gotta love a vagabond guide! just wondering, are you going to cover Riverfolk? I always seem to get stuck after people realise I won't be giving them their soliders back anymore, so they focus on embargoing me and killing all my outposts
@@klaus7637 Very likely, since RF are a faction with a lot of room for optimization. If it matters: Losing trade posts only affects the riverfolk if you have uncommitted funds at the end of your turns. It doesn't prevent you from crafting, either. If it's your warriors they're killing, that's another story
i love the idea of some random eyrie soldier that has been there for five turns and isn't bothering anyone suddenly throwing themselves into a blender to fufil a battle
Another awesome entry Nev! You're memes throughout were killing me! Thanks for the idea of Imploding Birds, I had never heard about it before and I've been having a lot of success with it.
Good editing, funny memes, well detailed and useful tips...what else it's needed to be an incredible guide?? Im gona tell you, nothing else, this guide its straigth up perfect!!!
They're definitely the faction that feels the most like work, to me. I don't outright dislike them, but I know that every bird game I play is going to be exhausting to some degree.
Amazing production value. Looking forward to more guides like this one. These are the best and most entertaining Root strategy videos I've seen by far.
Great video, I like to see the many different strategies and combinations for the Eyrie. I love how detailed and analytical your strategy guides are, can't wait for future videos
My Go-To: Charisma (God of War) and if that doesn't work, either Despot (tbh usually this if I'm serious) or if I woke up and chose violence, Commander. I call Charisma->Commander the "God of Murder" strat where your goal isn't to win, but to wipe everyone off the map (and win if there's enough cardboard on the table).
CHA>COM is a pretty classic approach that you see from a lot of newer Eyrie fans. It's a very intuitive way to set up for Commander's ability, but sadly it doesn't solve Commander's significant weakness to being attacked.
By not seeing Riverfolk in a burst-to-win outline, I deduce that: - Either they can not burst at all - Or they can do it from less that 10 And I don't know which is scarier. Enjoyed the video a lot. Thank you immensely!
Gotta say this is amazing video never tries despot then charismatic...had great success with turmoild first turn then despot...will try the imploding birds
Thanks for these great guides! I suggest that you continue to make guides in chronological order as released to correspond with those getting deeper into the game.
This is easily my favorite faction to play as. I have enjoyed the other guides but shied away from this one. Please do not sully my bird brain with impure thoughts, thank you.
In my experience, suited cards in build is fine in exactly two scenarios: either it guarantees or gives you a chance to have the points to win that turn, or it makes a likely chance of you winning in two turns. I've pulled the latter strategy off twice with a God of war decree, just make sure you don't commit to building more roosts than you have in supply, (if you have less than 4 roosts left, don't go double build, only go triple build if all but one roost has been destroyed). As long as your opponents can't fill the building slots of all of the clearings you have left to build in, it can be a game saving move.
I usually try to always put two cards into my decree with the eerie, sometimes I go for the explosive charismatic but trying to place every single warrior and then turmoil on build and switch to despot. I think I’ll try the implosive strategy and see where that gets me.
Great video! However, at 15:25, you say you can guess plot tokens, but iirc you can only guess plot tokens at the end of your turn before you draw cards
As much as I wish you were correct, I'm afraid it's quite the opposite: 13.2.4 Exposure. Anytime on their turn, but before drawing any cards in their Evening, an enemy player with faction pieces in a clearing with a facedown plot token may show the Corvids a matching card to guess the type of plot token in that clearing.
I really really really want to make a shirt with the BEATA AVIS image, do you have by any chance an HD image of It? Love your content, great player, strong comedian, gud indeed
I cannot take full credit for it; the original comes from the irreplaceable artist "SIR": www.tumblr.com/sirartwork/732002138082951168/wait-that-was-you-me-and-my-friends-quote-that?source=share This is the highest-res version of it I have; sorry in advance: i.imgur.com/ryW3hSd.png
Admittedly I heartily disagree with the notion of _never_ placing suited cards in recruit. While it _can_ be hazardous to have more than one, or maybe two suits in there, if you’ve got enough movement and battle actions to keep a well-defended roost in your backline well kept and pumping out troops, it’s probably at least worth _considering._ Especially if you’ve got enough battles to keep that roost clear of fuckery, and a back-up roost for if someone _does_ manage to break through and destroy it.
