Haha, thank you for noticing. It's definitely a conscious effort and I have a background in public speaking so it's a skill I was forced to develop to engage my audiences. I appreciate the compliment!
The way you take it step by step to explain all of the rules but do it in a way we can follow at home is amazing, great work. I understood the faction in just one watch through without having to rewind even once!
That's so great to hear! I'm really glad it was helpful. I wasn't sure about how practical a 50 minute video would be but I wanted to show lots of very specific interactions and preemptively answer questions I know people are going to have when they play on their own. Glad the approach resonated with you!
Thanks for clarifying some of the rules. I was originally choosing where my mobs spread. I didn't realize you HAD to spread to every clearing you roll for. I must have missed the last update.
I had been making the same mistake when I first started with these guys. It's an understandable mistake because no other building/token is ever placed against your will.
It’s nice that I now have two choices regarding Ruin/Item stealing factions. Definitely gonna learn these guys and the VB so that I can be the item guy while everyone else play all the other guys.
It's one of the things I love most about them. They interact with ruins and items AND have a reach almost as high as the cats. I have played very few games lately that didn't have Lord of the Hundreds involved. They are super fun and keep the game interesting.
These are excellent videos! Brief overview videos are nice to give you an idea of what a faction does, but these in-depth demonstrations are what really help me explain the rules to my playgroup. Thanks
Thank you so much. More soon to come. There was a recent tournament game (check out Guerric Samples Games YT channel) with 2 Vagabonds and a Warlord and it was nuts.
Hey, thanks! I will probably get to them eventually but I really really wanted to start with the Marauder factions since they are brand new an a bit complex. I will probably start with the other complex factions and work my way down to the simple ones. Glad you liked the video.
That would indeed be great, I'm really new to root ( 2 days in xD) and have a reeeeeally basic idea of how the rest work, but your two videos about these two factions are the first ones that I now really know how to play. Getting one of these for every faction would be so incredibly awesome!
This faction is a real crowd-pleaser I've found. If I can sense somebody is on the fence about Root, I'll let them play Lord of the Hundreds and they're almost guaranteed to love it. It's a faction where you really feel in control of your army and the decisions are entirely yours. It's my new favourite faction for sure and I imagine it will grow in popularity the more people get their hands on it!
Immediate comment: Vagabond in a state of alliance with Lord of the Hundreds could move rats with him, but not the leader. (Not like it is obligatory to mention every instance of the rule working, but as an affiliated Vagabond, I really wanted to point it out). Also it would be a good moment to appreciate your well-detailed guides provided with many visial examples. A great covering of different aspects. I really think now that, when in doubt, it's better to refer to your videos rather then to "Forest law" book. Thanks a lot!
At 35:00 (Looters), you used the command action to move the Warlord from the fox clearing to the mouse clearing. Does the command action allow both the warlord and warriors or does the command action only affect warriors?
The Warlord is a warrior so yes, you may move the Warlord during the Command step. The reason I emphasized the command step is because it's the only time you may move warriors without the warlord, not that you must not move the warlord. The Warlord is super-powered warrior and can do basically anything the other warriors can do but has special perks on top of that.
When you remove an item through having more than four items on the horde track is it removed from the game or does it go back with the rest of the items which have yet to be crafted? Love your videos btw
It is removed from the game. Items never go back to the supply, same with the vagabond throwing items away if they are over their satchel limit. Thanks for the support!!!
Great explanation!! Really likes it and pretty much watch all the video for the latest expansion, and waiting for the Part 2 Hirelings to come. (Adv Setup, Hirelings etc..). Meanwhile, one question regarding to Oppress, does Vagabond counted as enemy pieces when considering oppress ruling?
Yes, Pawns are pieces and therefore the vagabond would interrupt oppress (unless of course they form a coalition with the hundreds). Thanks for your feedback. I'll make the part 2 Hirelings video once I finally am able to get my hands on a Copy.
When you oppress glades, do you need to have your own components without other people's components or can you only oppress with one rebellion token even though you don't rule the glade? After all, tokens don't give you rule, unless you crafted the Field Kitchen card from the Exiles expansion
You must have at least 1 faction piece of your own (Mod token, stronghold or Hundreds warrior). If you have just a mob token, you do not rule the clearing without Soup Kitchens but a Hireling with warriors or buildings that you control can help rule the clearing.
That's a great question. Nothing! The Warlord cannot be removed outside of battle so he would just remain there standing amidst the ashes of destruction like the protagonist of a Cormac McCarthy novel. Unfortunately on the Warlord's turn he wouldn't be able to recruit because enemy pieces cannot be placed in the clearing with the torch but also because all the nearby denizens have been killed so there's nobody to join the clan. The only thing to do is leave the clearing and never look back.
