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The Outsiders Expansion (fan expansion for Root) thumbnail

The Outsiders Expansion (fan expansion for Root)

Expansion for Root

The Outsiders Expansion (fan expansion for Root) Rulebook

Table of Contents

Table of Contents

  • Golden Reminders
  • Advanced Setup
    • A.8 Set Up Factions
  • Bone Patrol
    • BP.1 Overview
    • BP.2 Faction Rules and Abilities
    • BP.3 Faction Setup
    • BP.4 Birdsong
    • BP.5 Daylight
    • BP.6 Evening
  • Winged Menace
    • WM.1 Overview
    • WM.2 Faction Rules and Abilities
    • WM.3 Faction Setup
    • WM.4 Birdsong
    • WM.5 Daylight
    • WM.6 Evening
  • Order of the Forest
    • OF.1 Overview
    • OF.2 Faction Rules and Abilities
    • OF.3 Faction Setup
    • OF.4 Birdsong
    • OF.5 Daylight
    • OF.6 Evening
  • Croakers Coven
    • CC.1 Overview
    • CC.2 Faction Rules and Abilities
    • CC.3 Faction Setup
    • CC.4 Birdsong
    • CC.5 Daylight
    • CC.6 Evening
  • Twelve Colonies
    • TC.1 Overview
    • TC.2 Faction Rules and Abilities
    • TC.3 Faction Setup
    • TC.4 Birdsong
    • TC.5 Daylight
    • TC.6 Evening
  • Old Man Tinker
    • OMT.1 Overview
    • OMT.2 Faction Rules and Abilities
    • OMT.3 Faction Setup
    • OMT.4 Birdsong
    • OMT.5 Daylight
    • OMT.6 Evening
  • Grouch Vagabond Variant
    • VG.1 Overview
  • Slugface Maps
    • S.1 Deep Woods Map (aka the past)
    • S.2 Wastelands Map (aka the future)
  • Components
    • C.1 Outsiders Expansion

Golden Reminders

This Law of Slug does not contain all rules required for playing the game of Root (of which there are many!) For those, please refer to the Law of Root. What I've done here is include, verbatim, those rules from the Law of Root that I feel may apply specifically to this Expansion, and any part of the original Law I refer to by name or number. What follow these Golden Reminders will be the faction rules for those included in the Outsiders Expansion and rules for playing with the two variant maps.

Q2. Can another player not consent to an action? A2. No actions require consent. Just do the thing. *Except in the case of Croakers' Teleport Spell (CC.2.3.vii) which explicitly states so.

1.1.1 Precedence. If a card conflicts with the Law, follow the card. If the Learning to Play guide conflicts with the Law, follow the Law. If you can follow both a general rule and a faction or hireling rule, follow both; if you cannot, follow the faction or hireling rule.

1.1.2 Use of CANNOT. The term CANNOT is absolute. It cannot be overridden unless explicitly instructed.

1.1.3 Resolving Simultaneous Things. If multiple effects or decisions would occur simultaneously, the player taking their turn chooses their order unless the order is explicitly defined. If an effect would remove multiple pieces simultaneously and trigger multiple effects from removing them, remove all the pieces before resolving the effects.

1.3.1 Agreements. Players may discuss the game and make agreements, but they are non-binding. *Except in the case of Twelve Colonies' Political Favours (TC.2.5.ii)

G.1.19 Place. Take the prompted piece from the prompted source and put it in the prompted destination. Usually, no source is specified—in this case, take it from its supply, or take the leftmost prompted piece if it is on a track.

G.1.22 Remove. Take the prompted piece from the prompted source and return it to the prompted destination. Usually, no destination is specified— in this case, return it to its owner's supply, return it to the rightmost empty space of its track it has one, or remove it permanently otherwise. (Items are removed permanently.)

G.1.31 Swap. Switch the locations of the two prompted pieces. (This ignores move and place restrictions, such as the Corvids' snare and the Marquise's keep.)

G.1.33 Treat. The prompted thing takes on the properties of the second prompted thing. While you treat enemy pieces as your own for rule, they are not enemy pieces, but they are still faction pieces of that enemy player. (For example, Riverfolk warriors you've hired as mercenaries are not enemy pieces to you, but they are still Riverfolk faction pieces.)

3.2.1 Removing Buildings and Tokens. Whenever you remove an enemy's building or token, you score one victory point.

4.1.1 Cost. To craft a card, you must activate crafting pieces of the suits listed in the card's bottom-left corner. (A faction's crafting piece is listed in its Crafting section.) A crafting piece's suit matches its clearing. Each crafting piece may be activated only once per turn. A three-color question mark denotes a crafting piece of any suit.

4.3.2 Step 2: Roll Dice. Roll both dice. The attacker will deal hits equal to the higher roll, and the defender will deal hits equal to the lower roll. If the rolls are equal, attacker and defender will deal the same number of hits. (The use of "will" here reflects that hits are not dealt until step 4.)

  • I. Maximum Rolled Hits. The maximum hits you can deal from rolling equals the number of your warriors in the clearing of battle, whether you are the attacker or defender.

4.3.3 Step 3: Use Effects. The attacker and defender may use optional effects (such as the Brutal Tactics card) that affect battle. If both want to use effects, the attacker chooses who uses them first (1.1.3).

  • I. Extra Hits. Many effects will deal EXTRA HITS, which are not limited by the number of warriors in the clearing of battle.
  • II. Defenseless. If the defender has no warriors in the clearing of battle, the attacker will deal an extra hit.

4.3.4 Step 4: Deal Hits. Each hit that a side deals removes one piece of the other side from the clearing of battle. (You score one victory point per enemy building or token removed.) All of a side's warriors there must be removed before any of their buildings or tokens there can be removed. The side taking hits chooses which of their buildings and tokens are removed, and chooses the order of any effects triggered by their pieces being removed.

6.2.3 Field Hospitals. Whenever any number of Marquise warriors are removed from a clearing, the Marquise may spend a card matching that clearing to place those warriors in the clearing with the keep token instead of the Marquise's supply.

7.2.2 Lords of the Forest. The Eyrie rule a clearing when tied for most combined warriors and buildings there, and they have at least one Eyrie piece there.

8.2.6 Outrage. Whenever another player removes a sympathy token or moves any warriors into a sympathetic clearing, they must add one card matching the affected clearing from their hand to the Supporters stack. If they have no matching cards (including no birds), they must show their hand to the Alliance, and then the Alliance draws a card from the deck and adds it to the Supporters stack.

8.4.1 Revolt. Any number of times, you may take the Revolt action, as follows. *When playing on the Deep Woods Map, you CANNOT Revolt unless the clearing is already Settled, as taking the action would place a 3rd piece into an Unsettled clearing – sympathy, base, warrior(s). Clearings must be Settled to Revolt (unless, of course, your warrior supply is empty and there could be no 3rd piece.)

  • III. Step 3: Resolve Effect. Remove all enemy pieces from the chosen clearing. Then, place the matching base there, and place warriors there equal to the number of sympathetic clearings matching the base's printed suit. Finally, place one warrior in the Officers box. This warrior is now an officer. (Remember to score one victory point per token and building removed.)

8.6.1 Military Operations. You may take actions, as follows, up to your number of officers, in any order and number.

  • IV. Organize. Remove one Alliance warrior from an unsympathetic clearing, place a sympathy token there, and score the victory points listed on the space uncovered on your faction board. *When playing on the Deep Woods Map, if you have two warriors in an Unsettled clearing (2 piece limit) you do not need to Settle it before you Organize as one warrior will be removed before the 3rd piece - sympathy - is placed. You only must Settle an Unsettled clearing if the action would place a 3rd piece.

9.2.5 Items. The Vagabond's capabilities depend on the items he acquires. Instead of a Crafted Items box, he has a Satchel and various item tracks. Items on the Vagabond's faction board can be face up or face down. The Vagabond EXHAUSTS face-up undamaged items, flipping them face down, to take many actions.

9.2.9 Relationships. Your faction board shows a Relationships chart, which has four spaces on the Allied track and one Hostile box. It holds a relationship marker for each non-Vagabond faction.

  • III. Hostile Status. If you remove a warrior of a non-Hostile faction, move their relationship marker to the Hostile box. This faction is now HOSTILE. Then, if this happened in battle during your turn, check for Infamy scoring (9.2.9.iiia).
    • a. Infamy. Score one extra victory point for each piece of a Hostile faction you remove in battle during your turn, except the warrior that made the faction Hostile. (Add this to points scored for enemy buildings and tokens.) *When playing on the Wastelands Map, DESPOT INFAMY (below) is a recommended rule change for the Vagabond.
    • a. Despot Infamy. (Unofficial Rule) Score one extra victory point whenever you remove at least one enemy piece of a Hostile faction in battle during your turn, except the warrior that made the faction Hostile. If you remove pieces of more than one faction in the same battle, you score this point for each faction. (Add this to points scored for enemy buildings and tokens.)

