10 Rules In Root That You Probably Get Wrong! - Leder Games - (Quackalope Games)

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hello welcome to quackalope thank you for joining me today we're going to be talking about root and more specifically we're going to talk about the 10 most commonly missed rules in the core game of root now if you're familiar with this channel root is one of our favorite games and if you've watched any of our gameplay and dip down into the comment section you'll be aware that i'm not sure that i've ever played even a core game of root not including the expansions a hundred percent correctly so i thought i'd make this video for myself so that i can reference it later and be reminded of all the things that i should probably be paying a lot more attention to when finally bringing more gameplay here on the channel now i would like to do this with each of the expansions as well so leave a comment down below letting me know what other rules that you overlook in either the core box if i missed any or in the expansions so that i can pull some answers pull some comments and put together a nice little compilation video of those alongside now this will not be a full teaching video in any sense of the word this is literally going to be the 10 point by point thing some of them core game rules and a few of them specific for each one of these four factions we're going to be working on full how to play videos for each one of the starting roles so be prepared for that that being said if you're brand new to quakalope if you're one of the new subscribers who've been showing up in droves recently thank you for being here super excited to have you um cannot wait for you to be a part of this community there's two things i want to point out first off we have a podcast with board game co up and running uh it is public on any of your podcast platforms just search the quackalope podcast link will be down in the description below and along with that we also have a discord server where we play root probably every single week although we've been playing fort a lot recently swing over there we've got 300 people hanging out playing tts uh and just having fun with this weird board game space that we all love that being said let's go ahead and start talking about root i want to start first with four rules in the core rule set before any modifiers or factions are applied that i know i have a hard time paying attention to those four rules are going to be how you deal with a defenseless region movement and rule restrictions uh how you go about scoring general victory points in the game and then finally the ambush pause so let's start here with the first thing probably the most salient thing that is going to be consistent not only with core root but also all of the other factions movement and rule when you are moving any of your meeples outside of any special conditions and almost all of them have some sort of movement conditions that you should be paying attention to but in standard route if you are trying to move from one clearing to another you need to have rule of either the clearing you're moving from the clearing you're moving to or both let me show some examples here for instance this fox right here does not have rule of the clearing uh he's in because there's two woodland alliance there and does not have rule of this uh zone controlled by the erie so it could not move across it could however move back up to its home base it could not move down to this clearing now this might be one that some people overlook the reason being is because the eerie actually have to control here with the roost if the roost wasn't there the erie would still have control because the eerie again faction specific rules will always win on a tie so one of the things that i always try to do now when i'm playing because this was something that i missed so much when i first started recording gameplays is anytime i'm taking a movement action with any of the factions i try to make sure i know my role i double check with the player that's playing the other character and i verbally acknowledge or check where i'm moving from where i'm moving to and make sure i have rule in one of those two locations this is probably the thing that i have missed the most consistently across my gameplays the second thing i want to touch on let's talk about a defenseless region so for instance if the two woodland warriors were not here and there was an eerie attacking that erie will always score an additional hit any place that is undefended meaning there's no warrior meeples there those tokens are going to be slightly more vulnerable so let's say in quackalope fashion i rolled double zeros normally nothing would happen in this case i would still be able to destroy either the wood or the sawmill still scoring that one victory point or if i rolled a 1-0 i would in fact do two hits because i get that free additional hit in an undefeated region now this is easy to overlook because often times when you're just trying to punch at a at some of the items in a zone you might roll the dice and just say oh i automatically get it or i'm wiping everything out well that's not the case you still have to go based off of how many meeples you have there you need to roll the dice to see how many successful hits you get and then on top of that even though there's no defenders you always need to add in that one additional hit that could be the difference of a very tight game that leads directly into the other thing i want to make sure i go over scoring in base game root outside of your own specific faction scoring there is going to be two core ways to score in this game crafting items is a pretty standard one i think most people are aware of it because they hold it in their hand what i think a lot of people myself included tend to overlook is whenever you destroy a building or a token any of these little cardboard pieces down here on the board you will in fact score one victory point for each one of those removed as well and again in a game that is this tight something like that happening over here in the uh in the wood pile there are four victory points lying on the ground ready for someone to come through and just completely destroy so