you​ ​wish​ ​to​ ​explore​ ​the​ ​two-player​ ​game,​ ​we​ ​advise​ ​that​ ​you​ ​play​ ​the​ ​Marquise​ ​against​ ​the
Eyrie.​ ​Special​ ​two-player​ ​scenarios​ ​will​ ​be​ ​included​ ​in​ ​the​ ​final​ ​game,​ ​along​ ​with​ ​rules​ ​that​ ​allow
for​ ​a​ ​huge​ ​range​ ​of​ ​player​ ​configurations.

What​ ​You​ ​Need​ ​to​ ​Play


This​ ​kit​ ​includes​ ​files​ ​for​ ​all​ ​of​ ​the​ ​paper​ ​components​ ​in​ ​the​ ​game.​ ​In​ ​addition​ ​players​ ​will​ ​need:

● 25​ ​cubes​ ​in​ ​three​ ​different​ ​colors​ ​(for​ ​the​ ​Marquise,​ ​Woodland​ ​Alliance,​ ​and​ ​Eyrie)
● A​ ​Vagabond​ ​pawn​ ​and​ ​a​ ​single​ ​cube​ ​in​ ​a​ ​matching​ ​color​ ​for​ ​the​ ​Vagabond’s​ ​score​ ​cube
● 15​ ​tokens​ ​to​ ​represent​ ​wood.

Setup
1. Assign​ ​Factions:​ ​Assign​ ​one​ ​faction​ ​to​ ​each​ ​player​ ​using​ ​any​ ​method.
2. Draw​ ​Starting​ ​Hands:​ ​Remove​ ​the​ ​four​ ​special​ ​victory​ ​condition​ ​cards​ ​from​ ​the​ ​deck​ ​of
cards,​ ​and​ ​set​ ​them​ ​aside.​ ​Shuffle​ ​the​ ​deck.​ ​Each​ ​player​ ​draws​ ​3​ ​cards.
3. Prepare​ ​Deck:​ ​If​ ​playing​ ​with​ ​three​ ​or​ ​fewer​ ​players,​ ​return​ ​the​ ​Coalition​ ​Victory​ ​special
victory​ ​card​ ​and​ ​the​ ​Chaos​ ​Victory​ ​special​ ​victory​ ​card​ ​to​ ​the​ ​box.​ ​Then,​ ​shuffle​ ​the
special​ ​victory​ ​cards​ ​into​ ​the​ ​deck​ ​and​ ​place​ ​it​ ​near​ ​the​ ​map.
4. Place​ ​Ruins:​​ ​In​ ​games​ ​with​ ​the​ ​Vagabond,​ ​shuffle​ ​the​ ​ruin​ ​tokens​ ​and​ ​place​ ​one,​ ​with
the​ ​item​ ​side​ ​face​ ​down,​ ​on​ ​each​ ​red-bordered​ ​slot​ ​on​ ​the​ ​map.​ ​(The​ ​ruin​ ​tokens​ ​consist
of​ ​the​ ​following​ ​items:​ ​<bag>,​ ​<boot>,​ ​<hammer>,​ ​and​ ​<sword>.)
5. Set​ ​Up​ ​Factions:​​ ​The​ ​players​ ​set​ ​up​ ​their​ ​factions​ ​as​ ​described​ ​below​ ​in​ ​the​ ​following
order:​ ​Marquise​ ​de​ ​Cat,​ ​Eyrie​ ​Dynasties,​ ​Forest​ ​Alliance,​ ​Vagabond.
Marquise​ ​de​ ​Cat​ ​Setup
1. Place​ ​a​ ​warrior​ ​in​ ​each​ ​clearing,​ ​including​ ​the​ ​Keep.
2. Place​ y​ our​ ​Sawmills,​ ​Workshops,​ ​and​ ​Recruiters​ ​on​ ​the​ ​matching​ ​tracks​ ​of​ ​your​ ​faction
board.
3. Place​ ​the​ ​wood​ ​tokens​ ​near​ ​your​ ​faction​ ​board.
4. Place​ ​a​ ​Sawmill​ ​on​ ​the​ ​Keep,​ ​place​ ​a​ ​Recruiter​ ​on​ ​any​ ​clearing​ ​adjacent​ ​to​ ​the​ ​Keep,
and​ ​place​ ​a​ ​Workshop​ ​on​ ​any​ ​other​ ​clearing​ ​adjacent​ ​to​ ​the​ ​Keep.
5. Place​ ​your​ ​score​ ​marker​ ​on​ ​the​ ​“0”​ ​space​ ​of​ ​the​ ​score​ ​track.

Eyrie​ ​Dynasties​ ​Setup


1. Place​ ​your​ ​Roosts​ ​on​ ​the​ ​matching​ ​track​ ​of​ ​your​ ​faction​ ​board,​ ​matching​ ​Roosts​ ​with
and​ ​without​ ​stars​ ​to​ ​the​ ​matching​ ​spaces.
2. Place​ ​a​ ​Roost​ ​and​ ​six​ ​warriors​ ​on​ ​the​ ​Eyrie​ ​Homeland​ ​(the​ ​red​ ​fox​ ​clearing​ ​in​ ​the
bottom-right​ ​corner​ ​of​ ​the​ ​map).
3. Choose​ ​one​ ​of​ ​the​ ​four​ ​Eyrie​ ​leaders​ ​and​ ​place​ ​it​ ​on​ ​your​ ​faction​ ​board.​ ​This​ ​is​ ​your
current​ ​leader​.​ ​Place​ ​the​ ​remaining​ ​leaders​ ​face​ ​up​ ​near​ ​your​ ​faction​ ​board.
4. Place​ ​your​ ​two​ ​Loyal​ ​Vizier​ ​cards​ ​on​ ​the​ ​matching​ ​Decree​ ​spaces​ ​of​ ​your​ ​faction​ ​board.
5. Place​ ​your​ ​score​ ​marker​ ​on​ ​the​ ​“0”​ ​space​ ​of​ ​the​ ​score​ ​track.

Woodland​ ​Alliance​ ​Setup


1. Place​ ​your​ ​Strongholds​ ​and​ ​Hideouts​ ​on​ ​the​ ​matching​ ​tracks​ ​on​ ​your​ ​faction​ ​board.
2. Place​ a​ ​ ​Hideout​ ​and​ ​one​ ​warrior​ ​on​ ​any​ ​clearing​ ​with​ ​an​ ​empty​ ​slot.​ (​ Ensure​ ​that​ ​you
place​ ​the​ ​Hideout​ ​matching​ ​the​ ​chosen​ ​clearing.)
3. Place​ ​a​ ​warrior​ ​on​ ​the​ ​leftmost​ ​space​ ​of​ ​the​ ​outrage​ ​track​ ​on​ ​your​ ​faction​ ​board.​ ​(This
warrior​ ​is​ ​referred​ ​to​ ​as​ ​the​ ​outrage​ ​marker.)
4. Place​ ​a​ ​warrior​ ​in​ ​each​ ​forest​ ​nation​ ​box.​ ​(​These​ ​warriors​ ​are​ ​referred​ ​to​ ​as​ ​supporters.)
5. Place​ ​your​ ​score​ ​marker​ ​on​ ​the​ ​“0”​ ​space​ ​of​ ​the​ ​score​ ​track.

Vagabond​ ​Setup
1. Pick​ ​a​ ​character​ ​card,​ ​then​ ​place​ ​the​ ​items​ ​listed​ ​on​ ​your​ ​character​ ​card​ ​in​ ​the​ ​Available
pool​ ​shown​ ​by​ ​your​ ​faction​ ​board.
2. Place​ ​your​ ​character​ ​pawn​ ​on​ ​any​ ​forest.
3. Take​ ​a​ ​warrior​ ​from​ ​each​ ​player​ ​and​ ​place​ ​them​ ​on​ ​the​ ​Indifferent​ ​space​ ​of​ ​the
alignment​ ​chart​ ​on​ ​your​ ​faction​ ​board.​ ​(These​ ​warriors​ ​are​ ​referred​ ​to​ ​as​ ​alignment
markers)
4. Place​ ​your​ ​score​ ​marker​ ​on​ ​the​ ​“0”​ ​space​ ​of​ ​the​ ​score​ ​track.
Golden​ ​Rules

Rules​ ​Conflicts
If​ ​text​ ​on​ ​a​ ​card​ ​or​ ​faction​ ​board​ ​conflicts​ ​with​ ​text​ ​in​ ​this​ ​rules​ ​reference,​ ​the​ ​card​ ​or​ ​faction
board​ ​takes​ ​precedence.

If​ ​text​ ​in​ ​the​ ​learn​ ​to​ ​play​ ​conflicts​ ​with​ ​text​ ​in​ ​this​ ​rules​ ​reference,​ ​this​ ​rules​ ​reference​ ​takes
precedence.

Placing​ ​and​ ​Removing​ ​Pieces


If​ ​you​ ​are​ ​prompted​ ​to​ ​place​ ​a​ ​warrior,​ ​take​ ​it​ ​from​ ​your​ ​supply.​ ​If​ ​your​ ​warrior​ ​is​ ​removed,​ ​return
it​ ​to​ ​your​ ​supply.

If​ ​you​ ​are​ ​prompted​ ​to​ ​place​ ​a​ ​building,​ ​take​ ​the​ ​leftmost​ ​building​ ​from​ ​its​ ​track​ ​on​ ​your​ ​faction
board.​ ​If​ ​your​ ​building​ ​is​ ​removed,​ ​return​ ​it​ ​to​ ​the​ ​rightmost​ ​empty​ ​space.