It was a good strategy before the extensions. VB, WA, Cat has no chance of getting behind the back line. But since we have expensions, Otter's, Corvid , lizard's, Moles, don't give a crap about Lines they can pop up anywhere. And Rats will just simply march through the lines with 12 pieces.
Dominance is generally not a strong approach for anyone, owing to how easily coordinated opponents can upset rule. Charismatic could probably pull it off, but you'll essentially need the table's permission to win.
Getting turmoiled on recruit means you lose all of the other actions you could've taken on that turn, making it by far the most expensive way to turmoil. As for your suggestion, take it from a corvid fanatic: Defending is a sucker's game. Not only do you have the worse dice outcomes, but there's no amount of warriors that will stop a coordinated table from ruining your day.
@@Nevakanezah_ Makes sense, but I guess if you have 2 or 3 roosts of the same suit it wouldn't be a DON'T PUT THE CARD THERE, even though a coordinated table and/or a favor card can easily destroy you
You don't! Birds have an automatic failsafe where having no cards in hand for the decree results in you drawing a card at the start of that step. If you want to get really spicy, you can still use that extra card to guess corvid plots and still have no cards to add to the decree, in which case you add nothing and carry on normally. Turmoil only occurs if you can't fulfill the cards you've added to the decree; your birdsong steps can't trigger it.
@@Nevakanezah_ thanks for speaking on this! ...but I am still not sure if that is the correct interpretation. Is there an official post on this? I can't find anything... The way it reads in the Law of Root is a lot more broken than just skipping a crucial step.
No "official post" that I know of, but I'm pretty sure we bothered LG about it at some point. The rules are roundabout, but they do clarify the behaviour eventually. root.seiyria.com/#7.4-birdsong The way it plays out is: 1. Start of turn/birdsong (you can guess plots here if you want to empty your hand) 2. hit section (7.4.1) Emergency orders. You have no cards in hand, so you draw one automatically. This step is complete now, and does not repeat. This step does not specify that the card you drew must go into the decree. 3. You can guess another plot between these steps to lose the card you just drew 4. Hit step (7.4.2) Add to the decree, which specifies you "must" add cards (to force you into it if you have them), but no penalty for failure is specified. Section (7.7) Turmoil *specifically* can only occur as part of (7.5.2) Resolve the decree, and as such can't be triggered in birdsong. 5. The "just trust me, bro" part - It's not in this web rulebook, but current copies of root include a primer that specifies that Root's rules are meant to be interpreted literally, and not with the kind of "rules as intended" looseness many other games use. It's a holdover from the game's wargaming roots. In addition to this, Root has an important piece of errata that for every action you can't fully complete, you always "do as much as you can" (Read: walk through the action until you hit a part you can't fulfill, then skip what you can't.) You don't have a card in hand for the decree, and there's no mechanism to provide a new card for the decree, and no mechanism to punish you for not adding a card when you don't have any. Unable to complete step (7.4.2), you're meant to fulfill "as much as you can" (read: fuck all), and proceed with the rest of your turn regardless.
@@Nevakanezah_ I started a thread in BGG to get something official, and turns out that 4 years ago, Josh and Cole weighed in through a discord post: "gamey but not breaking anything". Personally, I still think it violates the spirit of the Decree; but I had eventually come around to understanding the logic of how it doesn't violate the rules. Unfortunately, it is just a case of the rules not being specific enough that there is room for a literal interpretation one way or another. I still see Exposure being done before Add to the Decree as Interrupting Add to the Decree, but plenty of people say that "you didn't say you are Adding to the Decree yet, so it's not interrupting anything". I think the current language on Add to the Decree is very absolute, and it is just a case of the rule needing to be rewritten for clarity. The Law of Root uses "must" pretty consistently for ultimatums but Add to the Decree is the only time it violates that pattern, but only because of Exposure. I think a pretty simple rewrite would be "If there are cards in your hand, then you must [...]" yada yada yada. Or Exposure could use a general facelift, instead, since it is the greatest flaw of the Corvids.