@@BigChimpin1 Thanks a lot! Root is such a well-designed game and the theme really comes forth from the mechanics, with no need for flavor text, just your imagination. It's really amazing.
18:05 doesnt the mob need to be in a clearing with a lord of the hundred piece AND the warload? how else would you insight a mob? also that is how i read incite, including your warload.
No, the Hundreds can incite in any clearing where they have warriors. If you wish to use the Jubilant mood, then you must incite the Warlord's clearing but any warrior can incite their clearing. Edit: I just reread the law and I can see why you interpreted that. The phrase (including your warlord) in there just to remind you that your warlord counts as a Hundreds warrior so you can incite in a clearing that has regular warriors as well as the warlord's clearing. In the Law of Root, whenever text is in italics, it's simply there to clarify something, not a hard ruling.
In a group of newer players, the Warlord might struggle because it's easier for Vagabond to get items first. Aiding is easier that Looters and Exploring ruins is immediate while Mobs are on a 1 turn delay so Vagabond can take the item before the mob has a chance to burn the ruin. Overall, it makes it tougher for both factions but the Warlord ends up with fewer. The good news is that Warlord is a much better designed faction than Vagabond and they can perform decently well despite having few or no items when played by experienced players. I've seen them win against Vagabonds and sometimes without getting a single item. Once players get used to playing them more, it's fine to have them both but if I'm teaching a new player then I'll just let them be Warlord without a Vagabond there to take all the items.
I worry that comparison would just confuse people more. It's not too complicated to understand and I think most people got it. Points or the physical item, not both.
It’s interesting to me that the ‘stubborn’ warlord ignores the first hit in ambush. I thought that ambush happens before the battle step, but I guess it’s the same
A battle begins as soon as the player initiates it and asks if the defender has an ambush. it ends after the pieces have all been removed. It's the reason the Eyrie can initiate a battle, get ambushed and have the battled stopped but still have fulfilled the battle action for their decree, they initiated it but it just got stopped prematurely by the ambush.
do you think that maybe now lord of the hundreds is actually the better faction to help new palyers teach the game instead of the eyrie dynasty? I feel like new palyers REALLY struggle with the card mechanic of the eyrie, and a new playing choosing the cats instead will almost always have a bad time and lose. the rats beeing so strong actually makes a new player have a much more easy AND fun time perhaps?
During Command phase you can move ANY warriors including warlord. The Command phase is your only opportunity to move the non-warlord warriors but you can still move with the Warlord during this phase.
It doesn't feel like a 9 reach factions to be honest. Only way to score points is Opress and Crafting. Oppress isn't strong enough in 4 or more players. To fix this I can think of some options: 1) Change the rule so you get a victory point per clearing you press 1-1, 2-2, 3-3, 4-4, 5-5, 6-6 only once per turn. 2) I notice the strong hold are not placed on the faction board. What if you would get 1 or 2 victory points when you build. 3) Give them 100 warriors and 1 warlord and remain the faction "Lord of the Hundred" so it would make sense. They can recruit 10 warriors maxim anyway, which isn't necessarily that hard, but placing 6 buildings in 4+ players isn't easy either. 4) Also, I understand they don't get a victory point when they raid a ruin (which is sad) but they should get a victory point if they succeed to loot a player. Either give them a victory point or the enemy player lose a victory point. Personal opinions. Also Raze feels just bad. The fact that it has to spread and it force you to place raids in enemy clearings and give them a free point is bad. To fix this I was thinking to change the token so if it is in an enemy's clearing, the only way to eliminate it is the enemy must sacrifice a warrior (plus one for every token on the map). They also draw so little cards. It feels like a bad faction with low reach. But who knows I haven't played with them because I don't have this extension, but I don't think I like it. I need to see the Keepers In Iron and decide if I would buy it. Finally, this is just how I think this faction should be buffed. Agree to disagree. Now question time: a) What happens if you can't speed raze after throwing the raze's die because of the rules (the keep, corvid's snare, no adjacent suite)? b) Can you use Lavish mood multiple time in a row if you can't change your mood?
