Root
Designer: Cole Wehrle
Artist: Kyle Ferrin
Publisher: Leder Games
Players: 2-4
Ages: 10+
Time: 60-90 minutes
Times Played: 8 times with purchased copy, 10 different opponents
As befits their style, Leder Games’ Root is known for its asymmetrical gameplay and Kyle’s infectiously delightful artwork. Each player takes control of a different animal faction, and while each faction’s victory condition (initially) is to reach 30 points, substitute conditions will be available. Each faction can earn points through some common methods (crafting items or the results of some battles) but will also have faction-specific ways to earn points.

The Marquise (cats/orange), are looking to expand their building empire, with sawmills that generate the wood needed to erect additional buildings, and points will be earned for each building built – with an increasing number of points awarded for specializing in one type of building.
The Eyrie (birds/blue) will earn points at the end of each turn relative to how many of their roosts are presently on the board – points from buildings as income, rather than a one-time award.
The Woodland Alliance (miscellaneous forest animals/green) earn points by spreading ‘sympathy’ – a round cardboard token. While the cat and bird buildings are square and only a limited number of building slots are available in each clearing, the placement of sympathy tokens can not be limited by the other players’ activities.
The Vagabond (raccoon/gray) earns points by improving its relation with the other factions, attacking their enemies, exploring the ruins of previous forest cultures, and going on quests.
From the expansion, the Riverfolk Company (otters/cyan) will earn points from building trading posts, another round cardboard token, which allow other factions to trade more with the otters (more on that later), and from unused ‘funds’/actions.
The Lizard Cult (lizards/chartreuse), also from the expansion, earn points from square cardboard ‘gardens’, but not upon building or as income. Rather, earning points is an action for which they will spend a card. Continue reading →
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An Overview and Appreciation of the Games of Cole Wehrle
An Overview and Appreciation of the Games of Cole Wehrle
By Simmy Peerutin
With the interest shown in designer Cole Wehrle’s latest game, Root, at Gencon this year it seems a good time to look back at some of his previous games – Pax Pamir, An Infamous Traffic, and John Company.
The man himself
Please do not expect a full rules explanation. This article tries only to convey the general flow of the game. Also, please forgive the depth of the review. I have too many games to play and too little time to play them and so I rarely have the luxury of exploring their full potential, and these games below are no exception. I also think of myself as an ‘experiential’ gamer – one who values the immersion over the tactics and certainly over winning (which I rarely do) Continue reading →
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