10.2.3 Revenge. Whenever a Cult warrior is removed while defending in battle, it is placed in the Acolytes box instead of the Cult's supply.

10.2.4 Pilgrims. The Cult rules any clearings where they have gardens. This overrides the Eyrie's Lords of the Forest (7.2.2)

11.5.6 Establish Trade Post with Garrison. Spend two funds to place a trade post and a warrior. *When playing on the Deep Woods Map, you CANNOT Establish Trade Post with Garrison in an Unsettled clearing (2 piece limit) if you – Riverfolk Company - are the one who rules the clearing (minimum one warrior) unless the clearing is already Settled, as taking the action would place a 3rd piece into an Unsettled clearing – warrior(s), trade post, warrior. Clearings must be Settled to Establish Trade Post with Garrison (unless, of course, your warrior supply is empty and there could be no 3rd piece.) If it is another player who rules the clearing, you – Riverfolk – if having no warriors there would be able to take the action as you only be playing 2 pieces - the trade post and one warrior.

  • III. Place and Score. Place the matching trade post and one warrior in the chosen clearing. Score the victory points listed on the space uncovered on your faction board.

13.4.3 Recruit. Once per turn, you may spend any card to place one warrior in each matching clearing. (If you spend a bird, choose one suit to place warriors in.) *When playing on the Deep Woods Map, since all clearings begin the game as wild, MAXIMUM CORVIGE (below) is a REQUIRED rule change for the Corvid Conspiracy.

13.4.3 Maximum Corvige. (Unofficial Rule) Once per turn, you may spend any card to place one warrior in each matching clearing (to a maximum of 4 warriors). (If you spend a bird, choose one suit to place warriors in.)

Advanced Setup

There are hundreds of ways to play Root. *One of which is ADVANCED SETUP, a popular method of setup that foregoes Standard Setup (on the backside of player boards) in favor of a faction draft and setup in reverse turn order with the use of unique faction setup cards. This method was created by Leder Games and included in their Marauder Expansion, after this Outsiders Expansion was first developed. It is popular for good reason though and, as such, I have included faction setup cards for the Outsiders factions in the same style as those in the Marauder Expansion. I will not include all of the rules for ADVANCED SETUP here, except for those pertaining specifically to faction setup. For the rest of the rules, go get yourself a copy of the Marauder Expansion! It is excellent!

A.8 Set Up Factions

As a group, you may choose and set up factions as described in the Standard Setup (5.1 - not included in this fan manual) or you may use the faction setup cards included in the Marauder Expansion, as described below.

A.8.1 Step 1: Deal Setup Cards. Shuffle all of the militant faction setup cards (red name with sword) and deal out one card to a pool in the center of the table. Shuffle the remaining militant faction setup cards together with all of the insurgent faction setup cards (grey name with no sword), and deal out one faction setup card per player. (There will be one more faction setup card than the number of players.) *TC.Twelve Colonies v2.1 in this expansion has a very particular faction setup card – grey name with a sword and a red section to the right that says 'in games of 4 or more' - for a very particular reason. For most cases, Twelve Colonies can be considered a militant faction. However, due to the voting mechanic it uses, it is not well-suited to any type of two-player or 1v1 play (as most red name with sword factions are). In games of 4 or more, treat it as a militant faction. Any less than that, and it should be treated as an insurgent faction during this step.

  • I. Two Players. If you're playing with two players, remove all of the insurgent faction setup cards before dealing out any *including Twelve Colonies. (You may keep them if you're playing with hirelings and feeling adventurous, but not Twelve Colonies - it just doesn't make sense. Let's be real here.)
  • II. Lock Last Insurgent. If the last faction setup card dealt out is an insurgent, turn it sideways to show that it is locked. It cannot be chosen unless at least one militant faction has been chosen.
  • III. Vagabond. Whenever a Vagabond faction setup card is dealt out, also deal out one random character card next to it face up. If a player chooses this Vagabond as their faction, they must use this character card.

A.8.2 Step 2: Choose Factions. Starting with the last player in turn order and going counterclockwise, each player chooses one faction setup card from the pool and sets up the faction immediately (before another player chooses), as described on its faction setup card.

  • I. Homelands. When setting up, players might choose one or more homeland clearings. Players cannot choose homelands that enemies have chosen as their homelands or where they cannot place all the pieces listed in setup.
  • II. Homeland Adjacency. Some factions will prompt you to choose homelands that are not adjacent to enemy homelands, or that have two or more clearings between it and enemy homelands. If you cannot fulfill a "two or more clearings between" requirement, you may choose a homeland that is not adjacent to enemy homelands. If you cannot fulfill a "not adjacent" requirement, you may choose a homeland that is adjacent to an enemy homeland. (Basically, think of this as "Try to set up as far away as possible.")

Bone Patrol

Bone Patrol! v2.1

BP.1 Overview

"Give us the bones!"

Bone Patrol is a gang of brutish bullies led by their domineering ALPHA warrior, and they only have one thing on their mind - bones, bones, and more bones. Their BONE TOKENS will be safely buried out in the Woodland where the other factions can't get at them - but it will be up to THE ALPHA warrior to lead the pugs out into the map, fetch those bones and bring them back to the stash. Once they do, come Birdsong, they'll score victory points. They can keep the bones in their collection to become master crafters or bury them back out on the board to re-retrieve later for more points.

BP.2 Faction Rules and Abilities

BP.2.1 Crafting. The Bone Patrol crafts before drawing cards in Evening by activating the BONE TOKENS that have been placed in their BONE COLLECTION.

BP.2.2 The Alpha. This is a unique warrior that does an extra hit when attacking in battle. It cannot be moved outside of Bone Patrols' turn or removed from the map. (see BP.2.5iv for removal of tokens and buildings where Alpha is present). Bone Patrol always rules the clearing that contains THE ALPHA. This overrides both the Eyrie's Lords of the Forest (7.2.2) AND the Lizard's Pilgrims (10.2.4 - The Cult rules any clearings where they have gardens).

BP.2.3 Guard Dogs. On their turn, players may give Bone Patrol a card that matches a clearing Patrol rules (and where that player has pieces) to share rule of it (and take any actions that require rule) until their end of turn, even if that clearing contains THE ALPHA. In these instances, both players are considered to the ruler of that clearing.

BP.2.4 Obedient. Bone Patrol warriors can only move to and from the clearing that contains THE ALPHA. This cannot be changed by any in-game effects, cards or otherwise.

BP.2.5 Bone Tokens. The Patrol has 12 BONE TOKENS, four in each of three suits (fox, rabbit and mouse).

  • I. Buried. When facedown (X side up) players other than the Patrol cannot interact with BONE TOKENS in any way – it is as if the pieces are not there. When faceup, they can be moved when Patrol warriors move, 1 token per warrior.
  • II. The Bone Collection. At any given time, Patrol can only hold up to three tokens of any one suit in the BONE COLLECTION. When they RECALL (BP.4.2) BONE TOKENS from the map, they can choose to place them in rightmost empty matching space in the BONE COLLECTION (to craft with later) or in the ROLLOVER (see BP.2.5iii). If they must place it in the ROLLOVER (due to having collected 3 bone tokens of that suit previously), they score an additional point.
  • III. The Rollover. BONE TOKENS that have not yet been placed or have been removed from the board and not placed in the BONE COLLECTION, are placed into the ROLLOVER. At the start of Birdsong, if there are four or more bone tokens in the ROLLOVER, Bone Patrol may place any number or them facedown on the map, one at a time, in matching clearings that do not contain any Patrol pieces.
  • IV. Protective Breed. Players can still remove tokens and buildings in battle where THE ALPHA is present, but they must deal hits greater than Patrol has warriors present (i.e. if Patrol has a faceup bone token in a clearing with the Alpha and one other warrior, a player dealing 3 hits can remove the token - and the other warrior, of course - even though the Alpha warrior has not been - and cannot be - removed, contrary to 4.3.3. "...must choose to remove all their warriors there before they choose to remove any of their buildings or tokens there in any order.") In-game effects that remove ALL pieces (Alliance Revolts, Corvid Bombs, Favor Cards) remove all faceup tokens, buildings and warriors, except THE ALPHA.

BP.3 Faction Setup

BP.3.1 Step 1: Place Initial Patrol. Choose any 3 adjacent clearings that do not contain the buildings of any other player. Place THE ALPHA warrior, 2 other warriors and 1 of your stashes into the central most (of those 3) clearings, which is adjacent to both of the remaining clearings. Then, place 1 warrior in each of the remaining two clearings.