There's a lot to unpack here but I just want to say that Lord of the Hundreds is the most well-designed faction in Root and doesn't really need any changes. I think you are mixing up reach and strength. Having 9 reach doesn't mean they are stronger than factions with lover reach, it means that they are more suitable for creating a stable board state and organically bring about lots of entanglement because of their design. Their oppress track is really well-tuned because it explicitly gives you just a few points for oppress. This is a slow scoring faction by design, the enemies will outrace you if nobody stops them... So it's your job to stop them. This faction has more recruit, move and battle capabilities than any other (besides a fully online GoW Eyrie) so you're supposed to use that power to go out and battle enemies for points and to disrupt their scoring engines, not just sit in a corner and oppress for the win without engaging the table. Being card starved is also part of their design. Yeah it feels bad to draw so few cards but if they drew more, then they could rely more on crafting for points and that's not the direction they wanted for this faction. Their goal was to make a faction that has the means and motives to engage in lots of battles and make Root a more interactive war game, and in that they delivered. Other factions could use small updates or changes to make them more interesting to play as or against but the Lord of the Hundreds doesn't need any extra work.
@@nitrorev You know what? I will give them a try. But I don't know if they would make on my favorite list. So far my favorite factions are: The Vagabond (Ronin). The Underground Duchy, The Corvid Conspiracy and The Lizard Cult. Can you please answer my questions?
@@TheMasterOfByGames You haven't tried them yet? So what was your complaint about? 1) I don't understand this question 2) Yes, Lavish is the only mood you can choose twice in a row if literally all you other moods are gone because you have 1 of each item. I've never seen this happen but it's possible.
@@nitrorev I bought The Base Game, The Riverfolk Expansion, The Underworld Expansion, The Clockwork Expansion, The Exiles and Partisans Deck and The Vagabond Pack for 309,19$ and I just wanted to see what the other expansions were like before I spent money again. I do not know how the prices are in America, but here an expansion costs 200 lei (43$), but to us it means quite a lot. I want to buy the rest of their expansions (The Marauder Expansion, The Landmarks Pack, Marauder Hirelings and Hirelings Box, Riverfolk Hirelings and Underworld Hirelings Pack) but the problem is that I DON'T HAVE ENOUGH FRIENDS TO PLAY WITH. I'm going to wait and I'm going to do what I can. At the moment I am not in a hurry to buy further expansions. (maybe I can still find players in the meantime). Idk. Also there is a sorting expansion, right? With compartments to store parts and cards? And is there also Clockwork Expansion 2? With moles, crows, otters and lizards? Yes, I was wrong that I mistook power for reach. I'm sorry for that. To remake the question a)At 23:40, when the raze die rolled 3 (fox) and you had no adjacent fox clearings, shouldn't you not have put a single raze token? Like you can't place a token because of rules, right?
@@TheMasterOfByGames No there isn't an expansion that sorts all the stuff. I just put everything in the base game box without the insert and it mostly fits, especially now with the Hireling box to store stuff I don't use all the time like landmarks, hirelings and the base deck. There is a clockwork 2 expansion for moles, crows, otters and lizards. Yes, the mob die rolls and a mob spreads to a matching clearing that is adjacent to an existing mob. If you no such clearing exists, you simply don't place a mob.
Yep, they are the most card poor faction of any and managing that deficiency is part of the challenge. Thematically, cards represent woodland denizens and their willingness to do you favors. Naturally the Woodland Alliance is able to garner lots of support from the locals and earn lots of cards but unsurprisingly a brutal warlord is not going to be popular among the smallfolk. Although I've seen some strange games where they saved up their cards after using Rowdy Mood and ended up discarding cards over their 5 card hand limit.
Hi! What if there is nothing to destroy, there are no buildings, no tokens and ruins, and the riot tokens are standing, do I need to roll the riot cube after that and place the riot tokens?
Yes, you always roll the Mob die and plot a Mob token if possible regardless if anything was Razed. Technically you are supposed to roll the die even if there are no mobs on the map, we don't really do this because without existing mob tokens, it's impossible to place a new one but the wording of the law is written where you roll and place every turn. Successful removal of enemy pieces has no impact on whether the die is rolled.
@@metascrub285 Each Prowess gives you 1 move and 1 battle. So in a way yes, 3 prowess means you can battle 3 times but all of those battles can be preceded by a move with the warlord. Also all the battles must be with your warlord.
@@metascrub285 It's a normal battle so yes they add to the max rolled hits. It's just that you may not battle somewhere else where the warlord isn't. The battle must contain the warlord.
Reach is a system that's used to generate good matchups. Basically, each faction has a designated reach and you add up all the reach values of all the factions in a given game to make sure they meet the requirement for a "balanced" game. Lizards, Corvids and Woodland Alliance all have very low reach (2 or 3 for all of them) so a game between just the 3 of them would be really non-interactive and unstable. If you were to swap out the Corvids with the cats who have a reach of 10, all of a sudden you have a more balanced and interesting game. Because of this, the Root community has been clamouring for more high reach factions (reach 7 or more) because the more high reach factions there are available, the more variety of matchups exists. Keep in mind, Reach is now a bit antiquated with the Advanced Setup system. It's still an important thing to know that Eyrie, Moles, Badgers, Warlord and Cats are high reach while everyone else is medium to low reach.