Merging the two steps would certainly solve it, since you can't interrupt a step in progress. ...That, or change exposure so it's not the most permissive rule in the entire game. In fact, do this one anyways. You're certainly free to feel/play how you like though; god knows DI is as popular as it is controversial. At least this decree goofiness isn't impactful enough to be worthwhile.
I strongly disagree with a point, that you must never put bird card in a recruit column. For me it's the opposite. I take every possibility to use non-bird card for recruiting, especially when playing Despot. But only one suit for the recruiting column, never 2 or more. And your goal for the first 2-3 turns is to build roosts in the matching clearings. There are only few situations where you want only bird cards in recruiting: Base deck + tinker/adventurer. Highly aggressive skillful Moles + meta is against you + voice communication Sometimes presence of lizards. Plenty of bird cards in your hand + you are playing Charismatic.
@@Nevakanezah_ No, never. I think making me early turmoiling is really hard and suboptimal if I play birds like a said before: each turn +1 base matching suited recruit card. There should be excellent table talk + at least 2 factions capable of early aggression: cats, moles, riverfolk, (probably rats, not sure) and lizards in rule variants where they get 2 acolytes from the beginning. And still after turmoiling I'll go Charismatic and probably benefit even more than other players. Probably I'm missing something but It's hard for me to imagine a case where every other player will benefit from your early turmoil if you play good enough. Have you ever been turmoiled on recruiting on your 2-3 turn?
@@Nevakanezah_ How do you lose a roost on turns 2 or 3? I have only played vanilla and this seems nonsensical to me. You have to make big mistakes to fuck that up in vanilla root.
H̷̙̄͂͋̑̎Ȩ̸̗̙͉̤̺̠̻̟̓̑̅͛͆͛̈́͘͠ ̷̧̜̺̭̝͙̜͈̖͑͒̑͑͑̅̓͂Ĉ̷̳̹̜̙̗̄̈͠Ó̷̡̨̻̠̝̼̩̗͓̞͙̭̩̈́͋̒͛̂̇̈́̓͝M̷̨̨̨̛̙̺̹̹̺̼̣̳̪̀̑̒̌̄́̕͜͜Ẹ̸̡͕͕̮̻͇̖̮̥̦̋̾̅́̇̚̚ͅŞ̸̢̰͍̫̯͙̪̻͉͑̍͐͌͝͝
i.imgur.com/TQv7s9K.png
I'm so excited for Vagabond! My most useful ally so much of the time...just try to point their stabby things at another player 😭
gotta love a vagabond guide! just wondering, are you going to cover Riverfolk? I always seem to get stuck after people realise I won't be giving them their soliders back anymore, so they focus on embargoing me and killing all my outposts
@@klaus7637 Very likely, since RF are a faction with a lot of room for optimization.
If it matters: Losing trade posts only affects the riverfolk if you have uncommitted funds at the end of your turns. It doesn't prevent you from crafting, either.
If it's your warriors they're killing, that's another story
i love the idea of some random eyrie soldier that has been there for five turns and isn't bothering anyone suddenly throwing themselves into a blender to fufil a battle
"It's for the glory of the dynasty, you have to believe me."
@@Nevakanezah_ Hi, big fan. FOR THE EMPERAR
Pot of greed the battle column. Love it!
I play pot of greed, which allows me to start two additional battles
Another awesome entry Nev! You're memes throughout were killing me! Thanks for the idea of Imploding Birds, I had never heard about it before and I've been having a lot of success with it.
Good editing, funny memes, well detailed and useful tips...what else it's needed to be an incredible guide?? Im gona tell you, nothing else, this guide its straigth up perfect!!!
>what else it's needed to be an incredible guide??
More fanservice
”One time is an accident
Two is a pattern”
I cannot say how excited I am for this series! Good luck Nev and thank you!
Yesssss, I love the turmoil animatic at the start.
Jesus this proves my point that the birds are one of the hardest factions
They're definitely the faction that feels the most like work, to me. I don't outright dislike them, but I know that every bird game I play is going to be exhausting to some degree.
@@Nevakanezah_ to some decree, you mean?
Amazing production value. Looking forward to more guides like this one. These are the best and most entertaining Root strategy videos I've seen by far.