BP.3.2 Step 2: Bury the Bones. Place one bone token (of the matching suit) facedown in every clearing that does not contain your pieces.

BP.3.3 Step 3: Stash. Place your remaining 3 stashes in on your stashes track and place any remaining bones (those that could not be placed on the map during setup) in the ROLLOVER.

BP.4 Birdsong

Your Birdsong has three steps in the following order.

BP.4.1 Check the ROLLOVER (see BP.2.5iii).

BP.4.2 Recall. Remove any number of faceup BONE TOKENS from clearings that that both a stash and at least one warrior. Place them in the ROLLOVER or into your BONE COLLECTION (rightmost matching empty space) and score two victory points for each. (If it would be your fourth bone in the Collection of any one suit, score an additional point as per BP.2.5iii for placing it in the Rollover).

BP.4.3 Scout. THE ALPHA may take one move per uncovered Alpha scouting bonus on the stashes track.

BP.5 Daylight

You may take up to three actions in any order and number - plus one action per bird card you spend (not as part of an action) - in any order and number.

  • BP.5.1 March. Take up to two moves.
  • BP.5.2 Battle. Initiate a battle.
  • BP.5.3 Recruit. Place 1 warrior at each stash.
  • BP.5.4 Build. Spend a card to place a stash in a matching clearing you rule.

BP.6 Evening

Your Evening has three steps in the following order.

  • BP.6.1 Fetch/Bury. Flip any number of bone tokens in clearings with your warriors.
  • BP.6.2 Craft. You may activate bones in your collection to craft cards from your hand.
  • BP.6.3 Draw and Discard. Draw one card OR one card per uncovered draw bonus. Then, if you have more than five cards in your hand, discard cards of your choice until you have five.

Winged Menace

Winged Menace v2.4

WM.1 Overview

"All the chaos, all the time."

Agents of chaos, the Winged Menace loves nothing more than frightening the very boots of the other Woodland creatures and reveling in their screams of terror as they are sent running from the clearing. Doing so instead of removing warriors is how they gain their victory points, but they will have to swarm in ever-increasing numbers and scare off every last warrior or they won't get what they came for. They could always try again... with a new tactic.

The Winged Menace has a lot of cards, a lot of bats, a lot of movement, and a lot of infestations - they take over every enemy building that they remove! This can lead to a lot of crafting, sure. Great. But having a lot of things... it can also make big mess of things if you're not careful. It can cost the bats points and can create points for other players in the form of Guano. Watch out!

WM.2 Faction Rules and Abilities

WM.2.1 Crafting. Winged Menace crafts before drawing cards in Evening by activating infestations.

WM.2.2 The Active Card. Winged Menace has two unique cards (FIGHT and FRIGHT) that affect the outcome of battles they participate in. They are kept facedown on the Menaces' player board, one card on top of the other. The card on the bottom is always considered to be THE ACTIVE CARD. At the start of any battle (when the clearing, attacker and defender have been chosen but before ambushes are played or dice rolled) Winged Menace may swap these two cards (top to bottom), changing THE ACTIVE CARD. They only reveal THE ACTIVE CARD after dice have been rolled.

  • I. Fight. Menace are always dealt hits from their enemies as per 4.3.3 (the standard rules of battle). But if FIGHT was their ACTIVE CARD when dice were rolled, they also deal hits as per 4.3.3 (the standard rules of battle), not as is described below. They can remove enemy tokens and buildings for points and may trigger SQUATTERS when removing enemy buildings (see WM.2.3).

  • II. Fright. Again, Menace are always dealt hits from their enemies as per 4.3.3 (the standard rules of battle). But if FRIGHT was their ACTIVE CARD when dice were rolled, Menace does not deal hits as per 4.3.3. Instead, enemy warriors that would be removed (by their hits) are moved (by their owner) to an adjacent clearing in the following priority:

    • 1st to a clearing ruled by that player.
    • 2nd to the clearing containing the highest number of that player's pieces.
    • 3rd to a clearing of Menaces' choice.

    If there are no longer warriors of that player (player battling Winged Menace) in the clearing of battle, Menace scores one victory point per warrior that was moved (but they cannot remove enemy buildings and tokens when this is their active card.)

WM.2.3 Squatters. When Menace removes enemy buildings, they may immediately place an infestation in that building's slot at no cost.

  • I. Infestations. Menaces' buildings can be placed from either row, left to right. When removed from the map, they can be returned to either row on their board, right to left.

WM.2.4 Caves. Treat CAVES as ruins that cannot be removed (actions that would remove items from under ruins – explore, raze, etc. – still remove the items, but the cave piece remains in place). CAVES are not buildings and do not count towards rule. They are pieces, but they are not considered WINGED MENACE pieces. All four CAVES are considered adjacent to THE NEXUS.

  • I. The Nexus. This area of the Menace player board is considered a clearing of no suit, adjacent to all four CAVES. Only Menace pieces can be moved to or placed here.

  • II. Dark Passage. On their turn, players may give Winged Menace any card to remove any number of warriors at one cave and place them at another.

WM.2.5 Guano. Any time, due to movement or placement, that Winged Menace would have more than four warriors in a clearing (other than THE NEXUS), they must first place a GUANO token in that clearing (preventing them from doing so in Marquise's Keep). If this uncovers any negative VP, Winged Menace loses the victory points shown.

  • I. Defenseless Messes. GUANO tokens are treated as their own player when on the map and, as such, are always considered defenseless (4.2.3iii). Any player may 'clean-up' GUANO tokens to score victory points (as per 3.2.1), even Winged Menace.

WM.3 Faction Setup

WM.3.1 Step 1: Takeover the Ruins. Replace the 4 ruins on the map with your 4 CAVES.

WM.3.2 Step 2: Place Items. Place the four "R" items randomly under the ruins, unless this has already been done.

WM.3.3 Step 3: Inhabit the Nexus. Place 6 warriors in the Nexus, the 8 Infestations and 4 Guano on their tracks, and your Fight and Fright cards facedown on your player board.

WM.4 Birdsong

Your Birdsong has one step.

WM.4.1 Scatter. Remove any number of your warriors from a single clearing and place (not move) them into any number of adjacent clearings.

WM.5 Daylight

Your Daylight has two steps in the following order.

WM.5.1 Spawn. For every 2 warriors in THE NEXUS, you may place an additional warrior there (in THE NEXUS). Then, any number of times, you may spend a card to place 1 warrior, plus 1 warrior per uncovered warrior bonus in a matching clearing.

WM.5.2 Explore. If you have any warriors in THE NEXUS, you may take one item from a ruin/cave, place it in your Crafted Items and score one victory point.

WM.6 Evening

Your Evening has three steps in the following order.

WM.6.1 You may take up to three actions in any order and number. (Remember that similar actions typically occur during a players' Daylight, which might affect the timing and use of effects on Crafted Cards.)

  • I. Bite. Remove 1 enemy warrior from a clearing where you have warriors.
  • II. Build. Spend a card to place an infestation in a matching clearing you rule.
  • III. Swarm. Initiate a battle with a player who has fewer warriors in the target clearing than you do. Afterwards, you may spend a matching card to initiate a second battle in that same clearing, against the same player. (As a new battle, you may change your active card as per WM.2.2, even though it is a part of the same action.)
  • IV. Swoop. Move warriors from any number of clearings into a single destination clearing that is adjacent to all origin clearings. (This is considered to be a MOVE action.)

WM.6.2 Craft. You may activate infestations to craft cards from your hand.

WM.6.3 Draw and Discard. Draw one card, plus 1 card per uncovered draw bonus. Then, if you have more than five cards in your hand, discard cards of your choice until you have five.

Order of the Forest

Order of the Forest v2.1

OF.1 Overview

"We are only here to help."

The Order of the Forest is an ancient sect of altruists, humanitarians (animaltarians, if you will) dedicated to ending the bloodshed between the factions and fostering goodwill and fellowship between all the Woodland's creatures. Every morning, they can be heard proclaiming one of the Woodland's suits as their patron saint of the day (be it fox, rabbit, mouse or bird). The High Priests ring their bell as they herald from clearing to clearing, ministering - giving soup and coins to the poorest denizens of the forest - swaying them to their noble cause. And when the Order battles? They battle with words, friend, and Witness their faith. Sure, warriors will lash back violently, striking the Order down. But many of those same will repent, having seen the light. Watch as they lay down their swords and join the ranks! Once the enemy, their strength now belongs to the Order. From their abbeys, the sect hears the secrets and whispers of the other factions. At heart, they all want the war to end. And the Order of the Forest is only too happy to help.

