Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
If youre struggling with lizards and otters specifically, stop feeding them. Their action economy is starved if you never give them acolytes and funds respectively. If you do find a situation where it becomes necessary to do so, make sure you're gaining more out if the exchange than they are.
Abandoning a building in endgame to be rebuilt is a real strategy since an opponent gains 1 per building but you can gain significantly more, all it takes is marching a big stack of warriors to reclaim rule of the clearing as well as an open building slot.
--- "Abandoning a building in endgame to be rebuilt is a real strategy"
i'm new to root and if either of you are still around could you please explain what you mean by abandoning buildings? not in the literal sense but as a strategy. thanks
Building and then marching away to let someone else attack the building without dealing with your warriors is enticing to players who don't know to not enable this behavior. Using your superior warrior count and efficient march action can let you take over a clearing to establish rule so you can build again.
Eventually you will need to do something along these lines either intentionally or as a result of being forced out of a clearing, there are only so many building slots on the map so you'll need to muscle for space eventually. The only faction this doesn't work on in the same way is the Lizards since you'll never be able to establish rule if they have any amount of gardens, you're going to need to fight through them to re-establish rule.
Despite being labeled as a militant faction, you actually don't need to do a lot of fighting. Fighting is a means to an end, and that end is more building. Cats dominate the board through being numerous, field hospitals, and being able to move twice per move. Although if your board presence is threatened you should absolutely stomp out supporters and setup Marshall law, and bolster your line in the sand so the Eyrie can't actually cross it without turmoil.
When your tactics for victory is purposefully loosing buildings and rebuilding them you should ask yourself - who the hell designed this crap?
Well you know the game is 1v1v1v1 and one faction is overpowered, while one gets attacked from all sides due to its mechanics and really have almost no chances to win, so to balance other players need to attack this strong faction and not attack this weak faction - this is self balancing! Yay! Complete and utter ♥♥♥♥♥♥♥♥!
It is just bad design. There are a lot of board games with unique factions that end up in kingsmaking, but are still balanced so you do not attack certain faction/player from the beginning as a precaution due to bad design of game mechanics giving some factions unfair advantage. ROOT is just unbalanced crap with cute graphics and brainwashed playerbase which cannot see the truth of badly designed balance of the game and call this bug a feature.
One thing that may help is that the Cats actually have a pseudo-passive scoring (not unlike the Eyrie): wood is generated every turn, and remains there for future turns if you don't use it. This means some turns you may take non-point scoring actions like March and Battle, bank the Wood, and then next turn do 3+ builds with all your banked wood. So it can appear Cats fall behind if they don't build each turn, but the passive Wood generation actually allows them to catch up if this happens. Hence the importance of getting at least a 2nd Sawmill. Cats essentially passively generate future points without doing anything!
Another thing is you should save Birds cards for a big final point swing to close out a game. No one expects Cats to burst to victory from a low 20s score.
Well if the Cats control no clearings with empty building slots, it either means their existing infrastructure is healthily in place, or very unlikely scenario they are about to be board wiped. So Cats should be spending actions on moving to new clearings and possibly abandoning less essential buildings (workshops and extra recruiters generally).
Then they added a 4th player because why not. Turns out everyone prefers the 4 player game, which favors insurgent factions, and the cats just don't have enough actions to deal with everyone.
They also interact quite a bit with the community every once in a while, which is where I gathered that Cole Wehrle (lead designer) prefers the game at 3-players, while Patrick Leder (2nd main designer, company owner) prefers the game at 5-players. Cole seems to focus on more of the strategic, head-to-head side, while Leder seems to be more focused on the fun of lots of interactions. 4 players is that middle point.
A lot of the development games involved Cole, Patrick, and whoever else they could get to play with them, so typically 3 players.
From the development point, the game was originally designed with the cats first, as their starting point. They then developed the birds as an antagonist to the cats for 1v1 games. Then they added the Woodland Alliance as a 3rd faction that is weaker than the other 2 factions, but can spiral out of control if not kept in check, based off the COIN (COunterINsurgencies) series of games.
Then Patrick requested that Cole adds in an adventurer character, because he thought an RPG character would be cool. Cole was pretty against the idea of the Vagabond because he wanted a wargame and the Vagabond was really out of place, but he did his best to make that happen.
At the end of it all, after they later introduced otters and lizards, that is when Patrick Leder mentioned at some point that Cole still prefers 3 players, which Leder prefers 5 players.
I personally have not played many 3-player games, but I've always found it interesting that the lead designer prefers the game at 3 players still.