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The Alliance hides in the shadows, recruiting forces and hatching conspiracies.
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They must capture as much territory as possible and build roosts before they collapse back into squabbling. The Eyrie musters their hawks to take back the Woods. They win by building new buildings and crafts. By collecting Wood they are able to produce workshops, lumber mills, and barracks. The Cats play a game of engine building and logistics while attempting to police the vast wilderness. Now, with the aid of gorgeous, multi-use cards, a truly asymmetric design has never been more accessible. Like Vast: The Crystal Caverns, each player in Root has unique capabilities and a different victory condition. Root represents the next step in our development of asymmetric design. It is up to the players to decide which group will ultimately take root. The stage is set for a contest that will decide the fate of the great woodland. 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. 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. In this effort, the Alliance may enlist the help of the wandering Vagabonds who are able to move through the more dangerous woodland paths. This Alliance will seek to strengthen its resources and subvert the rule of Cats.
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Under her rule, the many creatures of the forest have banded together. The nefarious Marquise de Cat has seized the great woodland, intent on harvesting its riches. 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.