OF.2 Faction Rules and Abilities

OF.2.1 Crafting. The Order of the Forest crafts (or CONGREGATES) at the start of Evening by activating their suited pawns and/or abbeys (see OF.2.2). Contrary to 4.1.1, the suit of their crafting pieces does not match their clearing but, rather, it is of its own suit (the bird pawn and abbey both being wild). All pieces used to craft a card must be in a single clearing that matches at least one suit of the crafting pieces required. (Meaning a card such as Soup Kitchens or Tax Collector, which require a piece of each suit - fox, rabbit, mouse - be activated, the three pieces you activate - two of which might be bird/wild - can be in any one clearing, as all clearings are of at least one suit of the crafting pieces required.) *A more common example of OF's crafting might be a sword, requiring two fox crafting pieces. The Order of the Forest may craft or CONGREGATE this by having either two fox pieces (pawn and abbey) or two bird pieces (pawn and abbey) or one fox and one bird piece (pawn OR abbey)... any combination would work so long as all pieces used are in the same single clearing - a fox suited clearing.)

OF.2.2 High Priests. Orders' pawns ignore rule when moving. In battle, treat them as warriors but remove them last, after all others (see Martyrs OF.2.3). When crafting, a pawn is of its own suit, not of its clearing.

OF.2.3 Martyrs. When Orders' pawns are removed from the map, they are placed on THE ALTAR (OF.2.4) and the Order gains the ability of the matching suit while they are there.

OF.2.4 The Altar. There is a special ability or benefit unlocked when each of the four pawns has been removed from the map (and placed on The Altar).

  • I. Fox. Order deals an extra hit as defender.
  • II. Mouse. Order may take the MINISTER action (see OF.5.1) twice per turn.
  • III. Rabbit. Order draws a card at start of Evening.
  • IV. Bird. Order scores an additional point for THE RANKS (OF.2.10) in Evening (see OF.6.2.)

OF.2.5 Confessions. Once in Birdsong, Order may look at the hand of an enemy with pieces at an abbey.

OF.2.6 Power of Faith. When defenseless, Orders' tokens can still do up to one hit in battle each (so players must roll for battle).

OF.2.7 The Foreseen. The Order draws this card from the shared deck during setup (and during their Birdsong – see OF.4.3) and is kept facedown to the right of your player board.

OF.2.8 The Order Card. At the start of their Birdsong, the Foreseen is revealed and placed to the left of the Orders' player board, becoming THE ORDER CARD for that turn. (They will then draw a new Foreseen.) THE ORDER CARD dictates where they can take actions during their Daylight. (When a Bird card is THE ORDER CARD, your Daylight actions can be performed in any clearing.) In evening, the Order does not draw cards from the shared deck. They instead take the already revealed ORDER CARD into their hand. After all, they are honest folk.

OF.2.9 Immediate Effects. Placing tokens immediately gives you the uncovered bonus - drawing two cards or placing two warriors.

OF.2.10 The Ranks. Enemy warriors are placed in THE RANKS (see OF.5.2) in any sequence, starting from the bottom of the stacked column on the right side of their player board (the sequence of warriors from different factions does not matter, only that the stack starts at the bottom, for scoring purposes). If the Order ever has more than 10 warriors in this column, they must return (any) enemy warriors to their owner's supply until there are only 10.

OF.2.11 Reclamation. When enemies remove Order warriors during their own turn (that enemy's turn), they may also choose and remove an equal numbers of any one player's warriors from THE RANKS (removed as if defending in a battle) and return them to their owner's supply.

OF.3 Faction Setup

OF.3.1 Step 1: Prophetic Spirit. Draw a card from the shared deck, look at it, and place it facedown to the right of your player board as the first FORESEEN (OF.2.7.)

OF.3.2 Step 2: Appear. Place your 4 pawns in any clearing with the fewest pieces.

OF.3.3 Step 3: Ready the Order. Place your 4 abbeys in any sequence on the vertical track, and your soup and coins tokens in their respective tracks.

OF.4 Birdsong

Your Birdsong has four steps in the following order.

OF.4.1 Proclaim. Reveal the FORESEEN as the current ORDER CARD (OF.2.8.)

OF.4.2 Anoint. If the pawn matching the current ORDER CARD is not on the map (bird pawn must be bird card and vice-versa) remove it from The Altar and place it in a matching clearing (any clearing if bird.)

OF.4.3 Foresee. Draw a card from the shared deck, look at it, and place it facedown to the right of your player board.

OF.4.4 Herald. Take up to 3 moves. (Your pawns and warriors can move together, but remember that your warriors still need rule to move and your pawns - though they ignore rule - do not count towards it either. Your warriors must rule.)

OF.5 Daylight

The current ORDER CARD must match the target clearing of a Daylight action or you cannot take the action.

Your Daylight has three steps in the following order.

OF.5.1 Minister. May place a token where you have a pawn and gain IMMEDIATE EFFECT (OF.2.9)

OF.5.2 Witness. Any number of times, spend a card (plus one card per Witness action that has already been taken against the same faction this turn) to initiate a battle in a matching clearing but, when you deal hits (4.3.4) your hits do not - and cannot - remove enemy warriors (although your other hits – against tokens, buildings or faction without warriors – are all resolved normally.) Instead, when an enemy warrior would be removed, SWAP (G.1.31) it with a warrior from your own supply (swap ignores move and place restrictions, such as the Corvids' snare and the Marquise's keep.) After battle, place all enemy warriors in your supply into THE RANKS (or return them to owner – pieces like the Warlord cannot be placed outside of their own Anoint.)

Remember, that in Witness - and only Witness - your hits are just words. Both sides roll for hits. Both sides may use effects. When both deal hits, your hits against enemy warriors essentially causes them to join your side. The newly swapped in Order warriors do not gain extra hits - Maximum Rolled Hits (4.3.1i) has already been determined – and your swapping out of enemy warriors, likewise, does not cause them to lose hits. They deal their full Maximum Rolled Hits to your warriors, including those swapped in. This merely circumvents rules like Marquises' Field Hospitals (6.2.3) and Lizards' Revenge (10.2.3)

OF.5.3 Build. May place a matching abbey in a clearing you rule. (Again, pawns do not count towards rule.)

OF.6 Evening

Your Evening has two steps in the following order.

OF.6.1 Congregate. You may activate suited pawns and/or abbeys to craft cards (of any suit) from your hand as per OF.2.1.

OF.6.2 Rest. Put the current ORDER CARD into your hand and, if you have more than five cards in your hand, discard cards of your choice until you have five. Score victory points based on how many warriors you have in THE RANKS. For two to four warriors, score one point; for five to eight warriors, score two points; for nine or ten warriors, score three points.

Croakers Coven

Croakers Coven v1.5

CC.1 Overview

"Magic must not be forgotten."

The Croakers Coven want nothing less from life than to extract the mystical mana and energies of the forest itself and become its supreme (albeit slimy) overlords. Though few in number, the frogs wield powerful spells, beginning with the power to turn enemy warriors to stone. With these statues - and nearby schools they'll build to start training young warlocks - the frogs will begin to amass a repertoire of increasingly board-warping effects. Forced to spread out thin, they'll need these crazy spells if they ever hope to protect their various structures and score points from them come Birdsong. After growing over pathways, throwing fireballs, and summoning mudmen all day, the Coven unwinds each night by the cauldron, using the Woodland's own to repower their mighty and magical brew. Disgusting pond scum that they are...

CC.2 Faction Rules and Abilities

CC.2.1 Crafting. Croakers Coven crafts in Birdsong by activating schools.

CC.2.2 Wizardry. Croakers can cast SPELLS currently in their REPERTOIRE (by paying MAGIC equal to their cost) during Daylight on their turn or whenever battles are initiated in clearings that contain their warriors.

  • I. Magic. These tokens are added to the Cauldron on the Croakers' player board from a supply in their play area in order to pay to cast SPELLS.
  • II. Cauldron. This is the area on the Croakers' player board where MAGIC can be spent from to pay for SPELLS.
  • III. Spells. Effects and Abilities that can be used in game, unlocked from the DECK OF SPELLS and added to the Croakers' REPERTOIRE.
  • IV. Repertoire. Croakers' unlocked spells that can be cast as per CC.2.2.

CC.2.3 Spells Deck. 8 SPELL cards in four LEVELS (1, 2, 3 and X) that Croakers can add to their REPERTOIRE during Evening (see CC.6.1) if they have uncovered the required spell bonus to do so. The 8 SPELLS are:

  • I. Petrify(i). (If you still have statues on your board) You may remove an enemy warrior from a clearing where you have pieces and place a statue there.

