Reach 30 points
The instant someone reaches 30 victory points, they win. Every faction earns most points in its own way.
The Law of Root · October 2025
The shortest useful path from opening the box to understanding what everyone is trying to do.
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The instant someone reaches 30 victory points, they win. Every faction earns most points in its own way.
You rule a clearing when your warriors plus buildings outnumber every other player there. A tie means nobody rules.
Every turn is Birdsong, Daylight, then Evening. Your faction board tells you exactly what happens in each.
Root is intentionally uneven. Cats build. Birds follow a decree. The Alliance spreads sympathy. Follow your board.
Standard setup
Pick factions, then randomly choose seating order and the starting player.
Put every score marker on 0.
Shuffle and draw 3 each. In a 2-player game, remove all four dominance cards first.
Cover every map slot marked R.
Place the items shown by the map: 2 bags, 2 boots, 1 crossbow, 1 hammer, 2 swords, 2 tea, and 2 coins.
Keep both battle dice near the map. Hand out overview cards if helpful.
In printed setup order — A, B, C, and so on — follow the back of each faction board.
Every turn
Birdsong
Resolve your faction's start-of-turn effects in the order printed on your board.
Daylight
Move, battle, build, craft, or do the unique work that makes your faction score.
Evening
Resolve Evening in order, draw cards, then usually discard down to five.
“At the start” happens before anything else in that phase. “At the end” happens after everything else.
Shared actions
Activate the crafting pieces shown on the card. Each crafting piece works once per turn. Take the effect; if it makes an item, also take that item and score its printed points.
Move any positive number of your warriors and pawns along one path. You must rule the clearing you leave, the one you enter, or both.
Choose a clearing containing your warriors or pawn, then choose one enemy there as defender. Roll after any ambush.
Count only warriors and buildings. Tokens and pawns do not help. More than every opponent rules; a tie rules nothing.
Battle, simplified
The defender may play one matching ambush. The attacker can cancel it with a matching ambush.
The attacker gets the higher roll. The defender gets the lower roll.
Your rolled hits cannot exceed your warriors in that clearing. Extra hits from effects can exceed this.
Each side removes its own pieces: warriors first, then buildings or tokens. Removing enemy cardboard scores 1 point each.
Pick your faction
These are orientation cards, not replacement player boards. Tap a faction to see the short version.
When rules collide
If a card conflicts with the Law, follow the card.
If both cannot be followed, the faction or hireling rule wins.
It only changes when something explicitly says it can.
Do exactly what the rule says. Move is not place. Similar words are not interchangeable.
If simultaneous order or a decision is unclear, the current player chooses.
Do not interrupt an action or effect unless a rule explicitly allows it.
Rules helper
The answer is grounded in the complete October 2025 rulebook and points you back to the relevant section.
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