Yes because an Ambush is part of battle. In fact, new clarifications were added to the Law very recently that state that the player taking hits decides the order or not just buildings and tokens but warriors too. Meaning the Lord of the Hundreds player gets to decide if they want to kill the Warlord before they remove any other rat warriors. It's a niche situation but it's nice to know that you always get to decide the order of Warlord removal.
@@nitrorev Interesting, I was just checking who actually chooses what warriors get removed. The latest Rulebook (09082021) says this: "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 build- ings 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." This says nothing about who chooses which warriors get removed. Where can I find this clarification you mentioned?
@@JoostN86 If you go on Leder games website, they've posted a document called "Root changes and Errata" it can be found there. Now the wording will be: "The side taking hits chooses the order in which their own pieces are removed, but all of their warriors there must be removed before any of their buildings or tokens there can be removed; they also choose the order of any effects triggered by their pieces being removed.” This new wording will not make it to the Law that is being released in the Marauder expansion now but will be included in future printings of the law.
I start wondering about proper game testing by Leder Games … the Warlord appears to seriously weaken the vagabond (if in play). As a lazy shortcut they appear to be coming up with cheap up-level procedures (hirelings). Pity … probably the first bad extension of Root. From now on it’s in decline.
Nah dude, the warlord isn’t all-powerful. If you’re a vagabond, you can easily grab the ruin items first with careful planning. It gives you more things to think about, which makes the game more interesting in my opinion. Hirelings are optional, and the game runs perfectly well with or without them.
I'm surprised you feel that way. The consensus of the online Root community is that this is the most well-designed expansion thus far, and I agree with that conclusion. I'm not sure how I feel about Hirelings yet as I haven't had a chance to play them much but the 2 new factions were very needed for the game. Both are highly interactive and force the players to police each other and become entangled faster which leads to more interesting board states. Neither are overly powerful and both have so much depth that their strategies are continuing to evolve. There's just so much to explore. The Vagabond does suffer a little now that there's competition for the items but the Vagabond can still take the items more easily as Aid and Explore are faster and easier than Looters or Raze. Also, I don't think it's that much of a problem for the Vagabond to be punished a little bit because they are the strongest faction of all and have an overwhelmingly strong performance in the past tournaments. In the current winter tournament, the organizers decided to give big nerfs to the Vagabond which makes them score more slowly and Vagabonds are still able to win games.
I have to say, your ability to NOT say “uh” and “umm” (something I do constantly) is incredible. Kudos 😊
Haha, thank you for noticing. It's definitely a conscious effort and I have a background in public speaking so it's a skill I was forced to develop to engage my audiences. I appreciate the compliment!
The way you take it step by step to explain all of the rules but do it in a way we can follow at home is amazing, great work. I understood the faction in just one watch through without having to rewind even once!
That's so great to hear! I'm really glad it was helpful. I wasn't sure about how practical a 50 minute video would be but I wanted to show lots of very specific interactions and preemptively answer questions I know people are going to have when they play on their own. Glad the approach resonated with you!
Thanks for clarifying some of the rules. I was originally choosing where my mobs spread. I didn't realize you HAD to spread to every clearing you roll for. I must have missed the last update.
I had been making the same mistake when I first started with these guys. It's an understandable mistake because no other building/token is ever placed against your will.
It’s nice that I now have two choices regarding Ruin/Item stealing factions. Definitely gonna learn these guys and the VB so that I can be the item guy while everyone else play all the other guys.
It's one of the things I love most about them. They interact with ruins and items AND have a reach almost as high as the cats. I have played very few games lately that didn't have Lord of the Hundreds involved. They are super fun and keep the game interesting.
These videos are great!!! I know the other factions have all been taught before but your style of teaching would be super helpful to Root newbies.
Thank you so much! I will likely do more guides once the Holiday's are over, starting with the ones I think are most complex.
This is one of the best tutorials I’ve seen. Very, very well done! Thanks!
These are excellent videos! Brief overview videos are nice to give you an idea of what a faction does, but these in-depth demonstrations are what really help me explain the rules to my playgroup. Thanks
Glad they are helpful! I know how complex this game is and how important demonstrations are for fully internalizing rules.
Ty for these how to play videos! I've been loving them! Very helpful and easy to follow. Can't wait to try these little devils with two vagabonds. :)
Thank you so much. More soon to come. There was a recent tournament game (check out Guerric Samples Games YT channel) with 2 Vagabonds and a Warlord and it was nuts.
Very helpful! Lord of Hundreds looks like such a fun faction. Maybe my new favorite in Root.
