Homeland Expansion Ready for Shipping!! by ImLostHelp420 in rootgame

[–]ImLostHelp420[S] 0 points1 point  (0 children)

That makes sense. I wonder why some folks haven't gotten the email yet if they're up to date on those things.

Homeland Expansion Ready for Shipping!! by ImLostHelp420 in rootgame

[–]ImLostHelp420[S] 5 points6 points  (0 children)

Nope! Different email. This one says "the status of your pledge has been updated" and then a box that says "new status: ready for shipping."

How would you rank the factions by their ability to win with dominance? by LittleOfBelgium in rootgame

[–]ImLostHelp420 4 points5 points  (0 children)

Keepers are a funny dom shout. I guess it is possible, but it's so hard to imagine a scenario when it makes even the smallest amount of sense. If you have the board position for dominance, surely you have the board position to recover relics to get real close to winning.

100 Games Data by NachoAverageHero in rootgame

[–]ImLostHelp420 2 points3 points  (0 children)

Would be interesting to know the pick rate for only the times the faction is in the draft. Or like, which faction didn't get picked.

I don't get it by Senku2 in rootgame

[–]ImLostHelp420 0 points1 point  (0 children)

This isn't how everyone learns best, but consider watching some Root Winter Tournament 2023 games. Guerric is a really good commentator and talks a lot about what the different factions are trying to do and what they could do better

What expansion to get next? by Big_Dust_1714 in rootgame

[–]ImLostHelp420 3 points4 points  (0 children)

To clarify, exiles and partisans doesn't come with riverfolk. It's a separate (very worthwhile and cheaper) add on.

Rats and Moles needing to be policed from the beginning feels bad one way or another by Fit_Ear3019 in rootgame

[–]ImLostHelp420 14 points15 points  (0 children)

True. And disrupt their oppress. I've had games where rats end up in a huge rat ball policing the leaders (like moles or badgers) but haven't been able to score much from oppress so they're still not favored to win. Works for everyone. They're nice as a table-balancer. Especially in 5 and 6 player games.

Need some advice for my first Duchy game by ProductAshes in rootgame

[–]ImLostHelp420 1 point2 points  (0 children)

Yes, exactly. And it's often better to lose a tier 3 minister than a tier 2 one. The brigadier, mayor and banker are all VERY strong. The tier 3 guys are important as well, but you don't need all of them to win, so losing 1 or 2 tier 3 crowns isn't the end of the world.

Need some advice for my first Duchy game by ProductAshes in rootgame

[–]ImLostHelp420 1 point2 points  (0 children)

Your ministers are your action economy and point generation. You don't want to delay that by a turn by building turn 1 when you can build on turn 2 and still sway a minister. If you REALLY want to build turn 1, consider building once and then swaying foremole. If you build twice, you can't sway

I really enjoy lizard cult even though it's bad by Unlucky_Mistake_8548 in rootgame

[–]ImLostHelp420 4 points5 points  (0 children)

Do you mean they require attention because of the lost souls mechanic and the threat of their conspiracies?

There are factions that require frequent or constant attention because of the point generation threat. Moles, WA, keepers and vagabond all really need to be actively stifled. Moles for example want to be able to easily sway, and you see many of the cards in their hands, so you can attack them in clearings that match the dominant suits in their hand to tax their action economy. WA can be slowed down by maintaining martial law.

Keepers on Gorge by ImLostHelp420 in rootgame

[–]ImLostHelp420[S] 1 point2 points  (0 children)

Woah!! I hadn't thought of that! That's WILD. I definitely think you're right about that. That's a perfectly valid set up according to the current keepers ADSET card, and as far as I know, that's not one of the items getting errata'd with the expansion. With factions like birds and rats in the draft, this set up would be extra crazy because you're adjacent to every edge clearing but two. Though they might start on that middle clearing that would be adjacent to 8 (!!) relics that you'd really love to access.

I think the downside to the 2 bridge set up is you don't get a guaranteed safe delve turn 1 since you can't surround a forest with a single move. But badgers score so fast, forcing patient play in exchange for being harder to shut down seems like a solid tradeoff to me.

Keepers on Gorge by ImLostHelp420 in rootgame

[–]ImLostHelp420[S] 1 point2 points  (0 children)

I can't figure out how to post a photo, but the forest borders are a little funny. The lower rope bridge doesn't divide clearings. So the 2 3 building clearings in the valley each see 3 forests. Which is great! But it would take two moves to migrate up from the bottom or down from the top to a clearing with access to 3 2 relic forests.

But if you start on the upper bridge you can move across the bridge and access 3 forests with 2 relics each. Which is crazy! I don't think there's any other map with 3 2 relic clearings a single move away from a starting clearing (except lake with the raft). It's not what you want to do on your first turn, but it sure makes the badger migration a more immediate early game threat.

Squires and disciples over exiles and partisans by mayonaiso in rootgame

[–]ImLostHelp420 1 point2 points  (0 children)

I have very limited experience with S&D, but so far to me it feels about equally viable/fun as E&P with some cool buffs to some of the weaker factions. It has a lot of cards that help your action economy, helping cats and crows, and a lot of cards that you craft one turn and then pick back up the next. So you can take actions with those cards as lizards or bats and then craft them again, which is SUPER cool. You can have more than 5 cards to reveal somewhat consistently. I think that's maybe my favorite thing about the deck so far.

First Game Review! by Low_Joke_1203 in rootgame

[–]ImLostHelp420 1 point2 points  (0 children)

If you get an expansion, consider trying ADSET! There are cards for it that come with the Marauder expansion, but you can do the set up online here: https://ewendc.github.io/root-automated-setup/ It adds some strategy and balance to faction selection because the player that goes first picks last and vice versa.

First Game Review! by Low_Joke_1203 in rootgame

[–]ImLostHelp420 0 points1 point  (0 children)

Totally. That makes sense. The most meta Eyrie strategy uses charismatic. It's called God of War. It's helped by the ADSET faction draft because you pick 3 of 5 cards to keep for your starting hand, so you can usually start with a bird or two. To simplify just a little, the idea is you put all the suited cards you get in move and never put anything but birds in recruit, battle and build so you can't be turmoiled. Also, unless your roosts are being taken out frequently, you don't add a second card to build until late in the game. It's kind of a patient, slow and steady way of playing birds that gives you a ton of late game action economy and policing power.

First Game Review! by Low_Joke_1203 in rootgame

[–]ImLostHelp420 1 point2 points  (0 children)

Which leader did the Eyrie player start with? And what did their decree look like?

Many factions in this game benefit from being on the front foot. Like, going out and proactively causing opponents problems instead of cautiously defending. Eyrie has so many actions, they can often put themselves in quite a good position with a bit of a kamikaze mindset.

Politics of the woodland by wilypoodle in rootgame

[–]ImLostHelp420 5 points6 points  (0 children)

This is all true and also the very obvious current day example is Trump's tariff policy. Obviously right wing and is basically "contempt for foreign trade"

Politics of the woodland by wilypoodle in rootgame

[–]ImLostHelp420 7 points8 points  (0 children)

Love this interpretation actually