The passive effect of the Street/Popular Band makes it look like "enemies cannot move from a clearing with a Band warrior on the same turn they moved into it" but can move from it in future turns
Exactly. It's just a 2 turn effect. You can move out if your pieces started the turn there or were placed there by the moment you move into the clearing, you cannot move out for that turn, you must wait until next turn.
Great series! I loved how the lizards and crows (some of the less powerful factions) have really powerful hirelings. Now I feel comfortable bringing hirelings into the game with friends. Thank you!!!
Looking forward to Part 6 of this series. Maybe the Bat Hireling will be the only ones who do stuff in the evening ;) However I am more interested in what the 4th Pink Hireling will be. I remember Leder thinking of doing a "Civil War" faction. Perhaps they will take that idea and make it a Hireling? If they do, then that will pretty much confirm Homeland is the last major expansion.
I was hoping you'd talk more about the Flame bearer's remove action. From the text it seems that if any warrior is present, buildings/tokens cannot be targeted, even if the buildings/token belong to a different factions than the warriors. So this is a different mechanic than the Vagabond's Strike action.
my boy i love your root stuff, do you have any ideas if they are goin to release other expansions soon? thx for your insightness and keep up your great work!!!
Thanks so much! I appreciate it. Cole Wehrle has said in interviews that there is probably room for 1 more expansion in the future as a sort of capstone project and at that point Root will be more or less complete, at least the first edition. They already have a few ideas for 2 or 3 factions and the next one might be just a factions expansion now that the deck and setup are in order. Maybe some maps for variety.
@@nitrorev I’d assume they would cap off with another deck, seeing as part of the reason for making the E&P Deck was to feature powers inspired by the then-new factions. We now have 2 factions without deck representation, not to mention those extra 2-4 they teased are coming. Come to think of it, this really drives home how much of a beast this game has become, doesn’t it? Even if there are “only” 2 more factions to come, this already means there will be 4 factions left to be represented in a deck, 4 Clockwork factions to design, and 2 more Hirelings to come up with, based on the new ones. Since Hireling packs need to be released in sets of 3, that also means one more pink Hireling to design as well. Whew!!
@@FBracht Yeah, I agree that 1 more expansion to wrap up the game would be perfect. 12 factions, maybe an extra 2 maps for a total of 6 (My preference would be for more choked off maps like Winter or Lake without Ferry) and 1 more hireling pack. Clockwork isn't really my thing but it would only require 1 more clockwork expansion to complete the set. The only thing I am not sure about is another deck. The purpose of the Exiles and Partisans deck wasn't to make a deck that game people the abilities of other factions although that was a thematic choice for sure. The reason they made an extra deck is because the base deck was... poorly designed and needed to be replaced for the game to work in a competitive setting. Now that we have Exiles and Partisans as the de facto Root deck, the need for yet another deck is nowhere near as critical as it was before E&P. As much as hardcore Root fans like you and I would love another deck option, we have to remember that Leder Games are a business and designing a new deck is very low return on investment for several reasons: 1) Not many people bought the E&P deck (look at the facebook group, so many people still using base deck despite having marauder content in the picture) so how many sales can they really expect for another optional deck? Factions are just sexier content for most consumers. 2) Decks are A LOT of work to make. This is something consumers don't take into account but LG have said that designing and testing the E&P deck was as much work as making both Underworld factions and it becomes harder and harder with more factions. Especially since E&P effects are more interactive and game-warping than Base effects so a new deck would probably have to have more cool effects that are similar to E&P than Base cards. Playtesting a whole other deck is a ton of work, not to mention commissioning many more art pieces from Kyle Ferrin. 3) Price point for a deck is quite low and many people still skipped E&P. Many people only think about the cost of components which is why they are more willing to pay for an expansion with meeples and punchboard than cards. Even though a deck takes as much work and resources as a faction, they simply cannot charge the same amount as a faction expansion. The Exiles and Partisans deck and Advanced Setup were "gifts" to the fans because they didn't provide a lot of financial return for Leder but were extremely important for the playability of the game. What I'd love to see is a booster back for the Exiles and Partisans deck that adds maybe 6 more cards to the deck. Less testing for them, a new set of abilities for us and a bigger deck would make 5 player games with lizards, Eyrie, Badgers less likely to empty the deck and have 1 player drawing nothing (which has happened to me). I'm not saying another deck is impossible, just less likely than any other content.
Hey. Considering adjacency using The Popular Band effect. Would otters be adjacent via rivers and, furthermore, the Dutchy through tunnels? Or are we only talking paths?
It would block the first hit of the ambush but then nothing else. The ambush would deal just 1 hit but then all other hits from dice and extra hit are dealt normally.