it's an important thing to remember and it could be the difference between clenching the victory or kind of overlooking some easy points on the map after that let's go ahead and talk about the last thing that i want to go over here in the root core game then let's get on to some of these factions the ambush phase i have an ambush card sitting right next to me here this is really important because you don't want someone rethinking or responding after a dice roll so if you're going to fight someone and you roll the dice you can't do this too aggressively or quickly you should go i'm attacking here ambush pause no ambush cards no response cards roll the dice make sure you take that degree of a pause there's been countless times where i've looked at my hand and thought to myself oh shoot i should have i should have played an ambush card or i had a card ready to defend against it and they didn't play theirs until after dice had been rolled and they saw exactly what was going to happen those odds always need to be you know it doesn't it doesn't count the same if you play it in retrospect so always give a slight pause for you or other players to put down an ambush card whenever a is happening let's go ahead and swing into some of our faction specific abilities let's first start over here with the marquis de cat the adorable little woodland uh critters who are ravaging the forest and trying to build their production lines i have two things that i want to point out with the marquita cat because they're things that i always seem to miss one of which got me a victory even though i probably shouldn't have won so first off is going to be field hospitals this is their own personal special ability and at the start of the game i always like to read out these character traits at the top of the board so everyone has a quick reminder of what you're playing but for some reason with the marquee i still never remember exactly what that special ability is whenever i'm resolved in a battle so let me make sure i go ahead and clarify it for you here field hospital whenever a marquis warrior is removed you may spend a card matching its clearing to move the warrior to the clearing with the keep token this is like you're sticking them on a stretcher running across the woodland and they're popping back up at the keep so if we were in a battle down here in this area i could go ahead and discard a mouse card in order to rescue one of my cats why is this important well dominance and board control with the marquee is both expensive and incredibly valuable so getting and maintaining your population here on the board with cards that you might not need that you might not need to utilize it's going to be something you're going to want to be paying attention to and i know there's been situations where i've left this region my production chain undefended when i could have i had a handful of cards i could have played cards to maintain a little bit more board presence than i had and the second thing is gonna be the one that actually scored me the victory points to win a game even though i couldn't technically do it your production lines if for instance i wanted to build in this zone right here i could not currently do it even though i have control i have rule of this location the reason being my wood imagine it like a production chain right rolling down the stream you need the wood in order to craft my wood cannot pass through a region that i currently have rule of in order for me to get it to the place i want to build always double check where your wood's coming from and where you're trying to craft keeping those networks tied together is such a big part of the marquee and other people disrupting your networks without you realizing is going to be a big counter strategy to how you fight them because this area down here is actually tied with that one roost and my one warrior an eerie has rule in a tie i would actually not be able to get that wood over to my production line now if i moved a character down if i fought that roost if i did something to change the balance of power then i would be able to build but it is important the order in which you do it you have to be able to connect those lines next let's move down here to the eerie dynasty there's going to be another two things i want to point out with them first off how they move and second off the fact that they're the one faction that can win even while bouncing off of the number 30. let me explain so first off the way the erie moves this is something that i confused a lot when i first started to play the game and i actually had to have it directly clarified to me this move action here is dictating from not to so unlike a situation where you're determining rule if you're able to move from or to a location they have to move from the location on the card so here this would say you're moving from a fox clearing doesn't matter where you're moving to but you cannot move from a mouse into a fox that will not count so in that situation at the moment this would be my only accessible meeple that i could actually move it is my only meeple in a fox clearing now again as this programming network starts to build you can chain things in really interesting ways to maneuver the board a lot but it is always from and the second thing i was telling you about how they can actually win down here by bouncing off of 30. so the object of the game is to score 30 victory points the first person to do that wins point blank but the erie has a way of losing victory points here's the key if the erie goes into turmoil after completing enough of their objective let's say they can't do a build action but they can get through the entire battle phase and score the last few points they need by removing tokens from the board or crafting or something like that as long as they hit 30 even before their turn is over they will win even if it bounces back down to 28 or 27 they win at the point they cross that line let's swing over here to the woodland alliance who has two things that i think get overlooked uh almost every time i attempt to play them first off is going to be how their sympathy gets played down here on the board imagine it spreading uh sequencing like a fungi that's covering the board