  • II. Dazzle(i). Before any dice are rolled, choose a player. You may ignore one (but no more than one) of their hits on the next roll. (You may also choose the Mudman.)

  • III. Regrowth(ii). Place a growth token on a path linked to a clearing with any of your warriors. This path cannot be used for movement or adjacency.

  • IV. Fireball(ii). During your turn, you may roll the dice as if initiating a battle and deal out all* hits of the higher roll to any enemies. Then deal all hits of the lower roll to yourself. *Ignore Maximum Rolled Hits (4.3.2i) In other words, it doesn't matter how many Croaker warriors are present, all hits rolled are dealt to any target of the Croakers' choosing.

    (eg – One Croaker warrior casts Fireball in a clearing with a statue and the pieces of two factions. They roll 3 – 3. They can deal 2 hits to one faction and 1 hit to the other, but Croakers then take 3 hits, removing their own warrior and the statue. Since Croakers removed their own token, no one scores points for it.)

  • V. Resurrection(iii). Once per turn, when up to two warriors (of any player) are removed from a clearing with your pieces, immediately place those warriors back into the clearing (that they were just removed from – and if possible).

  • VI. Summon(iii). Place the Mudman in a clearing with your pieces. Between each player's turn, roll its dice and (if possible) move it to the matching clearing with the most pieces, ignoring rule. Deal hits (number of skulls) shown to every player in its clearing, including you. *Mudman is its own player for effects, but you score the points when it removes the pieces of your enemies.

CC.2.4 Enchanted. Except for Statues, Croakers' tokens cannot be removed from the map by other players, nor can the Mudman.

CC.2.5 Schools. Croakers can have multiple schools in one clearing but they cannot have schools in clearings where there are statues. Croakers score in Birdsong when all 3 schools are on the map. Each school placed unlocks a LEVEL of SPELL (1, 2 or 3).

CC.2.6 Statues. Croakers can only have one statue in each clearing and they cannot have statues where they have schools. They score in Birdsong for each statue on the map. When all 3 have been placed, they unlock the X LEVEL SPELLS.

CC.3 Faction Setup

CC.3.1 Step 1: Prepare to Poof! Place your 3 statues and 3 schools on their respective tracks. Remove PETRIFY(I) from the DECK OF SPELLS and place it in your REPERTOIRE. Place the remaining SPELLS facedown on your player board and distribute the Book of Spells player aids to all players.

CC.4 Birdsong

Your Birdsong has three steps in the following order.

CC.4.1 Dispel. Remove the Mudman and all growth tokens from the map (if present).

CC.4.2 Hocus Focus. Score one victory point for each statue on the map and also one victory point if all 3 schools have been placed.

CC.4.3 Craft. You may activate schools to craft cards from your hand.

CC.5 Daylight

First, if you have no schools on the map, place 3 warriors in any clearing and 1 MAGIC in the CAULDRON. Then, you may take up to four actions in any order and number.

  • CC.5.1 Move. Take a move.
  • CC.5.2 Battle. Initiate a battle.
  • CC.5.3 Build. Place a school in a clearing that you rule.
  • CC.5.4 Recruit. Place one warrior in each clearing with a school (not at each school).

CC.6 Evening

Your Evening has three steps in the following order.

CC.6.1 Research. Take any one SPELL from the DECK OF SPELLS that matches an uncovered spell bonus and add it to your REPERTOIRE.

CC.6.2 Brew. Once per clearing that contains your pieces, you may spend a matching card to place one MAGIC token in the CAULDRON.

CC.6.3 Draw Power! Draw one card, plus one card per uncovered draw bonus. Then, if you have more than five cards in your hand, discard cards of your choice until you have five. Afterwards, you may remove up to 3 warriors (from anywhere on the map) to draw an equal number of cards.

Twelve Colonies

Twelve Colonies v2.1

TC.1 Overview

"Don't tread on us."

Tired of slithering underfoot and being left behind, the snakes and turtles of the Woodland have come together to forge a new system of government, one with liberty and justice for all - the Twelve Colonies! Hear! Hear! But for this new democratic way of life to take hold, they will need to build Capitols and reinforce them from the commons. They had asked their reptilian brethren, the lizards, to help them but... well, lizards and all. If it's not about the Dragon God, they just aren't interested, am I right? Every Birdsong, the Colonies will bring motions before the other factions, potential Laws submitted by the common creatures of the forest. Supporting the right Laws will help you with your builds and using your political prowess properly will give you a leg up on the competition. It's a revolutionary new idea and their goals are lofty, true. But their will is strong and their blood... it's cold.

TC.2 Faction Rules and Abilities

TC.2.1 Crafting. The Twelve Colonies craft during Daylight by activating Capitols and Commons.

TC.2.2 Turtles. Twelve Colonies has two different types of warriors - snakes and TURTLES - but both are treated interchangeably as warriors. Colonies has 5 TURTLE warriors, and those TURTLES have special abilities as follows.

  • I. Hard Shelled. TURTLES deal no hits in battle but, in clearings that contain any number of turtles, Colonies ignore one rolled hit.

  • II. Slow but Steady. TURTLES ignore rule when moving, but can only move from clearing to path and vice-versa (they cannot move from clearing to clearing in a single move). They can move with snake warriors when they (the snake warriors) move, but TURTLES can only travel half of the distance.

    (eg – Turtles can start a move from a clearing with snake warriors and go as far as the path that the snakes are using - the snakes would go through to the clearing. TURTLES can also be 'picked up' by snake warriors, if they are moving along a path that has a TURTLE on it, and they will all end the movement in the destination clearing.)

  • III. Tolls. To move along a path with a TURTLE on it, players must give Colonies a card that matches one of the clearings on either side of that path. (Paths can still be used at no cost for adjacency, TOLLS are just for movement.)

TC.2.3 Deck of Laws. Twelve Colonies has a DECK OF LAWS, 16 cards that can severely alter the course of the game. There are 4 each of Fox, Rabbit and Mouse suit, and 4 of 'ALL' suits (fox, rabbit and mouse combined.) Which LAW Colonies decides to put forth, if passed, will determine where they can COLONIZE in Daylight (see TC.5.2.) placing new CAPITOLS or COMMONS. There are two types of LAWS, DIRECTIVES and ELECTIONS (see TC.2.4). The LAWS are as follows:

  • I. Pax Vulpes. DIRECTIVE (fox) Players cannot initiate battles in fox clearings. Where you would battle, you may instead move from that clearing.
  • II. Feris Ratio. ELECTION (fox) Elect a player. The elected player does an extra hit when attacking in battle.
  • III. Militaris Subsidium. ELECTION (fox) Elect a player. At the start of their Birdsong, the elected player may place up to 3 warriors in any clearing where they have pieces.
  • IV. Omnius Exitus. ELECTION (fox) Elect a clearing on the map. All players must immediately move and/or remove their pieces from the elected clearing. If they must, they may ignore rule to make this move. While this Law is in effect, this clearing cannot be used in any way.
  • V. Pax Lepus. DIRECTIVE (rabbit) Players cannot initiate battles in rabbit clearings. Where you would battle, you may instead move from that clearing.
  • VI. Amplius Actum. DIRECTIVE (rabbit) All players must make a choice: During their Daylight, they may take an additional move or initiate a battle. Otherwise, they may immediately place 2 warriors in a clearing they currently rule.
  • VII. Communia Divitiae. DIRECTIVE (rabbit) Remove a random card from each player's hand and place it facedown on the table. Shuffle those cards and then deal them out.
  • VIII. Publico Auxilio. DIRECTIVE (rabbit) All players immediately draw 2 cards and discard 1 of them.
  • IX. Pax Mus. DIRECTIVE (mouse) Players cannot initiate battles in mouse clearings. Where you would battle, you may instead move from that clearing.

TC.2.4 Types of Laws. LAWS are voted for and against during THE DEMOCRATIC PROCESS (TC.2.6)

  • I. Directives. Players vote for or against a DIRECTIVE by use of BALLOTS (TC.2.5) determining a Yea or Nay vote.
  • II. Elections. Before players vote in an ELECTION, NOMINATIONS must be held during THE DEMOCRATIC PROCESS (see TC.2.6i). Then, players will vote on a seconded NOMINATION by use of BALLOTS (TC.2.5) to determine the result of the ELECTION - A, B or C.
  • III. Historical Site Marker. This is a unique building used when the ELECTION called VALOREM HISTORIAE (TC.2.3xvi) is put into play. Once placed on the map, this building cannot be removed by any player, by any means, until the game has concluded.

TC.2.5 Ballots. These markers are the currency used by players to place votes during THE DEMOCRATIC PROCESS. They are kept in a player's personal play area and/or on THE PUBLIC TRUST.

