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Setup and Hirelings Rules

1. This document describes an advanced setup option for Root that allows for more flexible faction mixtures using hireling cards in addition to faction setup cards. 2. The setup involves choosing a map and deck, seating players randomly, dealing cards, setting up 3 random hirelings by dealing their cards and pieces, and then drafting faction setup cards and hireling control. 3. Hirelings are uncontrolled pieces that players can gain control of by reaching certain victory point thresholds. When control is lost, the hireling is given to another player who then rolls to determine their control duration. Hirelings have unique abilities and actions that their controller can perform.

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0% found this document useful (0 votes)
355 views3 pages

Setup and Hirelings Rules

1. This document describes an advanced setup option for Root that allows for more flexible faction mixtures using hireling cards in addition to faction setup cards. 2. The setup involves choosing a map and deck, seating players randomly, dealing cards, setting up 3 random hirelings by dealing their cards and pieces, and then drafting faction setup cards and hireling control. 3. Hirelings are uncontrolled pieces that players can gain control of by reaching certain victory point thresholds. When control is lost, the hireling is given to another player who then rolls to determine their control duration. Hirelings have unique abilities and actions that their controller can perform.

Uploaded by

Jessica Ferreira
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Advanced Setup

You can use this setup to easily create interesting, viable faction mixtures with more flexible
setups. Each faction setup card gives its Reach in its bottom-right corner if you want to use the
Reach system to create faction mixtures instead, but this advanced setup doesn’t use Reach.

1. Step 1: Choose Map and Deck. Choose the map and shared deck in any way.
2. Step 2: Seat Players. Determine the seating order and the first player at random. (This
player will set up last and play first.)
3. Step 3: Draw Cards. Each player draws 5 cards.
4. Step 4: Set Up Hirelings (Optional). Deal out 3 hireling cards at random and return the
rest to the box. Collect the pieces for the dealt hirelings. Return all the faction setup
cards to the box that correspond to the drawn hirelings (shown by color and symbol).
1. Demote. If playing with 3 players, flip 1 hireling at random to its Demoted
side (marked with a D). If playing with 4 players, flip 2 hirelings at random.
If playing with 5 or more, flip all 3 hirelings.
2. Set Up Hirelings. The last player in turn order performs any setup for the
hirelings as described on their cards.
3. Place Hireling Markers. Place one hireling marker each on the 4, 8, and
12 victory point spaces of the Victory Points track on the map.
5. Step 5: Deal Setup Cards. Shuffle all of the red-named faction setup cards and deal out
one to a pool in the center of the table. Shuffle the remaining red-named faction setup
cards together with all of the white-named faction setup cards, and deal out one per
player. (In total, there will be one more faction setup card than the number of players.)
1. Two Players. If you’re only playing with two players, remove all of the
white-named faction setup cards. (If you’re feeling particularly
adventurous, you can include them if you’re using the hirelings.)
2. Lock Last White Card. If the last faction setup card dealt has a white
name, turn it sideways to show that it is locked. It cannot be chosen
unless at least one red faction has been chosen.
3. Vagabond. Whenever a Vagabond setup card is dealt out, also deal out
one Vagabond character card at random next to it face up. If a player
chooses this Vagabond in the draft, they must use this character card.
6. Step 6: Draft Factions. Starting with the last player and going counterclockwise, each
player chooses one faction setup card from the pool and sets up the faction immediately
(before another player chooses) as described on its setup card.
1. Homelands. When setting up, players might choose one or more homeland
clearings. Players cannot choose homeland clearings that enemies chose as
their homelands. (Sometimes, a player must choose homelands that are not
adjacent to enemy homelands if able. If they cannot, they still cannot choose
homelands that are in enemy homelands.)
7. Step 7: Draft Hands. Each player chooses 3 cards to keep in their hand and puts the
other 2 cards facedown on the shared deck. When finished, shuffle the shared deck.
Hirelings
Hirelings are special cards with associated pieces that start the game uncontrolled in a shared
supply near the map. The leading player will gain control of a hireling once they have scored a
certain number of points. They will roll the leader die to determine how many turns they will
control the hireling. When that time runs out, they will give the hireling to another player of their
choice, who will roll a hiring die to likewise determine how many turns they will control it. When
this player loses control, they can give it to any other player, even the leader.

You will use three hirelings in a given game. You cannot use a hireling in the same game with
its associated faction—for example, you cannot use the Forest Patrol and the Marquise de Cat.
All of the hirelings have a Demoted side (marked with a “D”) that you will use in games with
higher player counts, as described in the Advanced Setup above.

1. Gaining and Losing Control


1. Gaining Hireling from Supply. When a player’s victory point marker enters a
space with a hireling marker, they take the hireling marker and place it by the last
step of their Evening as a reminder. At the end of their turn, they choose one
uncontrolled hireling, take its card, and roll to place control markers (1.4).
2. Removing Control Markers. At the start of a player’s turn, they must remove
one control marker from each hireling card they control. When a player removes
the final control marker from a hireling card, they flip its hireling marker and place
it by the last step of their Evening as a reminder.
3. Gaining Hireling From Another Player. At the end of a player’s turn, they must
give control of each hireling they control with no control markers to a player of
their choice, who immediately rolls to place control markers (1.4)
4. Rolling for Control Markers. When a player gains control of a hireling, they roll
the (gold) leader die if they have the most victory points or is tied for the most; if
not, they roll the (blue) follower die. (They roll the follower die if they have
activated a dominance card.) They place control markers equal to the die roll on
the hireling card.
2. Abilities and Actions. Hirelings have various actions and abilities, shown by a unique
icon.
1. Persistent (Trees). This ability is always active. It may specify when it happens,
interrupting play.
2. When Hired (Checked Meeple). The controller must take this action when they
take control of the hireling.
3. Start of Birdsong (Sunrise). The controller must take this action at the start of
their Birdsong.
4. Once Per Daylight (Sun with One). The controller may take this action once in
their Daylight on each of their turns.
3. Rules
1. Different from Controller. A hireling’s controller adds the hireling’s pieces to
theirs only for rule. In all other ways, hireling pieces are separate from the
controller. (The controller can still score points in ways that depend on rule, such
as controlling the Pass on the mountain map, even with hirelings alone.)
2. Enemy Status. Hirelings are enemies when uncontrolled or controlled by an
enemy. Hirelings are not enemies when controlled by you or another player who
is not an enemy (so you can’t battle them, etc.).
3. Moving. Some hirelings have actions that let them move, but they cannot take
moves in other ways (such as from your own Move actions, or from False Orders
or the Vagabond’s Allied Relationship). (Hirelings do not gain your faction’s
abilities or crafted effects, such as Lords of the Forest or Tunnels. If a hireling
moves with the ferry, their controller does not draw a card and cannot use the
ferry again that turn. If a hireling moves into a clearing with an Alliance sympathy
token, this does not trigger Outrage.)
4. Battling. Some hirelings have actions that let them battle, but they cannot initiate
battles in other ways. Players may battle enemy hirelings. (In battle with hirelings,
the controller does not add their pieces and cannot use battle effects such as
crafted cards and ambushes. If a hireling battles an enemy token and removes it,
the controller does not score a point. However, a player still gains points by
removing hireling buildings and tokens if they’re not using a hireling to do so.)

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