If​ ​you​ ​are​ ​prompted​ ​to​ ​place​ ​wood,​ ​take​ ​it​ ​from​ ​the​ ​Marquise’s​ ​supply.​ ​If​ ​wood​ ​is​ ​removed,
return​ ​it​ ​to​ ​the​ ​Marquise’s​ ​supply.

If​ ​you​ ​are​ ​prompted​ ​to​ ​place​ ​your​ ​pieces​ ​but​ ​you​ ​cannot​ ​place​ ​the​ ​total​ ​number​ ​prompted,​ ​you
must​ ​place​ ​the​ ​maximum​ ​number​ ​possible.​ ​Example:​ ​if​ ​the​ ​Marquise​ ​recruits​ ​warriors,​ ​but​ ​does
not​ ​have​ ​enough​ ​warriors​ ​in​ ​her​ ​supply​ ​to​ ​place​ ​a​ ​warrior​ ​at​ ​each​ ​recruiter,​ ​then​ ​she​ ​may​ ​place
as​ ​many​ ​as​ ​able.

If​ ​you​ ​are​ ​prompted​ ​to​ ​remove​ ​your​ ​pieces​ ​but​ ​you​ ​cannot​ ​remove​ ​the​ ​total​ ​number​ ​prompted,
you​ ​must​ ​remove​ ​the​ ​maximum​ ​number​ ​possible.

If​ ​you​ ​are​ ​prompted​ ​to​ ​place​ ​a​ ​piece​ ​at​​ ​a​ ​building,​ ​place​ ​it​ ​in​ ​the​ ​clearing​ ​with​ ​that​ ​building.

Key​ ​Terms
Like​ ​other​ ​Leder​ ​Games,​ ​each​ ​faction​ ​in​ ​Root​ ​is​ ​played​ ​differently​ ​and​ ​has​ ​different​ ​goals.
However,​ ​all​ ​factions​ ​share​ ​certain​ ​terms​ ​which​ ​are​ ​described​ ​in​ ​this​ ​section.

Hits
Many​ ​effects​ ​in​ ​Root​ ​deal​ ​hits​.
Each​ ​time​ ​you​ ​take​ ​a​ ​hit,​ ​you​ ​must​ ​remove​ ​one​ ​of​ ​your​ ​warriors​ ​from​ ​the​ ​affected​ ​clearing.​ ​If​ ​you
have​ ​no​ ​warriors,​ ​you​ ​must​ ​remove​ ​one​ ​of​ ​your​ ​other​ ​pieces​ ​of​ ​your​ ​choice​ ​from​ ​the​ ​affected
clearing.

Most​ ​often,​ ​players​ ​deal​ ​hits​ ​in​ ​battle.​ ​In​ ​battle,​ ​the​ ​affected​ ​clearing​ ​is​ ​the​ ​clearing​ ​of​ ​battle.
Improvements​ ​and​ ​conspiracies​ ​can​ ​also​ ​deal​ ​hits;​ ​these​ ​effects​ ​specify​ ​the​ ​clearing​ ​from​ ​which
pieces​ ​must​ ​be​ ​removed.

Whenever​ ​you​ ​deal​ ​a​ ​hit​ ​that​ ​removes​ ​a​ ​building,​ ​you​ ​score​ ​one​ ​victory​ ​point.

If​ ​you​ ​remove​ ​your​ ​last​ ​building​ ​from​ ​a​ ​clearing,​ ​you​ ​must​ ​also​ ​discard​ ​one​ ​improvement​ ​from
your​ ​play​ ​area,​ ​if​ ​able.

Removing​ ​Hideouts.​​ ​Whenever​ ​a​ ​Hideout​ ​is​ ​removed,​ ​the​ ​Alliance​ ​must​ ​remove​ ​any
conspiracy​ ​and​ ​half​ ​(round​ ​up)​ ​of​ ​the​ ​supporters​ ​in​ ​the​ ​matching​ ​forest​ ​nation​ ​box.​ ​Then,​ ​the
Alliance​ ​increases​ ​their​ ​Outrage​ ​by​ ​one.

Local
Some​ ​rules​ ​refer​ ​to​ ​a​ ​local​​ ​player​ ​or​ ​piece.

A​ ​player​ ​is​ ​local​ ​if​ ​any​ ​of​ ​their​ ​pieces​ ​are​ ​located​ ​in​ ​any​ ​clearing​ ​with​ ​any​ ​of​ ​your​ ​pieces.

A​ ​piece​ ​is​ ​local​ ​if​ ​it​ ​is​ ​located​ ​in​ ​the​ ​same​ ​clearing​ ​as​ ​any​ ​of​ ​your​ ​pieces.

Piece
A​ ​piece​​ ​of​ ​a​ ​faction​ ​is​ ​any​ ​component​ ​color-coded​ ​to​ ​it,​ ​so​ ​the​ ​Marquise’s​ ​pieces​ ​are​ ​all​ ​purple,
the​ ​Alliance​ ​green,​ ​the​ ​Eyrie​ ​brown,​ ​and​ ​the​ ​Vagabond​ ​black​ ​or​ ​white.

Most​ ​factions​ ​have​ ​two​ ​types​ ​of​ ​pieces:​ ​warriors​​ ​and​ ​buildings​.​ ​The​ ​Marquise​ ​also​ ​has​ ​wood​.

The​ ​Vagabond​ ​only​ ​has​ ​a​ ​pawn​.

Play​ ​Area

Some​ ​rules​ ​will​ ​prompt​ ​you​ ​to​ ​place​ ​a​ ​component​ ​in​ ​your​ p
​ lay​ ​area​,​ ​which​ ​is​ ​the​ ​area​ ​above
your​ ​faction​ ​board.

Ruler
The​ ​ruler​ ​of​ ​a​ ​clearing​ ​is​ ​the​ ​player​ ​with​ ​the​ ​most​ ​combined​ ​warriors​ ​and​ ​buildings​ ​in​ ​that
clearing.​ ​If​ ​there​ ​is​ ​a​ ​tie​ ​between​ ​two​ ​players,​ ​no​ ​one​ ​is​ ​the​ ​ruler.
Lords​ ​of​ ​the​ ​Forest.​​ ​The​ ​Eyrie​ ​is​ ​the​ ​ruler​ ​of​ ​a​ ​clearing​ ​when​ ​tied​ ​for​ ​most​ ​combined​ ​warriors
and​ ​buildings​ ​there.

Lone​ ​Wanderer.​ ​The​ ​Vagabond​ ​pawn​ ​is​ ​not​ ​a​ ​warrior,​ ​so​ ​he​ ​cannot​ ​be​ ​the​ ​ruler​ ​of​ ​a​ ​clearing​ ​or
cause​ ​another​ ​player​ ​to​ ​cease​ ​being​ ​ruler.

Key​ ​Concepts
Like​ ​in​ ​the​ ​previous​ ​section,​ ​all​ ​roles​ ​share​ ​certain​ ​concepts​ ​which​ ​are​ ​described​ ​in​ ​this​ ​section.

Clearings,​ ​Paths,​ ​and​ ​Forests


The​ ​map​ ​of​ ​the​ ​Woodland​ ​is​ ​composed​ ​of​ ​clearings​,​ ​which​ ​are​ ​connected​ ​by​ ​a​ ​network​ ​of
paths​.​ ​A​ ​clearing​ ​is​ ​adjacent​ ​to​ ​all​ ​other​ ​clearings​ ​linked​ ​to​ ​it​ ​by​ ​a​ ​path.

Almost​ ​every​ ​clearing​ ​is​ ​aligned​ ​with​ ​one​ ​forest​ ​nation​:​ ​mouse,​ ​rabbit,​ ​or​ ​fox.​ ​The​ ​Keep​ ​of
Marquise​ ​de​ ​Cat​ ​is​ ​a​ ​clearing​ ​aligned​ ​with​ ​all​ ​nations.

Areas​ ​on​ ​the​ ​map​ ​enclosed​ ​by​ ​paths​ ​and​ ​clearings​ ​are​ ​called​ f​ orests​.​ ​A​ ​forest​ ​is​ ​adjacent​ ​to​ ​all
clearings​ ​that​ ​touch​ ​it​ ​without​ ​crossing​ ​a​ ​path,​ ​and​ ​it​ ​is​ ​adjacent​ ​to​ ​all​ ​forests​ ​that​ ​are​ ​separated
by​ ​only​ ​one​ ​path.​ ​The​ ​forest​ ​surrounding​ ​the​ ​map​ ​is​ ​out​ ​of​ ​play,​ ​not​ ​part​ ​of​ ​the​ ​map.

Each​ ​clearing​ ​has​ ​a​ ​number​ ​of​ ​slots​,​ ​shown​ ​as​ ​white​ ​and​ ​red​ ​boxes.​ ​Whenever​ ​you​ b ​ uild​​ ​a
building​ ​in​ ​any​ ​way,​ ​the​ ​clearing​ ​where​ ​you​ ​build​ ​it​ ​must​ ​have​ ​an​ ​open​ ​slot.​ ​You​ ​cannot​ ​build​ ​in
a​ ​clearing​ ​with​ ​no​ ​open​ ​slots.