@@nitrorev my apologies! During the force move of the Keepers in Iron, by the popular band, you said the relic can be moved too with the badger “if you so choose”. I misunderstood who the “you” was. The actual Keepers in Iron faction or the hireling owner who is force moving the piece(s). Because that would seem to be a great way to attack undefended relics if their one guardian is force moved to another cleaning leaving the relic behind
@@LuisGarcia-gv8hu I understand. When you force the Badgers to move, you the controller get to make the decision of how the relics are moving. That's why it's a terrible idea to leave relics on the map if there is an adjacent band warrior. It's the same as False Orders, you the player who is using the card get to decide if relics are moved.
@@nitrorev Wow! Like you said, I love how just these hirelings have added years of studying and depths of strategy to come. This is our favorite board game. Oath is our second. :)
21:29 In your explanation you kinda made it seem like the Bodyguards are completely useless to the Hundreds player while they have the Stubborn mood. But you can still benefit from the Bodyguards as long as you’re battling with the Hundreds in a clearing *without* the Warlord, right?
What Shawn said, it's clarified a moment later. Badger Bodyguards is better because it works for all your warriors, not just Warlord. If you have Badger Bodyguards, there's no reason to ever choose stubborn (unless this is the turn you will lose the Hireling and still want to protect your warlord after your turn omis over).
Hirelings that act in evening might seem cool at first but the coolest thing about Hirelings is how a clever player can integrate the Hireling actions with their own faction actions. Imagine the Eyrie going through their whole decree and then they cannot complete it because they don't rule a clearing. If you have a hireling, you could use the Hireling to move some pieces around or battle an enemy which can allow you to rule and complete the rest of the decree. It's this freedom of timing that makes Hirelings super cool. If a hireling only acted in evening, it would restrict how useful it could be to most factions (WA is the only faction that could weave normal move/battle actions into the hireling actions). It's this same reasoning that makes League of Adventurous Mice so much more useful than Cobbler, because LoAM can be used any time in daylight instead of being limited to start of evening.
The passive effect of the Street/Popular Band makes it look like "enemies cannot move from a clearing with a Band warrior on the same turn they moved into it" but can move from it in future turns
Exactly. It's just a 2 turn effect. You can move out if your pieces started the turn there or were placed there by the moment you move into the clearing, you cannot move out for that turn, you must wait until next turn.
I can only imagine the Band playing on top of a Keeper Vault using it as a stage for an impromptu concert.
Great series! I loved how the lizards and crows (some of the less powerful factions) have really powerful hirelings. Now I feel comfortable bringing hirelings into the game with friends. Thank you!!!
Glad to hear it!
I was just looking to see if you made a video on this yet, great work!
Thanks a lot. This one tool awhile because I tried to think of every edge case I could think of. I still forgot one. Will make a short in it soon.
Looking forward to Part 6 of this series. Maybe the Bat Hireling will be the only ones who do stuff in the evening ;)
However I am more interested in what the 4th Pink Hireling will be. I remember Leder thinking of doing a "Civil War" faction. Perhaps they will take that idea and make it a Hireling? If they do, then that will pretty much confirm Homeland is the last major expansion.
The third hirelings are neutral duck farmers, they have farmer warriors and farm buildings.
I was hoping you'd talk more about the Flame bearer's remove action. From the text it seems that if any warrior is present, buildings/tokens cannot be targeted, even if the buildings/token belong to a different factions than the warriors. So this is a different mechanic than the Vagabond's Strike action.
my boy i love your root stuff, do you have any ideas if they are goin to release other expansions soon? thx for your insightness and keep up your great work!!!
Thanks so much! I appreciate it. Cole Wehrle has said in interviews that there is probably room for 1 more expansion in the future as a sort of capstone project and at that point Root will be more or less complete, at least the first edition. They already have a few ideas for 2 or 3 factions and the next one might be just a factions expansion now that the deck and setup are in order. Maybe some maps for variety.
@@nitrorev I’d assume they would cap off with another deck, seeing as part of the reason for making the E&P Deck was to feature powers inspired by the then-new factions. We now have 2 factions without deck representation, not to mention those extra 2-4 they teased are coming.
Come to think of it, this really drives home how much of a beast this game has become, doesn’t it? Even if there are “only” 2 more factions to come, this already means there will be 4 factions left to be represented in a deck, 4 Clockwork factions to design, and 2 more Hirelings to come up with, based on the new ones. Since Hireling packs need to be released in sets of 3, that also means one more pink Hireling to design as well. Whew!!
@@FBracht Yeah, I agree that 1 more expansion to wrap up the game would be perfect. 12 factions, maybe an extra 2 maps for a total of 6 (My preference would be for more choked off maps like Winter or Lake without Ferry) and 1 more hireling pack. Clockwork isn't really my thing but it would only require 1 more clockwork expansion to complete the set.