  • I. The Public Trust. This card is placed near the map during setup, where all players can access it. Players may buy BALLOTS from THE PUBLIC TRUST by removing their warriors from the map (or by exhausting items as per 9.2.5), one ballot per. They may do this at any time during their turn or, if done during THE DEMOCRATIC PROCESS, when it is their turn to nominate or vote. (The same goes for buying from each other using Political Favours TC.2.5ii.) When Twelve Colonies uses the Public Trust, they must remove two warriors for each ballot, not just one.
  • II. Political Favours. During THE DEMOCRATIC PROCESS, players may use THE PUBLIC TRUST or buy BALLOTS from each other for any agreed price. (But all deals made therein are binding) *Contrary to 1.3.1 in the Law of Root – see G. Golden Reminders.

TC.2.6 The Democratic Process. Begins by Twelve Colonies revealing which one LAW they chose to keep from the end of their last turn (see TC.6.3) - or from setup. If it is not an ELECTION, skip NOMINATE (TC.2.6i). Whenever there would be a tie, Twelve Colonies decides what happens.

  • I. Nominate. In point order from lowest to highest (use the VP track on the map) players either place a nomination marker (by placing it X-side up beside a player or on the map) or they second an un-seconded nomination by flipping it to its A, B or C-side. Remove all nominations that were not seconded.
  • II. Voting. Takes place in two rounds. In point order from highest to lowest (the opposite of nominations - use the VP track), players may give Colonies any number of BALLOTS to place as Yea, Nay, A, B or C as they so choose. If players choose to abstain (to not vote) during the first round, they cannot vote during the second round. *Tip: I remember Voting as highest to lowest as reminding myself that V is for Voting and VP. That or think of it as that the player in last place always has most control - aka nominating first, voting last.
  • III. Adjourn. After the votes have been counted, half (rounded up) will be placed in the Colonies own supply and the rest will go in THE PUBLIC TRUST. If failed, remove that Law from game. If passed, the old LAW is removed from the game, the new LAW is put into effect and all excess markers (from Nominations, if applicable) will be removed. Any remaining A, B or C marker (denoting target of Law in effect) cannot be removed by players (until a new Election).

TC.2.7 Colonies. Twelve has two types of COLONIES - Capitols and Commons. Each clearing may contain 1 Capitol or 1 Common, but they cannot contain both. To build them, Twelve must spend cards matching the current LAW, as well as the clearing they are being placed in.

  • I. Starting Over. Outside of Setup, when the leftmost Common is placed on the map (and the +2 warrior icon is revealed), Twelve Colonies immediately places any 2 warriors on the map with that Common.

TC.3 Faction Setup

TC.3.1 Step 1: Found the First Colonies. Pick any 2 adjacent clearing with the fewest pieces and place 2 snake warriors and 1 TURTLE warrior in each. Place a Capitol in one of the clearings and a common in the other.

TC.3.2 Step 2: Gather Proposals of Law. Shuffle the DECK OF LAWs and draw 3 of them. Before your first turn, you must return 1 of those 3 cards to the DECK OF LAWS and shuffle it.

TC.3.4 Step 3: Institute the Public Trust. Place THE PUBLIC TRUST near the map. Give 3 BALLOTS to yourself and 1 BALLOT to each other player. Place all other BALLOTS on THE PUBLIC TRUST.

TC.3.4 Step 4: Educate the Masses. Place your remaining Capitols and Commons on their respective tracks in all except for the leftmost space. Then, distribute your player aids to the other players.

TC.4 Birdsong

Your Birdsong has two steps (one of which includes THE DEMOCRATIC PROCESS, in its entirety). Perform these two steps in the following order.

TC.4.1 Recruit. For each ballot you place in THE PUBLIC TRUST, place 1 warrior (of either type) at a Capitol or 2 warriors (of either type) at a Common.

TC.4.2 Convene. All players partake in THE DEMOCRATIC PROCESS (TC.2.6) Whenever there would be a tie, you decide what happens.

TC.5 Daylight

First, you may activate Capitols and Commons to craft cards from your hand. Then, you may take up to three actions in any order and number.

TC.5.1 Campaign. Take two moves or initiate two battles.

TC.5.2 Colonize. Place a Capitol or Common in a clearing as follows.

  • I. Choose Clearing. To place a Capitol in a clearing, you must rule that clearing. If you wish to place a Common, the chosen clearing only needs to contain any number of your pieces.
  • II. Spend Cards. Spend cards matching both the clearing and the current LAW. The number of cards that must be spent is listed below the Capitol or Common.
  • III. Resolve Effect. Place the Capitol or Common in the chosen clearing. Score the victory points listed on the space uncovered on your faction board, if applicable.

TC.5.3 Claim. Once per turn, score one victory point per uncovered flag bonus (on the Capitols track).

TC.6 Evening

Your Evening has three steps in the following order.

TC.6.1 Distribute. Give yourself one ballot from the Public Trust. Then, in point order from lowest to highest (use the VP track), give one ballot from the Public Trust to each player, if possible.

TC.6.2 Draw and Discard. Draw one card, plus one card per uncovered draw bonus. Then, if you have more than five cards in your hand, discard cards of your choice until you have five.

TC.6.3 Draft. Draw three LAWS. Return all but 1 of them to the DECK OF LAWS before your next turn and shuffle it (use the time before next turn to plan your decision).

Old Man Tinker

Old Man Tinker v2.1

OMT.1 Overview

"Come from the future, I have. Oh my, yes..."

This wild-eyed old beaver bustles about the forest, day and night, maintaining a wide network of factories, producing gears with which to repair his trio of formidable robots and drones to fill out his massive army. He claims to have come back in time, to save the future. But could his stories be true? He does look somewhat familiar... but his wondrous contraptions are like nothing the Woodland has ever seen! He scores victory points each time his factories produce goods - gears or drones. But that isn't all he's after, no. He's on a mission against one or all the various factions, trying to prevent some terrible thing that hasn't even happened yet. Worse, could it be that all this meddling of his is what caused his future in the first place? Is it even true? Only thing we know for sure: the Old Man seems to be able to craft most anything! Really, he should stop putting his factories so far apart, but he says it's for the 'environment', whatever that is. Crazy old man... Who's he going to go after next?

OMT.2 Faction Rules and Abilities

OMT.2.1 Crafting. Old Man Tinker crafts during Daylight by removing GEARS from his clearing.

OMT.2.2 The Old Man. This pawn ignores rule when moving and can move between forests and clearings (eg – it can move from a forest to a clearing as a single move or from a clearing to a forest). In battle, TREAT (G.1.33) it as a token. Players who remove THE OLD MAN score one victory point for doing so (as per 3.2.1). Then, the Old Man Tinker player places it in an adjacent forest.

OMT.2.3 Tokens. OMT's tokens have two unique sides - a GEAR side and a DRONE side.

  • I. Superior Technology. When OMT's tokens are DRONE side up, TREAT them as warriors. (i.e. they can move, they can deal/take hits, they are not defenseless, they are not worth points as per 3.2.1 etc. – they can even be affected by things like Lizards' Convert.)
  • II. Gears. When OMT's tokens are GEAR side up (and on the map), TREAT them as any other token. All rules that apply to tokens apply to GEARS when on the map.

OMT.2.4 R.S.I or Robotic Structural Integrity. Each of OMT's three ROBOTS has a track for GEARS that represent its strength and power on the map (similar to the Vagabond's items and swords).

  • I. Made of Metal. ROBOTS cannot be removed from the map. The pieces themselves are not considered warriors, but the GEARS located on each ROBOT'S R.S.I. (placed there from right to left) are to be TREATED as warriors in that ROBOTS clearing (for hits, for rule, movement – movement does move pawn.) i.e... If the birdbot had two GEARS on its R.S.I, the clearing with the birdbot is considered to have at least two of your warriors in it. It can rule with two warriors. It can deal or take 2 hits with those warriors, and it can move with those warriors to adjacent clearings. If the wolfbot was present in the same clearing and also had two GEARS on its R.S.I, you would consider there to be a total four warriors in that clearing until one robot moved, was repaired or was dealt hits.

    For each hit taken, the leftmost gear from that ROBOT'S R.S.I is removed and place it in their clearing, ignoring restrictions. (Imagine punching a vending machine and having coins - your GEARS, worth victory points to other players - spill onto the ground.) Whenever a ROBOT'S R.S.I. is empty - and the broken sword and sideways warrior is uncovered - lay that ROBOT on its side (until repaired see OMT.5.3) to show that it is BROKEN.

  • II. Broken. Since a BROKEN ROBOT has no warriors to represent itself in a clearing, it cannot rule, move or deal/take hits, the only thing OMT can do with it there is REPAIR it (see OMT.5.2). For other rules, however, OMT is still considered to have a piece – the ROBOT – in that clearing.