In​ ​games​ ​with​ ​the​ ​Vagabond,​ ​each​ ​red-bordered​ ​slot​ ​begins​ ​covered​ ​with​ ​a​ r​ uin​​ ​token.​ ​Once
the​ ​Vagabond​ ​explores​ ​a​ ​ruin​ ​and​ ​takes​ ​its​ ​token,​ ​the​ ​open​ ​slot​ ​can​ ​hold​ ​a​ ​building,​ ​as​ ​normal.
In​ ​games​ ​without​ ​the​ ​Vagabond,​ ​the​ ​red-bordered​ ​slots​ ​begin​ ​open.

Multi-use​ ​Cards
Root​ ​uses​ ​a​ ​single​ ​deck​ ​of​ ​multi-use​ ​cards.​ ​Each​ ​card​ ​has​ ​three​ ​uses:

1. A​ ​suit​​ ​matching​ ​one​ ​of​ ​the​ ​four​ ​forest​ ​nations:​ ​bird,​ ​fox,​ ​rabbit,​ ​and​ ​mouse.​ ​Each​ ​faction
can​ ​spend​ ​cards​ ​of​ ​particular​ ​suits​ ​for​ ​different​ ​effects.

2. A​ ​conspiracy,​ ​which​ ​the​ ​Alliance​ ​can​ ​complete​ ​by​ ​spending​ ​supporters​ ​to​ ​earn​ ​victory
points,​ ​resources,​ ​and​ ​infrastructure​ ​improvements.

3. An​ ​improvement,​​ ​which​ ​can​ ​be​ ​crafted.​ ​Once​ ​crafted,​ ​improvements​ ​confer​ ​various
bonuses​ ​and​ ​may​ ​put​ ​items​​ ​into​ ​play​ ​for​ ​the​ ​Vagabond​ ​to​ ​take.
Special​ ​Victory​ ​Cards.​ ​Four​ ​cards​ ​in​ ​the​ ​deck​ ​are​ ​special​ ​victory​ ​cards​.​ ​Like​ ​with​ ​the​ ​other
cards,​ ​you​ ​can​ ​spend​ ​a​ ​special​ ​victory​ ​card​ ​from​ ​your​ ​hand​ ​for​ ​its​ ​suit.​ ​For​ ​details​ ​on​ ​playing
these​ ​cards,​ ​see​ ​Goals​ ​and​ ​Play​ ​(page​ ​XX).

Birds​ ​Are​ ​Wild.​ ​The​ ​bird​ ​suit​ ​is​ ​wild—you​ ​can​ ​spend​ ​a​ ​bird​ ​card​ ​as​ ​any​ ​other​ ​suit,​ ​including​ ​if
you​ ​must​ ​spend​ ​multiple​ ​cards​ ​of​ ​matching​ ​nation.​ ​This​ ​rule​ ​does​ ​not​ ​work​ ​in​ ​reverse:​ ​if​ ​you​ ​are
prompted​ ​to​ ​spend​ ​a​ ​bird​ ​card,​ ​you​ ​cannot​ ​instead​ ​spend​ ​a​ ​card​ ​of​ ​another​ ​suit.

Cards​ ​Are​ ​Secret.​ ​You​ ​cannot​ ​reveal​ ​any​ ​cards​ ​in​ ​your​ ​hand​ ​to​ ​other​ ​players.

Crafting
Each​ ​faction​ ​can​ ​craft​ ​cards​ ​in​ ​their​ ​hand​ ​into​ ​improvements​.​ ​Improvements​ ​can​ ​score​ ​you
victory​ ​points,​ ​provide​ ​a​ ​persistent​ ​benefit,​ ​or​ ​give​ ​you​ ​a​ ​one-time​ ​ability​ ​that​ ​you​ ​can​ ​activate​ ​by
discarding​ ​the​ ​improvement.

During​ ​Daylight,​ ​you​ ​can​ ​craft​ ​any​ ​number​ ​of​ ​cards​ ​from​ ​your​ ​hand​ ​into​ ​improvements.

To​ ​craft​ ​an​ ​improvement,​ ​you​ ​must​ ​exhaust​ ​crafting​ ​buildings​ ​of​ ​the​ ​nations​ ​shown​ ​on​ ​the
improvement.​ ​The​ ​nation​ ​of​ ​a​ ​crafting​ ​building​ ​matches​ ​the​ ​nation​ ​of​ ​its​ ​clearing.

Each​ ​crafting​ ​building​ ​can​ ​be​ ​exhausted​ ​only​ ​once​ ​per​ ​turn.​ ​When​ ​you​ ​exhaust​ ​a​ ​crafting
building,​ ​you​ ​can​ ​flip​ ​it,​ ​and​ ​then​ ​flip​ ​it​ ​back​ ​over​ ​at​ ​the​ ​end​ ​of​ ​your​ ​Evening.​​ ​(If​ ​you​ ​have​ ​two
crafting​ ​buildings​ ​in​ ​a​ ​fox​ ​clearing,​ ​you​ ​may​ ​not​ ​craft​ ​two​ ​cards​ ​which​ ​require​ ​two​ ​foxes​ ​each.)

Each​ ​faction​ ​exhausts​ ​a​ ​different​ ​crafting​ ​building:

● The​ ​Marquise​ ​exhausts​ ​Workshops.


● The​ ​Eyrie​ ​exhausts​ ​starred​ ​Roosts.
● The​ ​Alliance​ ​exhausts​ ​Strongholds.
● The​ ​Vagabond​ ​exhausts​ ​<hammer>,​ ​not​ ​buildings.​ ​All​ ​of​ ​the​ ​Vagabond’s​ ​<hammer>
match​ ​the​ ​nation​ ​of​ ​his​ ​current​ ​clearing.

When​ ​you​ ​craft​ ​an​ ​improvement,​​ ​resolve​ ​its​ ​text,​ ​and​ ​then​ ​do​ ​the​ ​following:

● If​ ​you​ ​crafted​ ​an​ ​improvement​ ​with​ ​a​ ​persistent​ ​or​ ​activated​​ ​effect​,​ ​turn​ ​it​ ​sideways​ ​and
put​ ​it​ ​into​ ​your​ ​play​ ​area​ ​above​ ​your​ ​faction​ ​board.
● If​ ​you​ ​crafted​ ​an​ ​improvement​ ​with​ ​an​ ​item​,​ ​take​ ​the​ ​matching​ ​item​ ​token​ ​from​ ​the
supply​ ​and​ ​put​ ​it​ ​into​ ​your​ ​play​ ​area.​ ​If​ ​the​ ​Vagabond​ ​is​ ​not​ ​playing,​ ​or​ ​if​ ​no​ ​matching
item​ ​token​ ​remains,​ ​do​ ​not​ ​put​ ​the​ ​item​ ​token​ ​into​ ​your​ ​play​ ​area.​ ​If​ ​the​ ​Vagabond​ ​crafts
an​ ​improvement​ ​with​ ​an​ ​item,​ ​he​ ​may​ ​immediately​ ​put​ ​the​ ​crafted​ ​item​ ​into​ ​his
exhausted​ ​items​ ​pool.

Cottage​ ​Industry.​ ​The​ ​Alliance​ ​score​ ​twice​ ​the​ ​victory​ ​points​ ​listed​ ​on​ ​improvements​ ​they​ ​craft.
Movement
When​ ​you​ ​take​ ​a​ ​move​,​ ​you​ ​may​ ​take​ ​any​ ​number​ ​of​ ​your​ ​warriors​​ ​(or​ ​your​ ​Vagabond​ ​pawn)
from​ ​one​ ​clearing​ ​and​ ​move​ ​them​ ​to​ ​one​ ​adjacent​ ​clearing.

If​ ​you​ ​rule​ ​the​ ​origin​ ​clearing,​ ​you​ ​may​ ​move​ ​your​ ​warriors​ ​to​ a
​ ny​​ ​adjacent​ ​clearing.

If​ ​you​ ​do​ ​not​​ ​rule​ ​the​ ​origin​ ​clearing,​ ​you​ ​may​ ​move​ ​your​ ​warriors​ ​only​ ​to​ ​an​ ​adjacent​ ​clearing
that​ ​you​ ​rule,​ ​that​ ​no​ ​one​ ​rules,​ ​or​ ​whose​ ​ruler​ ​gives​ ​you​ ​permission​ ​to​ ​enter.

A​ ​given​ ​piece​ ​is​ ​not​ ​limited​ ​in​ ​the​ ​number​ ​of​ ​times​ ​it​ ​can​ ​move​ ​during​ ​the​ ​same​ ​turn.​ ​If​ ​an​ ​effect
allows​ ​you​ ​to​ ​take​ ​multiple​ ​moves,​ ​you​ ​may​ ​move​ ​the​ ​same​ ​or​ ​separate​ ​groups​ ​of​ ​warriors.

Nimble.​​ ​The​ ​Vagabond​ ​can​ ​move​ ​into​ ​a​ ​clearing​ ​without​ ​permission,​ ​and​ ​can​ ​move​ ​into​ ​forests
with​ ​Slip​ ​or​ ​when​ ​retreating​ ​from​ ​battle.

Alliance​ ​Movement.​ ​The​ ​Alliance​ ​is​ ​uniquely​ ​restricted​ ​in​ ​its​ ​ability​ ​to​ ​move.​ ​The​ ​Alliance​ ​can
only​ ​move​ ​by​ ​executing​ ​appropriate​ ​conspiracies.

Battle
When​ ​you​ ​initiate​ ​a​ ​battle,​ ​choose​ ​a​ ​clearing​ ​where​ ​you​ ​have​ ​warriors.​ ​You​ ​are​ ​the​ a
​ ttacker​.
Choose​ ​one​ ​player​ ​in​ ​the​ ​clearing​ ​of​ ​battle​ ​to​ ​be​ ​the​ ​defender​.