They are so much fun! Their presence makes Root more entangled and punchy.
This series of videos is really helpful. Thanks so much for your effort in making them.
Thanks for making these. I gotta watch the hireling tutorial next.
Prolly the best how to play Root vids I've seen. Couldn't really stand the others.
Great step by step guide!! You should do it for all previous factions too!!!
Hey, thanks! I will probably get to them eventually but I really really wanted to start with the Marauder factions since they are brand new an a bit complex. I will probably start with the other complex factions and work my way down to the simple ones. Glad you liked the video.
That would indeed be great, I'm really new to root ( 2 days in xD) and have a reeeeeally basic idea of how the rest work, but your two videos about these two factions are the first ones that I now really know how to play. Getting one of these for every faction would be so incredibly awesome!
Can't wait I think this would be my new favourite faction!
This faction is a real crowd-pleaser I've found. If I can sense somebody is on the fence about Root, I'll let them play Lord of the Hundreds and they're almost guaranteed to love it.
It's a faction where you really feel in control of your army and the decisions are entirely yours. It's my new favourite faction for sure and I imagine it will grow in popularity the more people get their hands on it!
Thank You for this! Can’t wait to get my copy!
Immediate comment: Vagabond in a state of alliance with Lord of the Hundreds could move rats with him, but not the leader.
(Not like it is obligatory to mention every instance of the rule working, but as an affiliated Vagabond, I really wanted to point it out).
Also it would be a good moment to appreciate your well-detailed guides provided with many visial examples. A great covering of different aspects. I really think now that, when in doubt, it's better to refer to your videos rather then to "Forest law" book.
Thanks a lot!
Wow, really good explanation. Thank you for making this!
Hey, I appreciate that a lot. Glad you found it helpful.
I'm here finaly, here in Spain we just got the Marauders expansion after 2 years of wait time.
Excellent stuff. Thank you very much for that Sir!
Great video! Also: thanks for linking to the final interations of the PnP material. 🤩
You're welcome and I hope you enjoy the new factions. They are rad!
Tax collector is going to be a lifesaver for these guys
Hello, the PNP kit boards are little different with that you show in the video. Are they the same?
Would you share the boards files again?
Thanks
At 35:00 (Looters), you used the command action to move the Warlord from the fox clearing to the mouse clearing. Does the command action allow both the warlord and warriors or does the command action only affect warriors?
The Warlord is a warrior so yes, you may move the Warlord during the Command step. The reason I emphasized the command step is because it's the only time you may move warriors without the warlord, not that you must not move the warlord. The Warlord is super-powered warrior and can do basically anything the other warriors can do but has special perks on top of that.
@@nitrorev I see. Thanks for the clarification. This video really helped me understand the mechanics of the faction really well. 😁
Great tutorial video 🔥🔥🔥
Thanks a lot! I'm glad there's so much hype abead of Marauder's Launch!
@@nitrorev yes I'm waiting for my copy to be arrived 😁
When you remove an item through having more than four items on the horde track is it removed from the game or does it go back with the rest of the items which have yet to be crafted? Love your videos btw
It is removed from the game. Items never go back to the supply, same with the vagabond throwing items away if they are over their satchel limit. Thanks for the support!!!
You make Root easy. ❤
Great explanation!! Really likes it and pretty much watch all the video for the latest expansion, and waiting for the Part 2 Hirelings to come. (Adv Setup, Hirelings etc..). Meanwhile, one question regarding to Oppress, does Vagabond counted as enemy pieces when considering oppress ruling?
Yes, Pawns are pieces and therefore the vagabond would interrupt oppress (unless of course they form a coalition with the hundreds). Thanks for your feedback. I'll make the part 2 Hirelings video once I finally am able to get my hands on a Copy.
When you oppress glades, do you need to have your own components without other people's components or can you only oppress with one rebellion token even though you don't rule the glade? After all, tokens don't give you rule, unless you crafted the Field Kitchen card from the Exiles expansion
You must have at least 1 faction piece of your own (Mod token, stronghold or Hundreds warrior). If you have just a mob token, you do not rule the clearing without Soup Kitchens but a Hireling with warriors or buildings that you control can help rule the clearing.
Great video! thanks!
Glad you liked it :) More to come soon!
great video!
Great stuff! Anything else you're working on?
Been very busy these last few months with moving and holidays but I will make more videos soon! Thanks for your support!
Out of curiosity, what happens to the Warlord when they’re in a clearing the Scoundrel torches?