OMT.2.5 Factories. OMT may build up to three factories to produce GEARS and/or DRONES (see OMT.4.2). They also score points based on how many factories they have on the map using Production in Birdsong.

  • I. Environmentally Conscious. OMT cannot build or otherwise have two factories in a single clearing and, at most, a factory may only have one other factory adjacent.
  • II. Meltdown. When any number of factories are removed, OMT lowers PRODUCTION by one.

OMT.2.6 Production. Whenever a factory uses Production, OMT must place tokens equal to their PRODUCTION LEVEL at that factory, same side up as their PRODUCTION MARKER. If they do, they score one point. (If, due to a shortage of supply, they cannot place tokens equal – 1=1, 2=2, etc - to their production level, they must place what tokens they have - but score no points.)

  • III. Production Level. The PRODUCTION LEVEL INDICATOR (the lime green cube) is used to represent how many tokens will be produced at each factory during Birdsong (see OMT.4.2).
  • IV. Production Marker. The double-sided PRODUCTION MARKER is used to show which side of tokens will be 'side up' when produced at each factory - GEAR or DRONE. (see OMT.4.2).

OMT.3 Faction Setup

OMT.3.1 Step 1: Materialize. Place all 3 ROBOTS in any clearing that contains the fewest pieces and place THE OLD MAN in an adjacent forest.

OMT.3.2 Step 2: Ready the Machines. Place two GEARS on each ROBOT'S R.S.I. (leaving the leftmost space of each track empty). Place your 3 factories on the factories track, set your Production Level Indicator to 1 and place your Production Marker GEAR side up.

OMT.4 Birdsong

OMT.4.0 Do-Over. At the start of your turn (before Birdsong), you may remove all of your pieces from the map, flip your board over and place all your pieces again as per FACTION SETUP (OMT.3) *or, if playing with ADVANCED SETUP, per the faction setup card.

Your Birdsong then has three steps that take place in the following order.

OMT.4.1 Roll. Roll a number of Breakage Die equal to your PRODUCTION LEVEL and deal one hit (maximum of one) to each ROBOT showing (eg – if you roll two birdbot faces, you still only deal one hit to the birdbot).

OMT.4.2 Produce. Use Production (see OMT.2.6) at all factories. This includes scoring points as per OMT.2.6.

OMT.4.3 Bustle. Move THE OLD MAN up to three times with up to three gears. (He may pick them up and drop them off enroute)

OMT.5 Daylight

First, you may remove GEARS (not drones) from THE OLD MAN'S clearing (returning them to your supply) to craft cards from your hand – the suit of these crafting pieces is the same as the clearing they were removed from. Then, you may take up to four actions of the following in any order and number.

  • OMT.5.1 Tinker. Flip up to three tokens in THE OLD MAN'S clearing. (Must be physically on the map, not in R.S.I.)
  • OMT.5.2 Repair. Remove up to three gears from THE OLD MAN'S clearing and place them on the R.S.I. of a ROBOT that is in that clearing (rightmost empty space).
  • OMT.5.3 Crusade. Battle or may move and then may battle in the destination clearing.
  • OMT.5.4 Overproduce. Spend a card matching a factory clearing to use Production there (see OMT.2.6) but scoring no points.

You may then take the following action.

  • OMT.5.5 Build. Any number of times, place a factory in a clearing you rule with no factory (and, at most, adjacent to only one other factory).

OMT.6 Evening

Your Evening has two steps in the following order.

OMT.6.1 Restructure. Any number of times, may spend a card matching a factory clearing to raise (or lower) your PRODUCTION LEVEL by one OR to flip over the PRODUCTION MARKER (to the other side).

OMT.6.2 Draw. Draw two cards OR take any one card from the discard pile that matches THE OLD MAN'S clearing. Then, if you have more than five cards in your hand, discard cards of your choice until you have five.

Grouch Vagabond Variant

VG.1 Overview

"Scram!"

The GROUCH variant of the Vagabond does not require any additional rules of play besides the following. For the rest, please see the LAW OF ROOT.

VG.1.1 Starting Items. Start with bag, coins, torch and crossbow.

VG.1.1 Special Ability: Scram! Exhaust a torch to, if possible, move half (rounded up) of each enemy's warriors from your clearing as if you were those players.

Slugface Maps

S.1 Deep Woods Map (aka the past)

S.1.1 Map Setup Modifications. Shuffle the 4 'R' clearing tiles and the 8 blank-sided clearing tiles separately and place them facedown in two distinct piles. Place the 12 clearing markers near the map as SETTLERS.

S.1.2 Player Setup Modifications. During setup (standard) all players draw 5 cards instead of 3. Players that have clearings that exceed the limits of UNSETTLED CLEARINGS (see S.1.3) must spend a card to SETTLE those clearings (as per S.1.4) before setup is complete. Players will SETTLE these clearings in reverse turn order, by spending the cards from hand. (If the clearing tile a player draws does not have enough building slots to hold a building they had intended to place there, they may place that building in another legal clearing, spending another card to SETTLE another clearing, or forego placing it.) Each player chooses up to 3 cards to keep in their hand and puts any remaining cards facedown on the shared deck. When finished, shuffle the shared deck.

  • I. Advanced Setup. When you DRAW CARDS, draw 6 cards instead of 5. Skip the step called SET UP HIRELINGS (they should not be used with this map.) and then DEAL SETUP CARDS and DRAFT FACTIONS as normal. Finish by SETTLING those clearings that exceed the limits of UNSETTLED CLEARINGS (and draft your hands) as described in S.1.2.

S.1.3 Unsettled Clearings. Clearings without clearing tiles are UNSETTLED. They are considered wild for all but crafting purposes, as players cannot activate crafting pieces in UNSETTLED CLEARINGS. They have one building slot (for one building or a ruin) and cannot contain more than two pieces (per player) of any warriors, pawns, buildings or tokens.

Any number of pieces can be present so long as no ONE PLAYER has more than TWO. If an action would place or move a 3rd piece into an UNSETTLED clearing, that player must first SETTLE it. (see S.1.6 for faction specific requirements)

S.1.4 Settling Clearings. Once per turn, a player may (at any time) spend a card to take a matching SETTLER from the supply and SETTLE an UNSETTLED CLEARING with or adjacent to at least one of their pieces. Draw a facedown clearing tile from the supply, place it faceup on the targeted clearing and place the SETTLER nearby (the clearing tiles marked 'R' must be used for the clearings where there were ruins.) Transfer any pieces that were previously there (including the ruin and/or item, if any) to the now SETTLED clearing. It is now of a single suit, can be used to activate crafting pieces and may or may not have additional building slots.

S.1.5 River Clearings. Clearings touching bridges or docks are linked by rivers.

S.1.6 Faction Specific Requirements. The following are required changes to the LAW OF ROOT and examples of situations that arise in play, when using the DEEP WOODS MAP with specific factions. Please see the G. GOLDEN REMINDERS section of this manual for more details.

  • I. Woodland Alliance. You CANNOT Revolt unless the clearing is already Settled, as taking the action would place a 3rd piece into an Unsettled clearing – sympathy, base, warrior(s). Clearings must be Settled to Revolt (unless, of course, your warrior supply is empty and there could be no 3rd piece.)

    If you have two warriors in an Unsettled clearing (2 piece limit) you do not need to Settle it before you Organize as one warrior will be removed before the 3rd piece - sympathy - is placed. You only must Settle an Unsettled clearing if the action would place a 3rd piece.

  • II. Riverfolk Company. Likewise, you CANNOT Establish Trade Post with Garrison in an Unsettled clearing (2 piece limit) if you – Riverfolk Company - are the one who rules the clearing (minimum one warrior) unless the clearing is already Settled, as taking the action would place a 3rd piece into an Unsettled clearing – warrior(s), trade post, warrior. Clearings must be Settled to Establish Trade Post with Garrison (unless, of course, your warrior supply is empty and there could be no 3rd piece.) If it is another player who rules the clearing, you – Riverfolk – if having no warriors there would be able to take the action as you only be playing 2 pieces - the trade post and one warrior.

  • III. Riverfolk Company/Lizard Cult. Note that you may place a fox trade post in what may later become a rabbit clearing when settled. That is okay. Same thing goes for Lizards Gardens, although remember that they craft with the suit of the garden itself, not the garden clearing's suit (Also occurs when playing with the Lost City landmark.)

  • III. Corvid Conspiracy. Since all clearings begin the game as wild, MAXIMUM CORVIGE (below) is a REQUIRED rule change for the Corvid Conspiracy (Contrary to what happens when playing with the Lost City landmark which was released after this fan map was designed and developed.)