If​ ​the​ ​defender​ ​has​ ​no​ ​warriors​ ​in​ ​the​ ​clearing​ ​of​ ​battle,​ ​remove​ ​all​ ​of​ ​the​ ​defender’s​ ​pieces
there.​ ​The​ ​attacker​ ​scores​ ​one​ ​victory​ ​point​ ​per​ ​building​ ​removed.​ ​The​ ​battle​ ​then​ ​ends.​ ​(If​ ​the
Vagabond​ ​is​ ​the​ ​defender​ ​and​ ​has​ ​no​ ​available​ ​<sword>,​ ​he​ ​must​ ​retreat​ ​in​ ​step​ ​1.)

A​ ​battle​ ​has​ ​four​ ​steps:

1. Defender​ ​may​ ​declare​ ​retreat.​​ ​If​ ​defender​ ​does​ ​retreat,​ ​the​ ​defender​ ​takes​ ​hits​ ​based
on​ ​the​ ​number​ ​of​ ​retreating​ ​warriors,​ ​the​ ​attacker​ ​may​ ​play​ ​one​ ​ambush​ ​card​ ​to​ ​deal​ ​a
hit,​ ​and​ ​then​ ​the​ ​battle​ ​ends.
2. Defender​ ​may​ ​play​ ​ambush​ ​cards​​ ​to​ ​deal​ ​hits​ ​to​ ​the​ ​attacker.
3. Roll​ ​dice​ ​and​ ​count​ ​hits​​ ​to​ ​both​ ​attacker​ ​and​ ​defender,​ ​who​ ​can​ ​modify​ ​hits​ ​with​ ​other
effects.
4. Deal​ ​hits​​ ​simultaneously.​​ ​Then​ ​the​ ​battle​ ​ends.

1.​ ​Defender​ ​Declares​ ​Retreat


The​ ​defender​ ​may​ ​retreat​ ​if​ ​he​ ​rules​ ​an​ ​adjacent​ ​clearing.​ ​If​ ​the​ ​defender​ ​does​ ​not​ ​retreat,
continue​ ​to​ ​step​ ​2.

If​ ​the​ ​defender​ ​chooses​ ​to​ ​retreat,​ ​he​ ​immediately​ ​takes​ ​the​ ​hits​ ​listed​ ​on​ ​the​ ​following​ ​table.
Retreating​ ​Warriors 1–2 3–4 5–6 7+
Hits 0 1 2 3

After​ ​the​ ​defender​ ​takes​ ​hits,​ ​the​ ​attacker​ ​may​ ​play​ ​one​ ​ambush​ ​card​ ​matching​ ​the​ ​clearing​ ​of
battle​ ​to​ ​immediately​ ​deal​ ​one​ ​unpreventable​ ​hit.

Finally,​ ​the​ ​defender​ ​must​ ​move​ ​all​ ​remaining​ ​warriors​ ​to​ ​one​ ​adjacent​ ​clearing​ ​he​ ​rules.​ ​End
the​ ​battle​ ​immediately.

Vagabond​ ​Retreat.​ ​The​ ​Vagabond​ ​takes​ ​hits​ ​when​ ​retreating​ ​based​ ​on​ ​his​ ​total​ ​number​ ​of
available​ ​and​ ​exhausted​ ​items,​ ​rather​ ​than​ ​number​ ​of​ ​retreating​ ​warriors.​ ​The​ ​Vagabond​ ​may
retreat​ ​into​ ​any​ ​adjacent​ ​clearing​ ​or​ ​forest.

2.​ ​Defender​ ​Declares​ ​Ambush


The​ ​defender​ ​may​ ​play​ ​ambush​ ​cards​ ​matching​ ​the​ ​clearing​ ​of​ ​battle.​ ​Each​ ​played​ ​ambush​ ​card
immediately​ ​deals​ ​two​ ​unpreventable​ ​hits.

If​ ​any​ ​attacking​ ​warriors​ ​remain​ ​after​ ​taking​ ​hits,​ ​continue​ ​to​ ​step​ ​3.​ ​Otherwise,​ ​end​ ​the​ ​battle
immediately.

3.​ ​Roll​ ​Dice​ ​and​ ​Count​ ​Hits


Roll​ ​both​ ​dice.​ ​The​ ​attacker​ ​will​ ​deal​ ​hits​ ​equal​ ​to​ ​the​ ​higher​ ​roll,​ ​and​ ​the​ ​defender​ ​will​ ​deal​ ​hits
equal​ ​to​ ​the​ ​lower​ ​roll.​ ​If​ ​the​ ​rolls​ ​are​ ​equal,​ ​attacker​ ​and​ ​defender​ ​will​ ​deal​ ​the​ ​same​ ​number​ ​of
hits.

<Print-and-Play​ ​Note:​ ​A​ ​roll​ ​of​ ​“4”​ ​is​ ​considered​ ​a​ ​“0”​ ​so​ ​the​ ​four-sided​ ​dice​ ​only​ ​produces
numbers​ ​0-3.​ ​The​ ​game​ ​will​ ​have​ ​custom​ ​d12s​ ​included​ ​with​ ​an​ ​equivalent​ ​distribution.>

The​ ​maximum​ ​number​ ​of​ ​hits​ ​you​ ​can​ ​deal​ ​from​ ​rolling​ ​equals​ ​the​ ​number​ ​of​ ​your​ ​warriors​ ​in​ ​the
clearing​ ​of​ ​battle,​ ​whether​ ​you​ ​are​ ​the​ ​attacker​ ​or​ ​defender.

After​ ​counting​ ​these​ ​hits,​ ​the​ ​attacker​ ​and​ ​defender​ ​can​ ​add​ ​hits​ ​by​ ​using​ ​special​ ​abilities​ ​or
other​ ​effects​ ​in​ ​their​ ​areas​ ​of​ ​play.​ ​Added​ ​hits​ ​are​ ​not​​ ​limited​ ​by​ ​the​ ​number​ ​of​ ​warriors​ ​in​ ​the
clearing​ ​of​ ​battle.​ ​(For​ ​example,​ ​if​ ​you​ ​have​ ​3​ ​warriors​ ​and​ ​roll​ ​3​ ​hits,​ ​then​ ​add​ ​1​ ​hit​ ​because​ ​of
a​ ​special​ ​ability,​ ​you​ ​deal​ ​4​ ​hits.)

Continue​ ​to​ ​step​ ​4.

4.​ ​Deal​ ​Hits


Attacker​ ​and​ ​defender​ ​deal​ ​hits​ ​simultaneously.​ ​The​ ​attacker​ ​and​ ​defender​ ​can​ ​ignore​ ​hits​ ​taken
by​ ​using​ ​special​ ​abilities​ ​and​ ​other​ ​effects​ ​in​ ​their​ ​areas​ ​of​ ​play.

If​ ​you​ ​remove​ ​your​ ​last​ ​building​ ​from​ ​a​ ​clearing,​ ​you​ ​must​ ​also​ ​discard​ ​one​ ​improvement​ ​from
your​ ​play​ ​area,​ ​if​ ​able.
Whenever​ ​you​ ​deal​ ​a​ ​hit​ ​that​ ​removes​ ​a​ ​building,​ ​you​ ​score​ ​one​ ​victory​ ​point.

Hits​ ​as​ ​the​ ​Marquise


Field​ ​Hospitals.​​ ​Whenever​ ​a​ ​Marquise​ ​warrior​ ​takes​ ​a​ ​hit,​ ​the​ ​Marquise​ ​may​ ​spend​ ​any​ ​card​ ​to
move​ ​the​ ​warrior​ ​to​ ​the​ ​Keep,​ ​instead​ ​of​ ​removing​ ​it.​ ​She​ ​cannot​ ​use​ ​Field​ ​Hospitals​ ​if​ ​she​ ​does
not​ ​rule​ ​the​ ​Keep.

The​ ​Keep​ ​of​ ​Marquise​ ​de​ ​Cat.​​ ​During​ ​any​ ​battle​ ​in​ ​the​ ​Keep,​ ​the​ ​Marquise​ ​can​ ​ignore​ ​one​ ​hit
taken,​ ​even​ ​if​ ​retreating.

Hits​ ​as​ ​the​ ​Alliance

Hideout​ ​Loss.​​ ​Whenever​ ​a​ ​Hideout​ ​is​ ​removed,​ ​the​ ​Alliance​ ​must​ ​remove​ ​any​ ​conspiracy​ ​and
half​ ​(round​ ​up)​ ​of​ ​the​ ​supporters​ ​in​ ​the​ ​matching​ ​forest​ ​nation​ ​box.​ ​Then,​ ​the​ ​Alliance​ ​increases
their​ ​Outrage​ ​by​ ​one.

Hidden.​​ ​If​ ​defending​ ​with​ ​a​ ​single​ ​warrior,​ ​the​ ​Alliance​ ​can​ ​ignore​ ​one​ ​hit​ ​taken.

Hits​ ​as​ ​the​ ​Vagabond


For​ ​each​ ​hit​ ​the​ ​Vagabond​ ​wishes​ ​to​ ​deal,​ ​he​ ​must​ ​exhaust​ ​a​ ​<sword>.​ ​If​ ​he​ ​has​ ​no​ ​available
<sword>​ ​to​ ​exhaust,​ ​or​ ​if​ ​he​ ​chooses​ ​not​ ​to​ ​exhaust​ ​more​ ​<sword>,​ ​he​ ​cannot​ ​deal​ ​further​ ​hits.

