Root: The Homeland Expansion Brings Three New Factions to Root
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by Eden Miller
3 min reading time
Root: The Homeland Expansion is on its way later this year, with a box full of new additions and upgrades for your Root base game. This expansion introduces three new factions and two new maps, as well as some quality-of-life updates like new dice themed around the Twilight Council, indicators to remind you when you have an ability triggering each phase, and card erratas to keep your cards updated with the current Root terminology.
Read on to learn more about the new factions introduced in this upcoming expansion!
Make Peace and Wage War With the Lilypad Diaspora
The Lilypad Diaspora is a faction of frogs who seek to establish enclaves to introduce their suit to a clearing. Enclaves are double-sided, with different abilities on either side. When on the Peaceful side, enclaves score points in the Evening and increase card draw, while the Militant side allows you to place warriors and forces you to battle. Peaceful enclaves add the frog suit to any given clearing, while Militant enclaves replace the clearing's suit.
Over the course of gameplay, enemies can flip enclaves by entering into Negotiations or making the Diaspora's Fears Come to Pass. This gives other players the power to shift the tide of the game by mobilizing or halting the Diaspora's forces.
Control the Night With the Twilight Council
The Twilight Council is built on anti-war ideals, moving in the direction of ending the woodland conflict. This faction convenes assemblies that Govern their clearings, limiting enemy actions within them, and Oversee enemy buildings and tokens. They are supported by Loyalists, warriors gained when enemies Entreat them for favors.
The Twilight Council's power comes from their assemblies, which begin Closed and flip to Governing in the Evening. Governing assemblies prevent enemies from performing a variety of actions, except in battle. They also score points in the Evening from Governed clearings with enemy buildings or tokens. Enemies can close assemblies by Entreating the Council, giving the Council a loyalist or allowing them to place any number of Loyalists at the assembly.
Protect the Innocent With the Knaves of the Deepwood
The Knaves of the Deepwood are a rowdy gang akin to Robin Hood and his Merry Men, fighting with the warring factions and aiding the needy. The Knaves are led by three Captain warriors (the Jailor, Gladiator, and Cheat) who command a group of Skunk warriors. Knaves take enemy warriors as Prisoners, but need to Take It Easy before acting again, so enemy factions have the opportunity to rescue their Prisoners.
You can only act with one Captain per turn, after which it is turned facedown and set aside. Once all three Captains are facedown, you Take It Easy, refreshing the Captains so they can resume their duties. The Knaves score points based on acclaim, which can be placed by special actions and attacking Captains.
Band Together With Your Faction in Root
This expansion opens up a lot more factions to add to your collection of woodland dwellers. With 13 factions total to choose from, it's never been a better time to explore Root. Read more about how to add this expansion to gameplay with the expansion's rulebook. Pre-order your copy of this expansion and discover other Root releases!