The only thing I am not sure about is another deck. The purpose of the Exiles and Partisans deck wasn't to make a deck that game people the abilities of other factions although that was a thematic choice for sure. The reason they made an extra deck is because the base deck was... poorly designed and needed to be replaced for the game to work in a competitive setting. Now that we have Exiles and Partisans as the de facto Root deck, the need for yet another deck is nowhere near as critical as it was before E&P.
As much as hardcore Root fans like you and I would love another deck option, we have to remember that Leder Games are a business and designing a new deck is very low return on investment for several reasons:
1) Not many people bought the E&P deck (look at the facebook group, so many people still using base deck despite having marauder content in the picture) so how many sales can they really expect for another optional deck? Factions are just sexier content for most consumers.
2) Decks are A LOT of work to make. This is something consumers don't take into account but LG have said that designing and testing the E&P deck was as much work as making both Underworld factions and it becomes harder and harder with more factions. Especially since E&P effects are more interactive and game-warping than Base effects so a new deck would probably have to have more cool effects that are similar to E&P than Base cards. Playtesting a whole other deck is a ton of work, not to mention commissioning many more art pieces from Kyle Ferrin.
3) Price point for a deck is quite low and many people still skipped E&P. Many people only think about the cost of components which is why they are more willing to pay for an expansion with meeples and punchboard than cards. Even though a deck takes as much work and resources as a faction, they simply cannot charge the same amount as a faction expansion.
The Exiles and Partisans deck and Advanced Setup were "gifts" to the fans because they didn't provide a lot of financial return for Leder but were extremely important for the playability of the game. What I'd love to see is a booster back for the Exiles and Partisans deck that adds maybe 6 more cards to the deck. Less testing for them, a new set of abilities for us and a bigger deck would make 5 player games with lizards, Eyrie, Badgers less likely to empty the deck and have 1 player drawing nothing (which has happened to me).
I'm not saying another deck is impossible, just less likely than any other content.
@@nitrorevWOW good info
Hey. Considering adjacency using The Popular Band effect. Would otters be adjacent via rivers and, furthermore, the Dutchy through tunnels? Or are we only talking paths?
How does Badger bodyguard work with regards to an Ambush card?
It would block the first hit of the ambush but then nothing else. The ambush would deal just 1 hit but then all other hits from dice and extra hit are dealt normally.
Can you ambush hirelings if they attack your faction pieces ?
Yes! And the controller cannot play a counter ambush because it wasn't the controller who attacked and Hirelings don't have a hand.
Quick question, who decides to have the relic with the badger or not? The badger faction or the current holder of the hireling?
I don't understand the question. Can you be more specific?
@@nitrorev my apologies! During the force move of the Keepers in Iron, by the popular band, you said the relic can be moved too with the badger “if you so choose”. I misunderstood who the “you” was. The actual Keepers in Iron faction or the hireling owner who is force moving the piece(s). Because that would seem to be a great way to attack undefended relics if their one guardian is force moved to another cleaning leaving the relic behind
@@LuisGarcia-gv8hu I understand. When you force the Badgers to move, you the controller get to make the decision of how the relics are moving. That's why it's a terrible idea to leave relics on the map if there is an adjacent band warrior. It's the same as False Orders, you the player who is using the card get to decide if relics are moved.
@@nitrorev Wow! Like you said, I love how just these hirelings have added years of studying and depths of strategy to come. This is our favorite board game. Oath is our second. :)
@@nitrorev Thank you for these awesome videos! I send them to my Root mates. So glad you did these detailed rule explanations
excelente video :)
Gracias. Saludos
21:29 In your explanation you kinda made it seem like the Bodyguards are completely useless to the Hundreds player while they have the Stubborn mood. But you can still benefit from the Bodyguards as long as you’re battling with the Hundreds in a clearing *without* the Warlord, right?
21:48 This is clarified 20 seconds later. Yes, you can benefit in clearings without the warlord.
What Shawn said, it's clarified a moment later. Badger Bodyguards is better because it works for all your warriors, not just Warlord. If you have Badger Bodyguards, there's no reason to ever choose stubborn (unless this is the turn you will lose the Hireling and still want to protect your warlord after your turn omis over).
A shame there is no Hireling that has actions in the Evening.
Hirelings that act in evening might seem cool at first but the coolest thing about Hirelings is how a clever player can integrate the Hireling actions with their own faction actions. Imagine the Eyrie going through their whole decree and then they cannot complete it because they don't rule a clearing. If you have a hireling, you could use the Hireling to move some pieces around or battle an enemy which can allow you to rule and complete the rest of the decree.
It's this freedom of timing that makes Hirelings super cool. If a hireling only acted in evening, it would restrict how useful it could be to most factions (WA is the only faction that could weave normal move/battle actions into the hireling actions). It's this same reasoning that makes League of Adventurous Mice so much more useful than Cobbler, because LoAM can be used any time in daylight instead of being limited to start of evening.