Each​ ​time​ ​the​ ​Vagabond​ ​takes​ ​a​ ​hit,​ ​he​ ​must​ ​damage​ ​one​ ​available​ ​item.​ ​Because​ ​the​ ​attacker
and​ ​defender​ ​take​ ​hits​ ​simultaneously,​ ​the​ ​Vagabond​ ​can​ ​exhaust​ ​and​ ​then​ ​damage​ ​the​ ​same
<sword>.​ ​If​ ​no​ ​available​ ​items​ ​remain​ ​to​ ​damage,​ ​the​ ​Vagabond​ ​may​ ​damage​ ​an​ ​exhausted
item.​ ​If​ ​no​ ​undamaged​ ​items​ ​remain​ ​to​ ​damage,​ ​the​ ​Vagabond​ ​ignores​ ​any​ ​remaining​ ​hits.

Goal​ ​and​ ​Play

Victory
The​ ​first​ ​player​ ​to​ ​reach​ ​40​ ​victory​ ​points​ ​immediately​ ​wins​ ​the​ ​game.

Special​ ​Victory​ ​Conditions


During​ ​play,​ ​you​ ​may​ ​draw​ ​special​ ​victory​ ​cards.

During​ ​your​ ​Daylight,​ ​you​ ​may​ ​play​ ​a​ ​special​ ​victory​ ​card​ ​into​ ​your​ ​play​ ​area​ ​to​ ​activate​ ​it.
Remove​ ​your​ ​score​ ​marker​ ​from​ ​the​ ​score​ ​track.​ ​For​ ​the​ ​rest​ ​of​ ​the​ ​game,​ ​you​ ​can​ ​only​ ​win​ ​by
meeting​ ​the​ ​victory​ ​condition​ ​listed​ ​on​ ​your​ ​activated​ ​special​ ​victory​ ​card.
Alternatively,​ ​you​ ​may​ ​play​ ​a​ ​special​ ​victory​ ​card​ ​for​ ​its​ ​suit.​ ​If​ ​you​ ​do,​ ​do​ ​not​ ​discard​ ​the​ ​card;
instead,​ ​place​ ​the​ ​card​ ​face​ ​up​ ​near​ ​the​ ​map​ ​to​ ​show​ ​that​ ​it​ ​is​ ​available​​ ​to​ ​take.

During​ ​Daylight,​ ​the​ ​acting​ ​player​ ​can​ ​take​ ​an​ ​available​ ​special​ ​victory​ ​card​ ​into​ ​their​ ​hand​ ​by
spending​ ​a​ ​card​ ​of​ ​matching​ ​suit.

An​ ​activated​ ​special​ ​victory​ ​card​ ​does​ ​not​ ​count​ ​against​ ​your​ ​hand​ ​size,​ ​and​ ​it​ ​cannot​ ​be
removed​ ​from​ ​play.​ ​Once​ ​you​ ​have​ ​activated​ ​a​ ​special​ ​victory​ ​card,​ ​you​ ​cannot​ ​replace​ ​it​ ​by
activating​ ​a​ ​different​ ​special​ ​victory​ ​card.

● Chaos​ ​Victory:​ ​During​ ​your​ ​Birdsong,​ ​you​ ​win​ ​the​ ​game​ ​immediately​ ​if​ ​every​ ​other
player​ ​has​ ​33​ ​to​ ​39​ ​victory​ ​points​ ​or​ ​has​ ​activated​ ​a​ ​special​ ​victory​ ​card.
● Coalition​ ​Victory:​ ​When​ ​you​ ​play​ ​this​ ​special​ ​victory​ ​card​ ​to​ ​change​ ​your​ ​victory
condition,​ ​place​ ​your​ ​score​ ​marker​ ​on​ ​the​ ​faction​ ​board​ ​of​ ​the​ ​player​ ​with​ ​the​ ​fewest
victory​ ​points.​ ​If​ ​that​ ​player​ ​wins​ ​the​ ​game,​ ​you​ ​also​ ​win.
● Economic​ ​Victory:​ ​During​ ​your​ ​Birdsong,​ ​you​ ​win​ ​the​ ​game​ ​immediately​ ​if​ ​you​ ​have
five​ ​crafted​ ​improvements​ ​in​ ​your​ ​play​ ​area.
● Military​ ​Victory:​ ​During​ ​your​ ​Birdsong,​ ​you​ ​win​ ​the​ ​game​ ​immediately​ ​if​ ​you​ ​rule​ ​the
Keep​ ​of​ ​the​ ​Marquise​ ​de​ ​Cat.​ ​(Not​ ​playable​ ​by​ ​the​ ​Vagabond​ ​or​ ​Marquise.)

Order​ ​of​ ​Play


Play​ ​begins​ ​with​ ​the​ ​Marquise​ ​and​ ​then​ ​continues​ ​to​ ​the​ ​Eyrie,​ ​the​ ​Alliance,​ ​and​ ​the​ ​Vagabond.

Turn​ ​Structure
Each​ ​player’s​ ​turn​ ​consists​ ​of​ ​three​ ​phases:​ ​Birdsong,​ ​Daylight,​ ​and​ ​Evening.

Marquise​ ​de​ ​Cat

Victory​ ​Points
The​ ​Marquise​ ​scores​ ​victory​ ​points​ ​each​ ​time​ ​she​ ​builds​ ​a​ ​building.​ ​She​ ​also​ ​scores​ ​victory
points​ ​by​ ​crafting​ ​some​ ​improvements,​ ​and​ ​by​ ​removing​ ​buildings​ ​owned​ ​by​ ​the​ ​other​ ​players.

Birdsong
Place​ ​one​ ​wood​ ​at​ ​each​ ​Sawmill.
Daylight
You​ ​may​ ​take​ ​up​ ​to​ ​three​ ​actions,​ ​plus​ ​another​ ​action​ ​for​ ​each​ ​bird​ ​card​ ​you​ ​spend.​ ​You​ ​can
take​ ​actions​ ​in​ ​any​ ​order.​ ​Your​ ​possible​ ​actions​ ​are​ ​listed​ ​below:

March
Take​ ​two​ ​moves.

Battle
Initiate​ ​a​ ​battle.

Build

Choose​ ​whether​ ​you​ ​want​ ​to​ ​build​ ​a​ ​Sawmill,​ ​Workshop,​ ​or​ ​Recruiter.​ ​Find​ ​the​ ​leftmost
building​ ​of​ ​that​ ​type​ ​remaining​ ​on​ ​your​ ​faction​ ​board.​ ​Note​ ​that​ ​building’s​ ​cost,​ ​listed​ ​at
the​ ​top​ ​of​ ​its​ ​column.

Then,​ ​choose​ ​any​ ​clearing​ ​you​ ​rule​ ​with​ ​an​ ​empty​ ​slot.​ ​Remove​ ​wood​ ​equal​ ​to​ ​the
building’s​ ​cost​ ​from​ ​any​ ​clearings​ ​you​ ​rule​ ​that​ ​are​ ​adjacent​ ​to​ ​the​ ​chosen​ ​clearing​ ​or
connected​ ​to​ ​the​ ​chosen​ ​clearing​ ​by​ ​any​ ​number​ ​of​ ​other​ ​clearings​ ​you​ ​rule.

Finally,​ ​place​ ​the​ ​chosen​ ​building​ ​on​ ​the​ ​chosen​ ​clearing,​ ​and​ ​score​ ​the​ ​victory​ ​points
listed​ ​on​ ​the​ ​space​ ​under​ ​the​ ​building​ ​removed​ ​from​ ​your​ ​faction​ ​board.

You​ ​do​ ​not​ ​lose​ ​victory​ ​points​ ​for​ ​returning​ ​a​ ​building​ ​to​ ​your​ ​faction​ ​board,​ ​and​ ​you​ ​still
score​ ​victory​ ​points​ ​when​ ​you​ ​build​ ​a​ ​building​ ​that​ ​was​ ​previously​ ​returned​ ​to​ ​your
faction​ ​board.

Recruit
Place​ ​one​ ​warrior​ ​at​ ​each​ ​Recruiter.​ ​Then,​ ​the​ ​Alliance​ ​increases​ ​its​ ​Outrage​ ​by​ ​one.

Incite​ ​Mob
Spend​ ​three​ ​cards​ ​of​ ​matching​ ​nation.​ ​In​ ​each​ ​clearing​ ​of​ ​matching​ ​nation​ ​that​ ​you​ ​rule,
remove​ ​all​ ​buildings​ ​of​ ​other​ ​players,​ ​and​ ​score​ ​2​ ​victory​ ​points​ ​per​ ​building​ ​removed
(instead​ ​of​ ​1​ ​victory​ ​point,​ ​as​ ​normal).​ ​Each​ ​player​ ​who​ ​removed​ ​any​ ​buildings​ ​draws
cards​ ​equal​ ​to​ ​the​ ​number​ ​of​ ​their​ ​own​ ​buildings​ ​removed.

You​ ​may​ ​Craft​ ​without​ ​spending​ ​an​ ​action.


Craft
Craft​ ​an​ ​improvement​ ​from​ ​your​ ​hand,​ ​using​ ​Workshops.

Evening
Each​ ​player​ ​draws​ ​cards​ ​equal​ ​to​ ​their​ ​own​ ​<coin>.

