The Riverfolk Expansion adds two new factions, new vagabonds, and exciting new game modes.
Play as the:
• Lizard Cult - Indoctrinate the dispossessed creatures of the woods and spread your creed far and wide.
• Riverfolk Company - Capitalize on crisis. Offer services and expand your trade operations to secure your status as a merchant king.
• Second Vagabond - Compete with a rival Vagabond to gain fame and fortune while the other factions attempt to secure their rule.
Play against the:
• Mechanical Marquise - Wage war against the Mechanical Marquise in competitive or cooperative modes!
Each game includes...
• More screen-printed warriors and all the pieces needed to play with up to six players.
• Three new Vagabond variants.
• Cooperative and competive play with the Mechanical Marquise.
• Dozens of new faction mixes!
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Images
- very popular game followed up with an expansion
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- my name is Marty kaan Hale and I'm going to be counting down miniature markets top 10 selling games from October 2018
- every single deck is different and that's the real appeal of this game
- this new edition continues to tweak and streamline the previous versions of the game and give a wonderful out of the game box experience
- I just love the modular board
References (from this video)
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- Welcome to people University how to play
- This expansion builds upon the base game of Root through the introduction of new factions
- The Lizard Cult plays quite differently to the other factions because they can bring warriors and even buildings out anywhere onto the board without having to have a presence there first
- It's very important to the River Folk companies gain to sell as many services as possible as this is the main engine that he or she has
- And that's how they play Root the Riverfolk expansion
References (from this video)
- Adds new factions with distinct playstyles.
- Introduces interesting economic and service-based mechanics.
- Expands player interaction through selling services and affecting other players' actions.
- Lizard Cult's military actions are limited to outcast clearings.
- Losing a Trading Post incurs a penalty of discarding half of remaining warriors in the funds box.
- merchant organization profiteering from woodland war
- woodland
Mechanics (from transcript analysis)
- Conspiracies — The Lizard Cult's military actions, called conspiracies (Crusades, Convert, Sanctify), can only be done in outcast clearings and require spending acolytes (warriors).
- crafting — The Lizard Cult can craft red crafting cards in the evening, using Gardens as crafting pieces. The Riverfolk Company can craft cards using their Trading Posts as crafting pieces.
- Funds and Commitments — The Riverfolk Company uses a 'funds' box for warriors available for actions and a 'commitments' box for action point tracking. Warriors are moved from funds to commitments, or spent to recruit/build.
- Gardens — The Lizard Cult gains victory points by building Gardens on the board and spending cards to score points. Gardens also establish rule over a clearing.
- Lost Souls pile — Any time a card would normally be discarded, it is instead placed in the lost souls pile. These cards are inspected during bird song, and dominance cards become available to all players.
- new factions — Introduces two new player-controlled factions: the Lizard Cult and the Riverfolk Company.
- Non-player controlled factions — Adds the Marquis the Cat faction which can be used in solo, cooperative, or competitive modes.
- rituals — The Lizard Cult can perform rituals in daylight, allowing actions like building gardens, recruiting warriors, sacrificing cards to move warriors to acolytes, or scoring points by revealing and discarding cards.
- Ruins item tokens — Two ruins item tokens are placed under ruins instead of one. The first time a vagabond searches a ruin, they can look at both items and choose one. The second time, they take the remaining item.
- Services (Riverfolk Company) — The Riverfolk Company sells services like drawing cards, riverboats (treating rivers as paths), and mercenaries (using Riverfolk warriors for battle) to other factions.
- Trading posts — The Riverfolk Company builds Trading Posts on the board as a primary way to gain victory points. These can be used as crafting pieces even if removed.
- Vagabonds — Introduces three new vagabond personality cards. Two vagabonds play from a common set of quest cards, with only three quest cards dealt face up for them to race to complete.
Video topics + discussion points
Quotes (from this video)
- Welcome to people University how to play
- This expansion builds upon the base game of Root through the introduction of new factions
- The Lizard Cult plays quite differently to the other factions because they can bring warriors and even buildings out anywhere onto the board without having to have a presence there first
- It's very important to the River Folk companies gain to sell as many services as possible as this is the main engine that he or she has
- And that's how they play Root the Riverfolk expansion