
This site is a digital adaptation of the The Law of Root, the rules reference for Root: A Woodland Game of Might and Right. This version is up-to-date with the Third Printing edition.
The Table of Contents below is linked, allowing you to jump straight to a particular section. If searching for something in particular, we recommend using your browser’s Find feature* (pressing Ctrl+F or Cmd+F should bring it up). You cannot search by numbers in this current implementation, to find a numbered rule, just click on the link to it's parent section in the Table of Contents and scroll to find it.
*Currenty experiencing a bug on Google Chrome on iOS, which causes a floating Table of Contents link when using the Find feature. If you experience this problem, return to the find Feature and press DONE. If you experience it on other devices, please let Jason know.
To point someone towards a particular section, just click the heading of the rules text and the link to that section will be copied to your clipboard (a helpful will remind you it's link, and you'll get a to let you know you've got it in your clipboard).
Text in small capitals defines key terms. Text in italics gives reminders and clarifications. Faction icons mark rules modified by Faction Rules and Abilities sections.
For simplicity, the Law refers to players, not factions. However, game effects (such as abilities and persistent effects) are properties of factions, not players. While controlling pieces of a faction they do not own, a player follows the rules of that faction unless explicitly instructed.
Each player’s turn has three phases: Birdsong, Daylight, and Evening. After a player completes all three phases, the next clockwise player begins their tur n. Play continues until one player has won the game (3.1).
Each card has a suit: bird, fox, rabbit, or mouse. Most cards also have an effect you can craft (4.1).
The map of the Woodland is composed of many clearings linked by paths.
Many clearings are linked by rivers. By default rivers are not paths, but can be treated as paths if explicitly instructed. Rivers do not divide clearings or forests.
Areas on the map enclosed by paths and clearings are called forests.
Each faction has a set of pieces listed on the back of its faction board. Pieces are limited by the contents of the game. If you are prompted to place, take, or remove any number of pieces but you cannot, you must place, take, or remove the maximum number possible.
Your play area is the area around your faction board. Cards in your play area can only be spent or discarded if explicitly instructed.
An enemy is any other player who you are not in a coalition with (9.2.8).
The ruler of a clearing is the player with the most total warriors and buildings in that clearing. (Tokens and pawns do not contribute to rule.) If there is a tie between players in a clearing, no one there is the ruler.
The first player to reach 30 victory points immediately wins the game. If multiple players reach 30 or more victory points simultaneously, the player taking the current turn wins.
Each faction has a unique way to score victory points, but any faction can score victory points as follows.
The deck has four dominance cards, which let you win the game without scoring 30 victory points.
You can craft most cards from your hand to gain an immediate or persistent effect.
When you move, take any number (more than zero) of your warriors or your pawn from one clearing and move them to one adjacent clearing.
When you battle, choose a clearing where you have warriors or your pawn as the clearing of battle. You are the attacker. Choose another player in the clearing of battle to be the defender.
The Marquise de Cat occupies the Woodland and wants to turn it into an industrial and military powerhouse. Each time the Marquise builds one of her buildings—a workshop, sawmill, or recruiter—she scores victory points. The more of the same building she has on the map, the more points she scores. However, to fuel ongoing construction, the Marquise must maintain and protect a strong, interconnected economy of wood.
Place one wood token at each sawmill.
First, you may activate workshops to craft cards from your hand. Then, you may take up to three actions in any order and number, and you may take extra actions by spending one bird card per extra action.
Draw one card, plus one card per uncovered draw bonus. Then, if you have more than five cards in your hand, discard cards of your choice until you have five.
The Eyrie Dynasties wish to restore their once- dignified kind to their former glory in the Woodland by retaking control of the forest clearings. During their Evening, the Eyrie score victory points based on the number of roosts on the map. The greater their presence in the Woodland, the greater their gains. However, the Eyrie are bound by their Decree, an ever-increasing set of mandated actions promised by their leader. Each turn, they must take all of the actions on their Decree, or else fall into turmoil.
Your Birdsong has three steps in the following order.
Your Daylight has two steps in the following order.
Your Evening has two steps in the following order.
If you cannot fully take an action in the Decree (7.5.2) for any reason, you fall into turmoil, as follows.
The Eyrie have four leader cards, as follows.
The Woodland Alliance works to gain the sympathy of the various creatures of the Woodland who are dissatisfied with their present condition. Each time the Alliance places a sympathy token, they may score victory points. The more sympathy on the map they have, the more victory points they score. Gaining the sympathy of the people requires supporters. These supporters can also be put toward violent ends, inciting outright rebellion across the forest. When a revolt erupts, the Alliance will establish a base. Bases allow the Alliance to train officers, increasing their military flexibility.
Your Birdsong has two steps in the following order.
You may take the following actions in any order and number.