Then,​ ​you​ ​discard​ ​down​ ​to​ ​your​ ​hand​ ​limit​ ​of​ ​five​ ​cards.

The​ ​Eyrie​ ​Dynasties

Victory​ ​Points
The​ ​Eyrie​ ​scores​ ​victory​ ​points​ ​during​ ​its​ ​Evening​ ​based​ ​on​ ​the​ ​number​ ​of​ ​Roosts​ ​on​ ​the​ ​map,
by​ ​crafting​ ​some​ ​improvements,​ ​and​ ​by​ ​removing​ ​buildings​ ​owned​ ​by​ ​the​ ​other​ ​players.

The​ ​Decree
On​ ​your​ ​turn,​ ​you​ ​will​ ​take​ ​actions​ ​using​ ​a​ ​growing​ ​set​ ​of​ ​instructions​ ​called​ ​the​ D
​ ecree​.​ ​The
Decree​ ​has​ ​four​ ​columns,​ ​each​ ​matching​ ​one​ ​of​ ​four​ ​actions.​ ​Over​ ​time,​ ​you​ ​will​ ​add​ ​cards​ ​to
your​ ​Decree.​ ​Add​ ​new​ ​cards​ ​on​ ​top​ ​of​ ​cards​ ​already​ ​in​ ​a​ ​column.​ ​Fan​ ​the​ ​cards​ ​in​ ​a​ ​column
down,​ ​so​ ​all​ ​of​ ​the​ ​card​ ​suits​ ​are​ ​visible.

You​ ​will​ ​end​ ​Daylight​ ​by​ ​running​ ​the​ ​Decree,​ ​performing​ ​the​ ​actions​ ​shown​ ​by​ ​its​ ​four​ ​columns.
In​ ​each​ ​column,​ ​you​ ​take​ ​one​ ​action​ ​per​ ​card​ ​in​ ​the​ ​column,​ ​and​ ​you​ ​must​ ​take​ ​that​ ​action​ ​in​ ​the
clearing​ ​nation​ ​matching​ ​the​ ​card​ ​suit.​ ​If​ ​you​ ​cannot​ ​take​ ​an​ ​action,​ ​you​ ​immediately​ ​fall​ ​into
Turmoil.

Birdsong
You​ ​must​ ​play​ ​one​ ​bird​ ​card​ ​or​ ​one​ ​or​ ​two​ ​non-bird​ ​cards​ ​to​ ​the​ ​Decree.​ ​You​ ​may​ ​play​ ​each
card​ ​to​ ​the​ ​end​ ​of​ ​any​ ​of​ ​the​ ​four​ ​columns.

Daylight
First,​ ​you​ ​may​ ​Reform​ ​and​ ​Craft​ ​any​ ​number​ ​of​ ​times.
Reform
Spend​ ​any​ ​card​ ​in​ ​order​ ​to​ ​move​ ​a​ ​card​ ​of​ ​matching​ ​suit​ ​from​ ​one​ ​column​ ​of​ ​the​ ​Decree
to​ ​the​ ​end​ ​of​ ​another​ ​column.

Craft
Craft​ ​an​ ​improvement​ ​from​ ​your​ ​hand,​ ​using​ ​Roost​ ​with​ ​stars.

Then,​ ​resolve​ ​the​ ​Decree.​ ​Start​ ​with​ ​the​ ​leftmost​ ​column​ ​and​ ​move​ ​right.​ ​In​ ​each​ ​column,​ ​start
with​ ​the​ ​top​ ​card​ ​and​ ​move​ ​down.

Recruit
Place​ ​a​ ​warrior​ ​in​ ​any​ ​clearing​ ​with​ ​a​ ​Roost​ ​whose​ ​nation​ ​matches​ ​the​ ​card​ ​suit.​ ​If​ ​you
cannot​ ​place​ ​a​ ​warrior,​ ​you​ ​fall​ ​into​ ​turmoil.

Move
Move​ ​from​ ​any​ ​clearing​ ​whose​ ​nation​ ​matches​ ​the​ ​card​ ​suit.​ ​If​ ​you​ ​cannot​ ​move​ ​at​ ​least
one​ ​warrior,​ ​you​ ​fall​ ​into​ ​turmoil.

Battle
Initiate​ ​a​ ​battle​ ​in​ ​any​ ​clearing​ ​whose​ ​nation​ ​matches​ ​the​ ​card​ ​suit.​ ​If​ ​you​ ​cannot​ ​initiate
a​ ​battle,​ ​you​ ​fall​ ​into​ ​turmoil.

Build
Build​ ​a​ ​Roost​ ​in​ ​any​ ​clearing​ ​you​ ​rule​ ​whose​ ​nation​ ​matches​ ​the​ ​card​ ​suit.​ ​If​ ​you​ ​cannot
build​ ​a​ ​Roost,​ ​you​ ​fall​ ​into​ ​turmoil.

Jealous​ ​Fiefs.​​ ​You​ ​can​ ​only​ ​have​ ​one​ ​Roost​ ​per​ ​clearing.

Evening
Score​ ​the​ ​victory​ ​points​ ​shown​ ​below​ ​the​ ​rightmost​ ​empty​ ​space​ ​on​ ​your​ ​roost​ ​track.

Discard​ ​down​ ​to​ ​your​ ​hand​ ​limit​ ​of​ ​four​ ​cards.

Turmoil
If​ ​you​ ​fall​ ​into​ ​turmoil,​ ​discard​ ​all​ ​of​ ​the​ ​cards​ ​in​ ​the​ ​Decree​ ​except​ ​any​ ​Loyal​ ​Viziers.
Then,​ ​flip​ ​your​ ​current​ ​leader​ ​face​ ​down​ ​and​ ​set​ ​it​ ​aside,​ ​choose​ ​a​ ​new​ ​leader​ ​from​ ​those​ ​that
remain​ ​face​ ​up​ ​and​ ​place​ ​it​ ​near​ ​your​ ​faction​ ​board.​ ​Place​ ​your​ ​Loyal​ ​Viziers​ ​on​ ​the​ ​Decree
spaces​ ​shown​ ​on​ ​your​ ​new​ ​leader.

If​ ​you​ ​ever​ ​have​ ​no​ ​face-up​ ​leaders​ ​remaining,​ ​turn​ ​all​ ​of​ ​your​ ​facedown​ ​leaders​ ​face​ ​up.

If​ ​you​ ​have​ ​no​ ​Roosts​ ​on​ ​the​ ​map,​ ​build​ ​one​ ​in​ ​any​ ​clearing.

Finally,​ ​end​ ​your​ ​turn.​ ​Do​ ​not​ ​perform​ ​any​ ​more​ ​Decree​ ​actions,​ ​and​ ​skip​ ​Evening.

Leaders
The​ ​Eyrie​ ​has​ ​four​ ​leader​ ​cards,​ ​which​ ​are​ ​described​ ​below.

Builder
Your​ ​Loyal​ ​Viziers​ ​begin​ ​on​ ​Recruit​ ​and​ ​Build.

Whenever​ ​an​ ​improvement​ ​scores​ ​you​ ​victory​ ​points,​ ​you​ ​score​ ​double​ ​the​ ​victory
points.

Charismatic
Your​ ​Loyal​ ​Viziers​ ​begin​ ​on​ ​Recruit​ ​and​ ​Move.

For​ ​each​ ​Recruit​ ​action​ ​on​ ​the​ ​Decree,​ ​you​ ​must​ ​place​ ​two​ ​warriors​ ​instead​ ​of​ ​one.

Commander
Your​ ​Loyal​ ​Viziers​ ​begin​ ​on​ ​Move​ ​and​ ​Battle.

During​ ​any​ ​battle​ ​as​ ​the​ ​attacker,​ ​you​ ​inflicts​ ​an​ ​extra​ ​hit.

Despot
Your​ ​Loyal​ ​Viziers​ ​begin​ ​on​ ​Move​ ​and​ ​Build.

Whenever​ ​you​ ​remove​ ​an​ ​opponent’s​ ​building,​ ​you​ ​score​ ​another​ ​victory​ ​point.
Woodland​ ​Alliance

Victory​ ​Points
The​ ​Woodland​ ​Alliance​ ​scores​ ​victory​ ​points​ ​by​ ​revealing​ ​some​ ​conspiracies,​ ​by​ ​crafting​ ​some
improvements,​ ​and​ ​by​ ​removing​ ​buildings​ ​owned​ ​by​ ​the​ ​other​ ​players.

Hideout​ ​Card​ ​Slots


Each​ ​built​ ​Hideout​ ​provides​ ​one​ ​card​ ​slot,​ ​which​ ​you​ ​can​ ​use​ ​with​ ​the​ ​Keep​ ​Secrets​ ​and
Conspire​ ​actions.

To​ ​place​ ​a​ ​card​ ​in​ ​a​ ​Hideout​ ​card​ ​slot,​ ​its​ ​matching​ ​Hideout​ ​must​ ​be​ ​on​ ​the​ ​map,​ ​and​ ​the​ ​slot
must​ ​not​ ​have​ ​a​ ​card​ ​in​ ​it.

If​ ​a​ ​Hideout​ ​is​ ​removed,​ ​discard​ ​any​ ​card​ ​in​ ​the​ ​matching​ ​Hideout​ ​card​ ​slot.

Supporters
Your​ ​faction​ ​board​ ​has​ ​three​ ​forest​ ​nation​ ​boxes:​ ​rabbit,​ ​fox,​ ​and​ ​mouse.​ ​Any​ ​warriors​ ​in​ ​your
forest​ ​nation​ ​boxes​ ​are​ ​called​ ​supporters​.