it has to go to adjacent clearings you cannot divide this cluster so it always has to spread in appropriate areas this would not be an eligible zone because none of the clearings adjacent to it have sympathy it's like whispers moving down the pathways from region and zone to zone the second thing is going to be a thing it's it's a rule that doesn't come into play that often but when it does it is so important that you remember it it's going to be martial law which is hidden down here kind of at the at the bottom of the board which i think is one reason it might get overlooked martial law you must spend another matching supporter if the target clearing has at least three warriors of another player so in a sympathy area like this if i wanted to spread a sympathetic token here i would actually have to spend an additional supporter card in order to spread to that location so having bunched up in defensive zones becomes really hard for sympathy to weasel its way in there's guards at the gates everyone's questioning you know it's a it's a whole mess the reason that's important is because when you flip and create a a base you're wiping everything out and that can be slightly unbalanced if you find that you're able to position in a location that has so many people so early on in the game and finally let's move up here to our uh our friendly vagabond who is someone that you should not underestimate for a second in this game ruthless and will take the victory if uh if people don't if people don't try to stop him i know he looks adorable he's not he's a killing machine uh that being said there is another two things i want to go over with the vagabond that i think are overlooked quite a lot first off is going to be their movement condition especially or specifically when they're at war with other factions and second is going to be when they aid other players this is something that when i played the vagabond i literally missed this for almost the entire game so jesse future jesse as you're watching this to prepare for another root video don't play the vat you don't play the vagabond you're not gonna you're you're gonna do really bad either way let's let's go ahead and dig in so here with the vagabond with their movement if they are moving into a clearing where they are at war with a faction let's say the vagabond here is battling the marquita cat that means they will have to spend or exhaust an additional boot in order to move into that clearing if they are hostile if they are hostile with the marquita cat now this doesn't include the slip action a slip action still allows you to maneuver around the board kind of moving as subtly and sneakily as you can but two boots if you're hostile now why is that important well if you go hostile too early in the game or before you've acquired an additional boot you can really find yourself restricted way more than you you first assumed so keep that in mind when you determine how quickly or how early on you want to start attacking other players or putting yourself in a position where they force your hand and secondly the thing that i missed for almost an entire gameplay let's talk about aid matching if i want to give another player a card in order to befriend them in order to secure our relationship i have to match the clearing that we're both in so here with the marquee let's say we're not hostile let's say we're good friends i would need to be able to give them a fox card in this clearing or a wild a wild works as well but i wouldn't be able to give them first one then two then three fox or wild cards to move up our allied track this is really important because no one is able to double check the cards you're handing out so if you're playing the vagabond or receiving things from the vagabond make sure they're playing according to these rules this is one of those rules that if you're missing it until someone speaks up or until until you notice or mention something this is something that can just go under the radar for an extended period of time so once again you have to match the clearing that you're giving aid to another player in and as as far as i'm concerned i mean that's a video about all the things i miss in root hopefully future me will watch this and think to myself wow that uh that run through was really thorough and accurate and led to me actually playing a game moderately correctly probably not but either way hopefully it does that for you i hope you've enjoyed this if you've made it to this point in the video leave a comment down below once again the question of the day what are the things you miss with the other expansions or the other factions this is a series i would like to do for all three i said three of the other expansions that includes the uh you know the underground duchy and the corvette that includes the lizards and the river folk and finally those solo players of you out there leave a comment letting me know what you found yourself missing when it comes to solo gameplay in the better bot system if you have it uh i would love to know because i'm currently starting to learn those systems so i can bring some stuff here to the channel and over onto the patreon and if you like the content we do swing over to patreon we have i think at this point about 50 unique pieces of content there that we've produced over the last few months and more coming so if you want more if you want exclusive content if you just want to say hi and uh you know tell jan that he is incredibly handsome well it's gonna be the best place to do it whatever you do though remember to do the important thing get out and play some games and i'll see you next time thank you so much
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Channel: Quackalope
Views: 136,067
Rating: undefined out of 5
Keywords: boardgames, games, tabletop, tabletopgames, player, play, gamer, quack, quackalope, kickstarter, ian, ttg, flgs, howtoplay, unboxing, gameplay, game, middara, jrpg, rpg, overview, boardgamegeek, bgg, manvsmeeple, meeplegamers, review, preview, Quackalope, right / wrong, leder, root, root board game, leder games
Id: zouQ9IuhblM
Channel Id: undefined
Length: 18min 33sec (1113 seconds)
Published: Mon Aug 10 2020
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