13.4.3 Maximum Corvige. (Unofficial Rule) Once per turn, you may spend any card to place one warrior in each matching clearing (to a maximum of 4 warriors). (If you spend a bird, choose one suit to place warriors in.)

S.1.7 Difficulty. DEEP WOODS MAP is intended to be a challenge and severely limits player resources in the early game. You may have to play a very different game than you usually do. To reduce randomness, you can always draw your clearing tiles face-up on a first come, first serve basis (as you do the SETTLERS) or, for the most balanced (and, in the designer's eyes, least fun) game, always just choose the clearing tile that matches the Priority Number printed on the map. DEEP WOODS can also be used without the SETTLING mechanic as a normal map by placing out all clearings tiles faceup either randomly (except for 'R' tiles) or by using the matching Priority Numbers. It is this method and only this method that is suggested when and if using bots. Bots were not built for the wild frontier.

S.2 Wastelands Map (aka the future)

S.2.1 Map Setup Modifications. Place WATER (rations - see S.2.3.) in the shared supply on the map equal to the number of players (so four WATER in a 4-Player game.) As with the other items included in this law, all have been designed specifically with the 4 and 5 Player game foremost in mind. Use at other player counts at your own risk and incredible enjoyment ;)

S.2.2 Barren Trails. These distinct paths link clearings for adjacency but players cannot use any form of a movement action (including but not limited to March, Slip, Minister actions, etc.) until they activate that path for movement. To do this, they must first remove a warrior from the origin clearing of the intended movement (the Vagabond must instead damage an undamaged item) or they must spend one WATER. (S.2.3.)

S.2.3 Water. Rations of WATER are the currency used on the WASTELANDS MAP. At the start of each player's turn, they may take one WATER from the shared supply (if available) and they may use that WATER to activate BARREN TRAILS for movement or, if they have at least two WATER, may spend them to take a variety of actions at any time during their turn. The available actions are as follows:

  • I. Recruit. Spend two WATER. Place up to two warriors in any clearing that you rule.
  • II. Advance. Spend two WATER. You may move and then you may initiate a battle. (You need not do both but they must be done in that order.)
  • III. Draw, Discard, Destroy. Spend two WATER. Draw three cards from the top of the shared deck into your hand. You must discard one of those three cards (public), then return another of those three cards to the game box (private) - the card returned to the box has been removed from the current game. Keep the remaining card (of those three) in your hand.

S.2.4 Seizure. Any time a player deal 3 hits to (or remove any 3 pieces of) any one enemy during their turn (warriors, buildings or tokens), they may take one WATER from that player, if possible.

S.2.5 Surrender. Whenever players remove an enemy's building or token, they may (instead of scoring one victory point) take one WATER from that player, if possible.

S.2.6 Cat's Corners. On the WASTELANDS MAP, the corner clearings are indicated by the presence of stone cat statues.

S.2.7 Clearcut Forests. On the WASTELANDS MAP, the forests between paths and clearings are indicated by the presence of tree stumps.

S.2.8 The Walled City. The three central clearings are all linked by paths but there is no forest enclosed by those three paths and three clearings.

S.2.9 City Drains. While the river is linked to the topmost of the three central CITY clearings, it is not linked to the other two. The river runs into and through the central city wall, out of the drain and into the clearing located near the bottom of the map. Players cannot access the two bottommost CITY clearings via the river.

S.2.10 Faction Specific Requirements. The following changed to the Vagabond is recommended when using the WASTELANDS MAP.

a. Despot Infamy. (Unofficial Rule) Score one extra victory point whenever you remove at least one enemy piece of a Hostile faction in battle during your turn, except the warrior that made the faction Hostile. If you remove pieces of more than one faction in the same battle, you score this point for each faction. (Add this to points scored for enemy buildings and tokens.)

S.2.11 Using Bots. Because using the economy on the Wastelands Map requires complex and individual decisions, there is currently no way to use the mechanics with any form of bot. If you do wish to play with bots, ignore all mechanics and treat all BARREN TRAILS as normal paths. It will not be the same experience at all, but it should function as a basic, if unbalanced map. Use the following priorities:

Components

C.1 Outsiders Expansion

C.1.1 Booklets. This Law of Slug.

C.1.2 Cardboard Pieces. 28 Buildings (4 Stashes, 8 Infestations, 4 Abbeys, 3 Schools, 6 Capitols, 3 Factories), 62 Tokens (12 Bones, 4 Guano, 3 Soup, 3 Coins, 3 Statues, 3 Growths, 8 Magic, 6 Commons, 20 Gear/Drones), 4 Caves, 7 Victory Point Markers, 6 Relationship Markers, 4 Items (1 Torch, 1 Bag, 1 Coins, 1 Crossbow), 3 Nomination Markers, 1 Historical Site Marker, 12 Ballots, 1 Production Marker, 4 'R' Clearing Tiles, 8 Clearing Tiles, 1 Trail Piece, 1 Extra Building Slot Marker.

C.1.3 'Wooden' Pieces. 90 Warriors (15 Bone Patrol, 20 Winged Menace, 15 Order of the Forest, 15 Croakers Coven, 5 Twelve Colonies' Turtles, 20 Twelve Colonies' Snakes), 1 Bone Patrol Alpha (unique warrior), 1 Murder Hawk (unique warrior), 4 Suited Order Pawns (fox, rabbit, mouse, bird), 1 Mudman Pawn, 1 The Old Man Pawn, 3 Robot Pawns, 1 Vagabond Pawn.

C.1.4 Cards. 54 Cards for Shared 'Upstarts & Renegades' Deck, 2 Fight or Fright Cards, 8 Spells, 4 Book of Spells Player Aids, 1 Public Trust, 4 Twelve Colonies' Player Aids, 16 Laws (Deck of Laws), 1 Vagabond Character, 6 Faction Setup Cards, 1 Map Setup Card.

C.1.5 Other. Board (Deep Woods and Wastelands Maps), 6 Faction Boards (Bone Patrol!, Winged Menace, Order of the Forest, Croakers Coven, The Twelve Colonies, Old Man Tinker), 1 Cube (Production Level Indicator), 4 Dice (2 Mudman, 2 Breakage), 6 Bottles (Water Rations), 2 Tuckboxes (for Upstarts & Renegades Deck).

(eg – Mudman rolls mouse and two skulls. It is already in a mouse clearing but the adjacent mouse clearing contains more pieces – the pieces of Croakers and 3 other factions. Mudman moves there and deals two hits to each of the 4 factions. Croakers scores points for any buildings or tokens of their enemies that are removed by the Mudman.)

  • VII. Teleport(x). Remove X* pieces of any consenting player from a clearing with your pieces and place them in any clearing, if possible. (Buildings still require open slots to be teleported.) *X is equal to the amount of Magic spent.

  • VII. Transform(x). Once per turn, in a clearing with your pieces, swap (G.1.31) X* warriors of any one player with warriors from the supplies of all other (non-Croaker) players, (as evenly as possible). Warriors swapped out are returned to their owner's supply. *X is equal to the amount of Magic spent.

    (eg – Croakers spends 4 Magic to cast Transform in a clearing with 4 Eyrie warriors and a roost, in a game with Croakers, Marquise, Eyrie and Alliance. The 4 Eyrie warriors are swapped with 3 Marquise and 1 Alliance - not even - but only because the Alliance only had a single warrior left in their supply. The 4 Eyrie warriors are then returned to their owner's supply.)

  • X. Artifex Contentio. DIRECTIVE (mouse) Players cannot craft items or improvements. They can, however, use the improvements which they have already crafted.
  • XI. Defensio Optimum. DIRECTIVE (mouse) All players who are defending in battle take the higher roll (and attacker takes the lower roll).
  • XII. Insidae Tutela. DIRECTIVE (mouse) Ambush cards cannot be played against other players.
  • XIII. Arcitectus Corvidae. DIRECTIVE (all) All players can ignore rule while moving. All players can ignore the presence of warriors where adjacency applies.
  • XIV. Non Variablis. DIRECTIVE (all) Bird cards cannot be played as wild. If they were put into play previously, you may still treat them as if wild.
  • XV. Status Aequalis. DIRECTIVE (all) The player with the fewest VP gains 2 victory points. The player with the most VP loses 2 victory points.
  • XVI. Valorem Historiae. ELECTION (all) Elect a slot on the map that has a building or ruin with an item. Remove all pieces from that slot and place the HISTORICAL SITE MARKER (see TC.2.4iii) This marker cannot be removed from the map, even after this law is replaced *If an item was removed from a ruin, place it next to the shared supply. The item is now craftable.