That's a great question. Nothing! The Warlord cannot be removed outside of battle so he would just remain there standing amidst the ashes of destruction like the protagonist of a Cormac McCarthy novel. Unfortunately on the Warlord's turn he wouldn't be able to recruit because enemy pieces cannot be placed in the clearing with the torch but also because all the nearby denizens have been killed so there's nobody to join the clan. The only thing to do is leave the clearing and never look back.
@@nitrorev haha! awesome imagery. thanks for explaining
@@nitrorev great comparison. I love this channel
@@BigChimpin1 Thanks a lot! Root is such a well-designed game and the theme really comes forth from the mechanics, with no need for flavor text, just your imagination. It's really amazing.
18:05 doesnt the mob need to be in a clearing with a lord of the hundred piece AND the warload? how else would you insight a mob? also that is how i read incite, including your warload.
No, the Hundreds can incite in any clearing where they have warriors. If you wish to use the Jubilant mood, then you must incite the Warlord's clearing but any warrior can incite their clearing.
Edit: I just reread the law and I can see why you interpreted that. The phrase (including your warlord) in there just to remind you that your warlord counts as a Hundreds warrior so you can incite in a clearing that has regular warriors as well as the warlord's clearing. In the Law of Root, whenever text is in italics, it's simply there to clarify something, not a hard ruling.
How well does this faction go together with the vagabond faction? seems te be a less then ideal experience for both since the limited item supply
In a group of newer players, the Warlord might struggle because it's easier for Vagabond to get items first. Aiding is easier that Looters and Exploring ruins is immediate while Mobs are on a 1 turn delay so Vagabond can take the item before the mob has a chance to burn the ruin. Overall, it makes it tougher for both factions but the Warlord ends up with fewer. The good news is that Warlord is a much better designed faction than Vagabond and they can perform decently well despite having few or no items when played by experienced players. I've seen them win against Vagabonds and sometimes without getting a single item. Once players get used to playing them more, it's fine to have them both but if I'm teaching a new player then I'll just let them be Warlord without a Vagabond there to take all the items.
You should explain crafting like the vagabond quests. You get one or the other.
I worry that comparison would just confuse people more. It's not too complicated to understand and I think most people got it. Points or the physical item, not both.
It’s interesting to me that the ‘stubborn’ warlord ignores the first hit in ambush. I thought that ambush happens before the battle step, but I guess it’s the same
A battle begins as soon as the player initiates it and asks if the defender has an ambush. it ends after the pieces have all been removed. It's the reason the Eyrie can initiate a battle, get ambushed and have the battled stopped but still have fulfilled the battle action for their decree, they initiated it but it just got stopped prematurely by the ambush.
Tell me please, Lord gets victory points for the areas with HIS hirelings? (without his or enemies components).
No, you must have at least 1 faction piece to get points for Oppress.
@@nitrorev thanks! Your videos are awesome!!!
do you think that maybe now lord of the hundreds is actually the better faction to help new palyers teach the game instead of the eyrie dynasty? I feel like new palyers REALLY struggle with the card mechanic of the eyrie, and a new playing choosing the cats instead will almost always have a bad time and lose. the rats beeing so strong actually makes a new player have a much more easy AND fun time perhaps?
wait at 34:52 it's your Command Phase, so therefore you can only move regular warriors and not the warlord, right?
During Command phase you can move ANY warriors including warlord. The Command phase is your only opportunity to move the non-warlord warriors but you can still move with the Warlord during this phase.
That was my question too!
*reads Redwall*
Got it.
It doesn't feel like a 9 reach factions to be honest. Only way to score points is Opress and Crafting.
Oppress isn't strong enough in 4 or more players. To fix this I can think of some options:
1) Change the rule so you get a victory point per clearing you press 1-1, 2-2, 3-3, 4-4, 5-5, 6-6 only once per turn.
2) I notice the strong hold are not placed on the faction board. What if you would get 1 or 2 victory points when you build.
3) Give them 100 warriors and 1 warlord and remain the faction "Lord of the Hundred" so it would make sense. They can recruit 10 warriors maxim anyway, which isn't necessarily that hard, but placing 6 buildings in 4+ players isn't easy either.
4) Also, I understand they don't get a victory point when they raid a ruin (which is sad) but they should get a victory point if they succeed to loot a player. Either give them a victory point or the enemy player lose a victory point.
Personal opinions.
Also Raze feels just bad. The fact that it has to spread and it force you to place raids in enemy clearings and give them a free point is bad. To fix this I was thinking to change the token so if it is in an enemy's clearing, the only way to eliminate it is the enemy must sacrifice a warrior (plus one for every token on the map).
They also draw so little cards. It feels like a bad faction with low reach. But who knows I haven't played with them because I don't have this extension, but I don't think I like it. I need to see the Keepers In Iron and decide if I would buy it.
