Root

 

Woodland critters always deliver the cutest thematic games, except for this one. Contrary to the cute critters found in Root, this is a cutthroat games that forces engagement at a high level between players. If you love those 90’s Risk sessions with your friends, you’ll love this.

For most games, unique silhouetted game pieces would be enough. But Root effectively uses caricatured faces to really give each faction’s pieces some personality. The art style is not for everyone, but a lot of credit must be given for sticking to one consistent style. It’s a carefully crafted package that brings a real level immersion to the gameplay.

In Root, players take control of one of four factions vying over control of the great woodland. Marquis de Cat is focused on producing wood and using it to build structures all across the woods. The Eyrie plays fast and forces conflicts to take control of the area as quickly as they can. The Alliance works through espionage, stirring conspiracy and uprising against its foes. And the Vagabond explores the woods completing quests while working with and fighting against the other factions.

Each faction in Root has its own play style and mechanics. Each turn has 3 phases: Birdsong, Daylight, and Evening. Within those 3 phases, each faction plays very differently. The game recommends optimal faction combinations for 2, 3 and 4 players. Across the map are clearings that players may construct buildings or place special tokens in order to further advance their game. The first player to accumulate 30 victory points is declared the winner.

I’ve always had reservations over area control games being effective in a modern game world. There are a few successful examples in recent memory (Small World, Kemet, A Game of Thrones) but overall the industry has seen a big downturn on the genre, opting for slightly less confrontational mechanics. What Root does so successfully is it almost creates games within the game itself. Playing a Vagabond is unlike any other experience in a 4X or area control game. The asymmetrical nature of each faction makes gameplay feel fresh, and lets players choose a style suitable for themselves. It all unfolds in a way that is interesting and still balanced.

There is definitely a learning curve to Root. Even after 1 or 2 plays, players will not feel like they fully grasp the entire scope of the game. Players really need to experience playing all 4 factions to get the hang of it. But if you have the patience to give these woodland critters your time, you will be rewarded with one of the best modern implementations of an area control game today.

 
 
 
Earl OliverosComment