Expansion of
RootRoot: The Marauder Expansion
2-6
players
90
min
10+
age
Categories
Community Tags
Description
--- <TLDR>Root: The Marauder Expansion adds two factions, four hirelings, and a setup draft to Root, enabling new strategies and tension across player counts.</TLDR> Key mechanics include: - *New Factions* Lord of the Hundreds oppresses and burns the Woodland without dissent; Keepers in Iron battle as exiled knights to recover relics for glory. - *Hirelings* Four pairs—Forest Patrol & Feline Physicians (Marquise elites for security/healing), Last Dynasty & Bluebird Nobles (Eyrie regiment to crush foes/prove legitimacy), Spring Uprising & Rabbit Scouts (Alliance sympathizers for revolt/freedom), The Exile & The Bandit (Vagabond mercenaries to stalk/steal)—usable at any player count for unique strategies, power combos, and chess-like tension in low-count games. - *Setup Draft* New system suitable for casual and competitive play, making the Woodland wilder. Root: The Marauder Expansion enhances the Root board game by introducing two new factions—the Lord of the Hundreds, who oppress the Woodland and eliminate dissent through domination and burning if required, and the Keepers in Iron, an exiled order of devout knights leading battles to reclaim ancient relics for glory. It includes four hireling pairs tied to existing factions: Forest Patrol & Feline Physicians as Marquise elites to secure realms and heal injuries; Last Dynasty & Bluebird Nobles as the final Eyrie regiment to crush enemies and affirm legitimacy; Spring Uprising & Rabbit Scouts as Alliance sympathizers revolting against despots for freedom; and The Exile & The Bandit as Vagabond mercenaries stalking forests to steal necessities. These hirelings integrate at any player count, fostering unique strategies, surprising power combinations, and chess-like tension especially in lower player count games. A new setup draft accommodates both casual and competitive play, intensifying the Woodland's chaos. ---