Finally, this is just how I think this faction should be buffed. Agree to disagree. Now question time:
a) What happens if you can't speed raze after throwing the raze's die because of the rules (the keep, corvid's snare, no adjacent suite)?
b) Can you use Lavish mood multiple time in a row if you can't change your mood?
There's a lot to unpack here but I just want to say that Lord of the Hundreds is the most well-designed faction in Root and doesn't really need any changes. I think you are mixing up reach and strength. Having 9 reach doesn't mean they are stronger than factions with lover reach, it means that they are more suitable for creating a stable board state and organically bring about lots of entanglement because of their design.
Their oppress track is really well-tuned because it explicitly gives you just a few points for oppress. This is a slow scoring faction by design, the enemies will outrace you if nobody stops them... So it's your job to stop them. This faction has more recruit, move and battle capabilities than any other (besides a fully online GoW Eyrie) so you're supposed to use that power to go out and battle enemies for points and to disrupt their scoring engines, not just sit in a corner and oppress for the win without engaging the table.
Being card starved is also part of their design. Yeah it feels bad to draw so few cards but if they drew more, then they could rely more on crafting for points and that's not the direction they wanted for this faction. Their goal was to make a faction that has the means and motives to engage in lots of battles and make Root a more interactive war game, and in that they delivered. Other factions could use small updates or changes to make them more interesting to play as or against but the Lord of the Hundreds doesn't need any extra work.
@@nitrorev You know what? I will give them a try. But I don't know if they would make on my favorite list. So far my favorite factions are: The Vagabond (Ronin). The Underground Duchy, The Corvid Conspiracy and The Lizard Cult.
Can you please answer my questions?
@@TheMasterOfByGames You haven't tried them yet? So what was your complaint about?
1) I don't understand this question
2) Yes, Lavish is the only mood you can choose twice in a row if literally all you other moods are gone because you have 1 of each item. I've never seen this happen but it's possible.
@@nitrorev I bought The Base Game, The Riverfolk Expansion, The Underworld Expansion, The Clockwork Expansion, The Exiles and Partisans Deck and The Vagabond Pack for 309,19$ and I just wanted to see what the other expansions were like before I spent money again.
I do not know how the prices are in America, but here an expansion costs 200 lei (43$), but to us it means quite a lot.
I want to buy the rest of their expansions (The Marauder Expansion, The Landmarks Pack, Marauder Hirelings and Hirelings Box, Riverfolk Hirelings and Underworld Hirelings Pack) but the problem is that I DON'T HAVE ENOUGH FRIENDS TO PLAY WITH.
I'm going to wait and I'm going to do what I can. At the moment I am not in a hurry to buy further expansions. (maybe I can still find players in the meantime).
Idk. Also there is a sorting expansion, right? With compartments to store parts and cards?
And is there also Clockwork Expansion 2? With moles, crows, otters and lizards?
Yes, I was wrong that I mistook power for reach. I'm sorry for that.
To remake the question a)At 23:40, when the raze die rolled 3 (fox) and you had no adjacent fox clearings, shouldn't you not have put a single raze token? Like you can't place a token because of rules, right?
@@TheMasterOfByGames No there isn't an expansion that sorts all the stuff. I just put everything in the base game box without the insert and it mostly fits, especially now with the Hireling box to store stuff I don't use all the time like landmarks, hirelings and the base deck. There is a clockwork 2 expansion for moles, crows, otters and lizards.
Yes, the mob die rolls and a mob spreads to a matching clearing that is adjacent to an existing mob. If you no such clearing exists, you simply don't place a mob.
Getting cards for this faction is a nightmare, unless there is a riverfolk company on board
Yep, they are the most card poor faction of any and managing that deficiency is part of the challenge. Thematically, cards represent woodland denizens and their willingness to do you favors. Naturally the Woodland Alliance is able to garner lots of support from the locals and earn lots of cards but unsurprisingly a brutal warlord is not going to be popular among the smallfolk.
Although I've seen some strange games where they saved up their cards after using Rowdy Mood and ended up discarding cards over their 5 card hand limit.
Hi! What if there is nothing to destroy, there are no buildings, no tokens and ruins, and the riot tokens are standing, do I need to roll the riot cube after that and place the riot tokens?
Yes, you always roll the Mob die and plot a Mob token if possible regardless if anything was Razed. Technically you are supposed to roll the die even if there are no mobs on the map, we don't really do this because without existing mob tokens, it's impossible to place a new one but the wording of the law is written where you roll and place every turn. Successful removal of enemy pieces has no impact on whether the die is rolled.