Your Evening has two steps in the following order.
The Vagabond plays all sides of the conflict while going on quests to increase his renown throughout the wood. Each time the Vagabond improves his relationship with another faction, or removes a warrior belonging to a faction hostile toward him, he scores victory points. He can also complete quests to score victory points. To move and act effectively the Vagabond must manage his pack of items, expanding his selection by exploring the forest ruins and providing aid to other factions.
Your Birdsong has two steps in the following order.
You can exhaust items to take the following actions, in any
order and number. If you exhaust a
,
, or
on a track, move it to the Satchel.
Your Evening has four steps, as follows.
If you have The Riverfolk Expansion, you can play a game with two Vagabonds by following these rules.
The next two sections refer to factions in The Riverfolk Expansion.
Catering to the discarded creatures of the Woodland, the Lizard Cult seeks to overwhelm its foes through sheer force of will. Wherever the Cult rules clearings, it can build gardens, using word of mouth and beak to spread its gospel to the animals living there. The firmer its hold over the hearts of its followers, the more victory points the Cult can score by completing the proper rituals. While other factions spend cards to achieve their aims, the Cult acts chiefly by revealing cards and gradually gathering a set of ideal followers. These revealed cards are returned to the Cult’s hand in Evening, unless discarded to score victory points. However, this gentler approach makes movement and battle difficult—the Cult can only take these actions with its radicalized acolytes, gained as the Cult’s warriors are slaughtered while defending in battle.
Your Birdsong has three steps in the following order.
You may reveal any number of cards from your hand, placing them face up in front of you, and perform one ritual per card revealed, in any order and number, as follows. Revealed cards cannot be used for any other purposes during Daylight.
Your Evening has three steps in the following order.
When news arrived that the Woodland on the shore of the great lake was descending into all-out war, the Riverfolk Company quickly dispatched its officers to set up shop. As other factions purchase their services, the Riverfolk can further entrench their commercial interests by building trade posts along the river, scoring victory points. So too can they score points by raw accumulation of funds, but a big treasury makes for an easy target, so the Riverfolk must take care in expanding their operations across the dangerous forest.
Your Birdsong has three steps in the following order.
You can commit and spend funds to take actions, as follows, in any order and number. When you commit a fund, move the warrior to the Committed box. When you spend a fund, return the warrior to its owner’s supply.
Your Evening has two steps in the following order.
11.7The next two sections refer to factions in The Underworld Expansion.
The Underground Duchy wants to show the foreign creatures of the Woodland that they would be better off as subjects. As they set up frontier outposts to show their power in the Woodland, the Duchy can sway ministers to the cause, scoring victory points and diverting more of the Duchy’s resources. But be careful—a reversal of fortune could spell public humiliation, leading ministers to abandon the task.
Place one warrior, plus one warrior per warrior icon showing, in the Burrow.
Your Daylight has three steps in the following order.
Your Evening has two steps in the following order.
The Corvid Conspiracy seeks to strong-arm the Woodland into submission by completing criminal plots, scoring victory points each time they flip one. The more revealed plots on the map, the more they score. Misdirection is critical—if their plans are too obvious, the Corvids risk exposure. To avoid this, they must recruit carefully and look for any opportunities for subterfuge and extortion.
Your Birdsong has three steps in the following order.
You may take up to three actions, as follows.
Your Evening has two steps in the following order.
There are hundreds of ways to play Root. To help you pick a faction combination that will produce an interesting game, use this simple system. Each faction has a specific value called Reach. To create a viable setup, the factions you choose should have a total Reach that equals or exceeds the number for your player count. Adventurous players are welcome to use any faction combination with at least 17 Reach.
|
Viable Game Sums |
|||||
|
Players |
2 |
3 |
4 |
5 |
6 |
|
Total Reach |
17+ |
18+ |
21+ |
25+ |
28+ |
|
Reach Values |
|
|
Marquise de Cat |
10 |
|
Underground Duchy |
8 |
|
Eyrie Dynasties |
7 |
|
Vagabond (first) |
5 |
|
Riverfolk Company |
5 |
|
Woodland Alliance |
3 |
|
Corvid Conspiracy |
3 |
|
Vagabond (second) |
2 |
|
Lizard Cult |
2 |
Before step 1 in setup (5.1.1), you may choose to follow any of the following steps in the following order.
You may play on a map other than the fall map. If you do, collect the 12 suit markers, flip them face down, and shuffle them, then place one on each clearing, covering the printed suit symbols if any. Finally, follow the Setup Modifications section of the chosen map.
You may replace the entire standard deck with the Exiles and Partisans deck.
You may play with bots, as described in the Law of Rootbotics.
Digital adaptation and web design by Jason Kotzur. What's a digital adaptation? Visit jasonkotzur.com to find out.





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