If​ ​a​ ​Hideout​ ​is​ ​removed,​ ​also​ ​remove​ ​half​​ ​(rounded​ ​up)​ ​of​ ​the​ ​supporters​ ​in​ ​the​ ​matching​ ​forest
nation​ ​box.

Birdsong
Return​ ​all​ ​conspiracies​ ​on​ ​Hideout​ ​card​ ​slots​ ​to​ ​your​ ​hand​ (​ both​ ​face-up​ ​and​ ​facedown​ ​cards)​.

Then,​ ​draw​ ​cards​ ​as​ ​indicated​ ​by​ ​your​ ​Outrage.​ ​(Draw​ ​these​ ​cards​ ​in​ ​addition​ ​to​ ​your​ ​draw​ ​on
the​ ​Marquise’s​ ​turn.)

Daylight
You​ ​can​ ​take​ ​actions​ ​by​ ​spending​ ​supporters​ ​from​ ​a​ ​forest​ ​nation​ ​box,​ ​returning​ ​spent
supporters​ ​to​ ​your​ ​supply.​ ​Each​ ​action​ ​lists​ ​its​ ​cost​ ​in​ ​supporters,​ ​which​ ​must​ ​come​ ​from​ ​the
same​ ​forest​ ​nation​ ​box.​ ​Any​ ​supporters​ ​left​ ​in​ ​forest​ ​nation​ ​boxes​ ​at​ ​the​ ​end​ ​of​ ​Daylight​ ​remain
for​ ​future​ ​turns.
Spy

Spend​ ​one​ ​supporter​ ​and​ ​one​ ​card​ ​to​ ​draw​ ​one​ ​card.

Battle

Spend​ ​one​ ​supporter​ ​to​ ​initiate​ ​a​ ​battle​ ​in​ ​a​ ​clearing​ ​of​ ​matching​ ​nation.

Craft

Craft​ ​an​ ​improvement​ ​from​ ​your​ ​hand,​ ​using​ ​Strongholds.​ ​This​ ​action​ ​does​ ​not​ ​cost
supporters.

Educate
Spend​ ​a​ ​fox,​ ​rabbit,​ ​or​ ​mouse​ ​card​ ​to​ ​place​ ​a​ ​supporter​ ​in​ ​the​ ​matching​ ​forest​ ​nation
box.​ ​(Bird​ ​cards​ ​are​ ​wild,​ ​so​ ​you​ ​can​ ​spend​ ​one​ ​to​ ​place​ ​a​ ​supporter​ ​in​ ​any​ ​forest​ ​nation
box.)

Train
Spend​ ​a​ ​bird​ ​card​ ​and​ ​one​ ​supporter​ ​to​ ​place​ ​a​ ​warrior​ ​in​ ​any​ ​clearing​ ​whose​ ​nation
matches​ ​the​ ​spent​ ​supporter.
Keep​ ​Secrets
Play​ ​a​ ​card​ ​face​ ​down​ ​to​ ​an​ ​empty​ ​Hideout​ ​card​ ​slot.​ ​This​ ​action​ ​does​ ​not​ ​cost
supporters.

Conspire
Spend​ ​supporters​ ​equal​ ​to​ ​the​ ​cost​ ​of​ ​the​ ​conspiracy​ ​to​ ​play​ ​the​ ​card​ ​face​ ​up​ ​in​ ​the
empty​ ​Hideout​ ​card​ ​slot​ ​matching​ ​the​ ​nation​ ​of​ ​the​ ​spent​ ​supporters.​ ​Resolve​ ​the
conspiracy.

Effect​ ​resolution.​ ​You​ ​can​ ​resolve​ ​the​ ​effects​ ​of​ ​the​ ​conspiracy​ ​in​ ​any​ ​order,​ ​unless
otherwise​ ​noted,​ ​and​ ​you​ ​can​ ​choose​ ​which​ ​effects​ ​to​ ​resolve.

Effect​ ​location.​ ​In​ ​general,​ ​the​ ​Hideout​ ​slot​ ​of​ ​your​ ​conspiracy​ ​does​ ​not​ ​limit​ ​where​ ​you
can​ ​resolve​ ​an​ ​effect.​​ ​The​ ​conspiracy​ ​will​ ​state​ ​whether​ ​you​ ​must​ ​resolve​ ​its​ ​effect​ ​at​ ​the
matching​ ​Hideout​ ​or​ ​not.

Supporter​ ​nation.​ ​The​ ​supporters​ ​you​ ​spend​ ​do​ ​not​ ​need​ ​to​ ​match​ ​the​ ​card​ ​suit​ ​of​ ​the
conspiracy​ ​played.

Build​ ​Hideout
Spend​ ​two​ ​supporters​ ​to​ ​build​ ​a​ ​Hideout​ ​and​ ​place​ ​a​ ​warrior​ ​in​ ​a​ ​clearing​ ​of​ ​matching
nation.

Build​ ​Stronghold
Spend​ ​three​ ​supporters​ ​to​ ​build​ ​a​ ​Stronghold​ ​in​ ​a​ ​clearing​ ​you​ ​rule​ ​of​ ​matching​ ​nation.

Evening
Place​ ​one​ ​supporter​ ​in​ ​each​ ​forest​ ​nation​ ​box.

Then,​ ​discard​ ​down​ ​to​ ​your​ ​hand​ ​limit​ ​of​ ​two​ ​cards.

The​ ​Outrage​ ​Track


The​ ​Alliance​ ​gains​ ​bonus​ ​card​ ​draws​ ​during​ ​Birdsong​ ​according​ ​to​ ​their​ ​current​ ​Outrage.
Outrage​ ​increases​ ​whenever​ ​the​ ​Marquise​ ​takes​ ​the​ ​Recruit​ ​action​ ​or​ ​whenever​ ​a​ ​Hideout​ ​is
removed.
Vagabond

Victory​ ​Points
The​ ​Vagabond​ ​scores​ ​victory​ ​points​ ​by​ ​completing​ ​tasks​ ​that​ ​affect​ ​the​ ​other​ ​players,​ ​by​ ​crafting
some​ ​improvements,​ ​and​ ​by​ ​removing​ ​buildings​ ​owned​ ​by​ ​the​ ​other​ ​players.

Vagabond​ ​Card
Roger​ ​the​ ​Raccoon:​ ​When​ ​you​ ​use​ ​the​ ​Steal​ ​action,​ ​you​ ​are​ ​considered​ ​to​ ​have​ ​one
more​ ​available​ ​<sword>.

The​ ​Crafting​ ​Beaver:​ ​You​ ​can​ ​spend​ ​a​ ​<torch>​ ​to​ ​build​ ​a​ ​building​ ​of​ ​your​ ​current
clearing’s​ ​ruler.​ ​You​ ​must​ ​follow​ ​that​ ​faction’s​ ​rules​ ​for​ ​building​ ​a​ ​building,​ ​but​ ​you​ ​do​ ​not
have​ ​to​ ​spend​ ​wood​ ​to​ ​build​ ​a​ ​Marquise​ ​building.​ ​That​ ​building’s​ ​owner​ ​cannot​ ​stop​ ​you
from​ ​building.

Item​ ​Tokens
<Torch>:​ ​Can​ ​exhaust​ ​to​ ​Battle,​ ​Repair,​ ​Steal,​ ​Aid,​ ​or​ ​Explore.

<Boot>:​ ​Can​ ​exhaust​ ​to​ ​Move.

<Hammer>:​ ​Can​ ​exhaust​ ​as​ ​part​ ​of​ ​Craft.

<Crossbow>:​ ​Can​ ​exhaust​ ​to​ ​inflict​ ​a​ ​hit​ ​when​ ​you​ ​or​ ​your​ ​enemy​ ​retreats.

<Bag>:​ ​If​ ​available​ ​during​ ​your​ ​Evening,​ ​your​ ​hand​ ​size​ ​is​ ​two​ ​cards​ ​higher.

<Coin>:​ ​If​ ​available​ ​during​ ​the​ ​Marquise’s​ ​Birdsong,​ ​you​ ​draw​ ​another​ ​card.

Alignment
Your​ ​faction​ ​board​ ​shows​ ​an​ ​alignment​ ​chart​ ​composed​ ​of​ ​many​ ​alignment​ ​boxes
connected​ ​by​ ​black​ ​arrows.​ ​At​ ​any​ ​given​ ​time,​ ​this​ ​chart​ ​will​ ​hold​ ​an​ ​alignment​ ​marker
from​ ​each​ ​faction​ ​in​ ​play.

<Print-and-Play​ ​Note:​ ​Use​ ​a​ ​warrior​ ​cube​ ​from​ ​each​ ​other​ ​player​ ​as​ ​an​ ​alignment
marker>
Adjusting​ ​Alignment
Whenever​ ​you​ ​fulfill​ ​the​ ​task​ ​listed​ ​on​ ​a​ ​black​ ​arrow​ ​connecting​ ​your​ ​current​ ​alignment
space​ ​to​ ​another​ ​alignment​ ​space,​ ​you​ ​score​ ​the​ ​listed​ ​victory​ ​points​ ​and​ ​move​ ​your
alignment​ ​marker​ ​to​ ​the​ ​connected​ ​space.

Your​ ​alignment​ ​shifts​ ​for​ ​removing​ ​warriors​ ​in​ ​battle​ ​regardless​ ​of​ ​whether​ ​you​ ​are​ ​the
attacker​ ​or​ ​defender.