@@nitrorev Thank you
I think the one thing you didn’t mention is ruin with and without VB in the game
Does advance the warlord action give you multiple battles.
I don't understand this question?
@@nitrorev my bad I mean multiple battles. It says you may move up to your prowess then battle? E.g 3 prowess equals three battles?
@@metascrub285 Each Prowess gives you 1 move and 1 battle. So in a way yes, 3 prowess means you can battle 3 times but all of those battles can be preceded by a move with the warlord. Also all the battles must be with your warlord.
@@nitrorev so any warriors with the warlord don't add to the dice?
@@metascrub285 It's a normal battle so yes they add to the max rolled hits. It's just that you may not battle somewhere else where the warlord isn't. The battle must contain the warlord.
Are you using penny sleeves?
I think so, I don't remember the brand but that rings a bell.
@@nitrorev Just get some real sleeves. Penny sleeves are worse than nothing sometimes.
What does a 'reach of 9' mean?
Reach is a system that's used to generate good matchups. Basically, each faction has a designated reach and you add up all the reach values of all the factions in a given game to make sure they meet the requirement for a "balanced" game. Lizards, Corvids and Woodland Alliance all have very low reach (2 or 3 for all of them) so a game between just the 3 of them would be really non-interactive and unstable. If you were to swap out the Corvids with the cats who have a reach of 10, all of a sudden you have a more balanced and interesting game.
Because of this, the Root community has been clamouring for more high reach factions (reach 7 or more) because the more high reach factions there are available, the more variety of matchups exists.
Keep in mind, Reach is now a bit antiquated with the Advanced Setup system. It's still an important thing to know that Eyrie, Moles, Badgers, Warlord and Cats are high reach while everyone else is medium to low reach.
@@nitrorev Thank you for taking the time to explain! I appreciate it! :)
Can Ambush remove the Warlord?
Yes because an Ambush is part of battle. In fact, new clarifications were added to the Law very recently that state that the player taking hits decides the order or not just buildings and tokens but warriors too. Meaning the Lord of the Hundreds player gets to decide if they want to kill the Warlord before they remove any other rat warriors. It's a niche situation but it's nice to know that you always get to decide the order of Warlord removal.
@@nitrorev Interesting, I was just checking who actually chooses what warriors get removed. The latest Rulebook (09082021) says this:
"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 build-
ings 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."
This says nothing about who chooses which warriors get removed. Where can I find this clarification you mentioned?
@@JoostN86 If you go on Leder games website, they've posted a document called "Root changes and Errata" it can be found there. Now the wording will be:
"The side taking hits chooses the order in which their own pieces are removed, but all of their warriors there must be removed before any of their buildings or tokens there can be removed; they also choose the order of any effects triggered by their pieces being removed.”
This new wording will not make it to the Law that is being released in the Marauder expansion now but will be included in future printings of the law.
@@nitrorev Thank you!
44:42 before the roll, after the ambush step
0:52 clearly he is not a charismatic warlord obviously his current mood is a lavish warlord lol
He's always Charismatic when he wakes up, that's why he recruits new soldiers so easily every birdsong!
This factions presence nerfs Vagabond and for that I am grateful. Kinda wish you could loot the vagabond too tbh but I guess that's a step too far
Lord of the Hundreds definitely causes problems for the Vagabond. That's just 1 more reason this is a great faction!
Root has skaven!?
I start wondering about proper game testing by Leder Games … the Warlord appears to seriously weaken the vagabond (if in play). As a lazy shortcut they appear to be coming up with cheap up-level procedures (hirelings). Pity … probably the first bad extension of Root. From now on it’s in decline.
Nah dude, the warlord isn’t all-powerful. If you’re a vagabond, you can easily grab the ruin items first with careful planning. It gives you more things to think about, which makes the game more interesting in my opinion. Hirelings are optional, and the game runs perfectly well with or without them.
I'm surprised you feel that way. The consensus of the online Root community is that this is the most well-designed expansion thus far, and I agree with that conclusion. I'm not sure how I feel about Hirelings yet as I haven't had a chance to play them much but the 2 new factions were very needed for the game. Both are highly interactive and force the players to police each other and become entangled faster which leads to more interesting board states. Neither are overly powerful and both have so much depth that their strategies are continuing to evolve. There's just so much to explore.
The Vagabond does suffer a little now that there's competition for the items but the Vagabond can still take the items more easily as Aid and Explore are faster and easier than Looters or Raze. Also, I don't think it's that much of a problem for the Vagabond to be punished a little bit because they are the strongest faction of all and have an overwhelmingly strong performance in the past tournaments. In the current winter tournament, the organizers decided to give big nerfs to the Vagabond which makes them score more slowly and Vagabonds are still able to win games.