Positive​ ​Tasks​ ​(right​ ​side)

● Gift​ ​one​ ​card​ ​to​ ​a​ ​player​ ​in​ ​one​ ​turn:​ ​Score​ ​1​ ​victory​ ​point.
● Gift​ ​two​ ​cards​ ​to​ ​a​ ​player​ ​in​ ​one​ ​turn:​ ​Score​ ​2​ ​victory​ ​points.
● Gift​ ​two​ ​cards​ ​to​ ​a​ ​player​ ​in​ ​one​ ​turn:​​ ​Score​ ​3​ ​victory​ ​points.​ ​You​ ​are​ ​now​ ​an
Ally.

Negative​ ​Tasks​ ​(left​ ​side)

● Steal​ ​one​ ​card:​ ​Score​ ​1​ ​victory​ ​point.


● Remove​ ​one​ ​warrior​ ​in​ ​one​ ​battle:​ ​Score​ ​2​ ​victory​ ​points.​ ​You​ ​are​ ​now​ ​a
Nemesis.
● Remove​ ​two​ ​warriors​ ​in​ ​one​ ​battle:​​ ​Score​ ​3​ ​victory​ ​points.​ ​You​ ​remain​ ​a
Nemesis.

Cross-chart​ ​Shifts

● Remove​ ​1​ ​warrior​ ​in​ ​one​ ​battle:​ ​Score​ ​2​ ​victory​ ​points.​ ​You​ ​are​ ​now​ ​a
Nemesis.​ ​(From​ ​any​ ​non-negative​ ​alignment.)
● Gift​ ​two​ ​cards​ ​to​ ​a​ ​player:​ ​Score​ ​2​ ​victory​ ​points,​ ​and​ ​move​ ​to​ ​second​ ​positive
alignment.​ ​(From​ ​the​ ​first​ ​negative​ ​alignment.)

End-of-Side​ ​Tasks

● Gift​ ​one​ ​card:​ ​Score​ ​2​ ​victory​ ​points.​ ​(From​ ​end​ ​of​ ​positive​ ​side.)
● Remove​ ​one​ ​warrior​ ​in​ ​one​ ​battle:​ ​Score​ ​2​ ​victory​ ​points.​ ​(From​ ​end​ ​of
negative​ ​side.)

Ally​ ​Benefits​ ​and​ ​Penalties


While​ ​a​ ​faction’s​ ​alignment​ ​marker​ ​is​ ​on​ ​the​ ​final​ ​friendly​ ​space​ ​of​ ​the​ ​alignment​ ​chart,
that​ ​faction​ ​is​ ​an​ ​Ally​.

When​ ​moving​ ​from​ ​one​ ​clearing​ ​to​ ​another​ ​by​ ​exhausting​ ​<boot>,​ ​you​ ​may​ ​move​ ​any
number​ ​of​ ​Ally​ ​warriors​ ​along​ ​with​ ​you,​ ​even​ ​warriors​ ​from​ ​multiple​ ​Ally​ ​factions.​ ​If​ ​you
move​ ​any​ ​Ally​ ​warriors​ ​with​ ​you,​ ​you​ ​do​ ​not​ ​gain​ ​the​ ​benefit​ ​of​ ​your​ ​Nimble​ ​special
ability.
In​ ​any​ ​battle​ ​against​ ​a​ ​non-Ally​ ​defender,​ ​you​ ​may​ ​treat​ ​Ally​ ​warriors​ ​in​ ​the​ ​clearing​ ​of
battle​ ​as​ ​your​ ​own,​ ​even​ ​warriors​ ​from​ ​multiple​ ​Ally​ ​factions.​ ​The​ ​maximum​ ​hits​ ​you​ ​can
deal​ ​by​ ​rolling​ ​equals​ ​the​ ​number​ ​of​ ​Ally​ ​warriors​ ​there,​ ​but​ ​you​ ​can​ ​increase​ ​your
maximum​ ​hits​ ​by​ ​exhausting​ ​<sword>.

When​ ​you​ ​take​ ​hits,​ ​you​ ​must​ ​first​ ​remove​ ​Ally​ ​warriors​ ​in​ ​the​ ​clearing​ ​of​ ​battle.​ ​If​ ​no​ ​Ally
warriors​ ​remain,​ ​you​ ​take​ ​further​ ​hits.

You​ ​cannot​ ​use​ ​Steal​ ​on​ ​an​ ​Ally!

Nemesis​ ​Penalties
While​ ​a​ ​faction’s​ ​alignment​ ​marker​ ​is​ ​on​ ​the​ ​final​ ​two​ ​negative​ ​spaces​ ​of​ ​the​ ​alignment
chart,​ ​that​ ​faction​ ​is​ ​a​ ​Nemesis​.​ ​<PNP​ ​Note:​ ​This​ ​still​ ​might​ ​be​ ​named​ ​“Hostile”​ ​on​ ​the
faction​ ​board.>

You​ ​must​ ​spend​ ​another​ ​<boot>​ ​to​ ​move​ ​into​ ​a​ ​clearing​ ​with​ ​any​ ​pieces​ ​owned​ ​by​ ​a
Nemesis​ ​faction.​ ​These​ ​penalties​ ​stack,​ ​so​ ​moving​ ​into​ ​a​ ​clearing​ ​with​ ​two​ ​Nemesis
factions​ ​will​ ​cost​ ​a​ ​total​ ​of​ ​three​ ​<boot>.

Birdsong
Move​ ​all​ ​of​ ​your​ ​exhausted​ ​items​ ​to​ ​your​ ​available​ ​items.

Then,​ ​take​ ​one​ ​move​ ​without​ ​exhausting​ ​<boot>,​ ​even​ ​if​ ​you​ ​move​ ​into​ ​a​ ​space​ ​with​ ​Nemesis
players.​ ​For​ ​this​ ​move​ ​only,​ ​you​ ​may​ ​move​ ​into​ ​a​ ​forest.

Daylight
You​ ​can​ ​take​ ​actions​ ​in​ ​any​ ​order,​ ​as​ ​described​ ​below.

Craft
Craft​ ​an​ ​improvement​ ​from​ ​your​ ​hand,​ ​by​ ​exhausting​ ​<hammer>.​ ​The​ ​nation​ ​of​ ​all
<hammer>​ ​matches​ ​your​ ​current​ ​clearing.

Move
You​ ​can​ ​exhaust​ ​a​ ​<boot>​ ​to​ ​move​ ​to​ ​an​ ​adjacent​ ​clearing.​ ​For​ ​every​ ​Nemesis​ ​faction​ ​in
the​ ​destination​ ​clearing,​ ​you​ ​must​ ​exhaust​ ​another​ ​<boot>​ ​in​ ​order​ ​to​ ​move.
Gift
Give​ ​any​ ​number​ ​of​ ​cards​ ​matching​ ​your​ ​current​ ​clearing​ ​to​ ​a​ ​local​ ​player.​ (​ Bird​ ​cards
are​ ​wild,​ ​so​ ​you​ ​can​ ​always​ ​gift​ ​bird​ ​cards.)​ ​Then,​ ​for​ ​each​ ​card​ ​you​ ​give,​ ​you​ ​may​ ​take
one​ ​item​ ​from​ ​above​ ​their​ ​faction​ ​board.

You​ ​can​ ​exhaust​ ​a​ ​<torch>​ ​to​ ​take​ ​an​ ​action​ ​from​ ​those​ ​listed​ ​below.

Battle

Initiate​ ​a​ ​local​ ​battle.

Repair
Move​ ​one​ ​damaged​ ​item​ ​to​ ​your​ ​exhausted​ ​items​ ​pool.

Steal
Target​ ​a​ ​local​ ​player.​ ​If​ ​you​ ​have​ ​more​ ​available​ ​<sword>​ ​than​ ​that​ ​player’s​ ​local
warriors,​ ​take​ ​a​ ​random​ ​card​ ​from​ ​that​ ​player.​ ​Then,​ ​that​ ​player​ ​scores​ ​1​ ​victory​ ​point.

Aid
The​ ​Alliance​ ​places​ ​one​ ​supporter​ ​in​ ​the​ ​forest​ ​nation​ ​box​ ​matching​ ​your​ ​current
clearing.​ ​Then,​ ​you​ ​score​ ​1​ ​victory​ ​point.

You​ ​can​ ​only​ ​use​ ​this​ ​action​ ​while​ ​you​ ​are​ ​in​ ​a​ ​clearing​ ​with​ ​a​ ​Hideout.

Explore
Take​ ​one​ ​local​ ​ruin​ ​token,​ ​reveal​ ​it,​ ​and​ ​place​ ​it​ ​in​ ​your​ ​exhausted​ ​items​ ​pool.​ ​Then,​ ​you
score​ ​1​ ​victory​ ​point.

Evening
Discard​ ​down​ ​to​ ​your​ ​hand​ ​limit,​ ​equal​ ​to​ ​your​ ​<bag>.

If​ ​you​ ​are​ ​in​ ​a​ ​forest,​ ​move​ ​all​ ​of​ ​your​ ​damaged​ ​items​ ​to​ ​your​ ​exhausted​ ​items​ ​pool.
Improvement​ ​Clarifications
Cobbler:​ ​For​ ​the​ ​Vagabond,​ ​this​ ​improvement​ ​gives​ ​a​ ​free​ ​<boot>​ ​whenever​ ​he​ ​exhausts​ ​a
<boot>.

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