Great video, I like to see the many different strategies and combinations for the Eyrie. I love how detailed and analytical your strategy guides are, can't wait for future videos
My Go-To: Charisma (God of War) and if that doesn't work, either Despot (tbh usually this if I'm serious) or if I woke up and chose violence, Commander. I call Charisma->Commander the "God of Murder" strat where your goal isn't to win, but to wipe everyone off the map (and win if there's enough cardboard on the table).
CHA>COM is a pretty classic approach that you see from a lot of newer Eyrie fans. It's a very intuitive way to set up for Commander's ability, but sadly it doesn't solve Commander's significant weakness to being attacked.
Yes! The Birds enter the spot-light!
I wasn't really expecting a reference to centuries old Romantic poetry in my funny bird video but its extremely welcome.
By not seeing Riverfolk in a burst-to-win outline, I deduce that:
- Either they can not burst at all
- Or they can do it from less that 10
And I don't know which is scarier.
Enjoyed the video a lot. Thank you immensely!
Both are true, and sadly it depends entirely on your opponents.
Gotta say this is amazing video never tries despot then charismatic...had great success with turmoild first turn then despot...will try the imploding birds
These videos are so good! Please do the last two base game factions before moving on to the expansions. Keep up the great work Nev!
Thank you this is an amazing strategy guide and your passion for the game shows in your enormous efforts. Looking forward to more.
Best content on TH-cam
Another awesome video, can't wait for more in the series!
Wow. This is totally worth the wait.
Thanks for these great guides! I suggest that you continue to make guides in chronological order as released to correspond with those getting deeper into the game.
Will you continue with the [Gittin Gud]?? I would love to see one with the moles, the rats and the guardians. Thank you very much for your work
Yes, but I'm slow.
This and the cat guide were both so good, hope you do one for every faction
Really great video!! Amazing editing and of course the strategy content is top notch! Really looking forward trying Imploding Birds!
This is easily my favorite faction to play as. I have enjoyed the other guides but shied away from this one. Please do not sully my bird brain with impure thoughts, thank you.
Youll want to skip the chapter on cloacas, then
In my experience, suited cards in build is fine in exactly two scenarios: either it guarantees or gives you a chance to have the points to win that turn, or it makes a likely chance of you winning in two turns. I've pulled the latter strategy off twice with a God of war decree, just make sure you don't commit to building more roosts than you have in supply, (if you have less than 4 roosts left, don't go double build, only go triple build if all but one roost has been destroyed). As long as your opponents can't fill the building slots of all of the clearings you have left to build in, it can be a game saving move.
A very valid and well-argued point, but one that required a lot more explaining than I was willing to put in the video.
A really good breakdown!
Amazing guide, love it!
Insane intro
Your animations are amazing
Yooooooo let's go! These are fiiiiiiiire
Epic vid. An instant classic. Also, I loved the image at @18:15, but why you no estimate the Otters' endgame burst potential?
Because it was 12 30 when i put that together. Let's pretend otters are hiding somewhere beneath either rats or cats.
Let's see the Riverfolk strategy guide!
I usually try to always put two cards into my decree with the eerie, sometimes I go for the explosive charismatic but trying to place every single warrior and then turmoil on build and switch to despot. I think I’ll try the implosive strategy and see where that gets me.
Yasssss more root content!!
Do youtube videos get awards?! Well done, sir. Well done
What are your top 5 Winter Tournament games?
Good question
Great video! However, at 15:25, you say you can guess plot tokens, but iirc you can only guess plot tokens at the end of your turn before you draw cards
As much as I wish you were correct, I'm afraid it's quite the opposite:
13.2.4 Exposure. Anytime on their turn, but before drawing any cards in their Evening, an enemy player with faction pieces in a clearing with a facedown plot token may show the Corvids a matching card to guess the type of plot token in that clearing.
@@Nevakanezah_ ah thanks, misread the rule
nice video! i got alot closer to winning in root for once
I really really really want to make a shirt with the BEATA AVIS image, do you have by any chance an HD image of It?
Love your content, great player, strong comedian, gud indeed
I cannot take full credit for it; the original comes from the irreplaceable artist "SIR": www.tumblr.com/sirartwork/732002138082951168/wait-that-was-you-me-and-my-friends-quote-that?source=share
This is the highest-res version of it I have; sorry in advance: i.imgur.com/ryW3hSd.png
@17:43 What does that card do?
It lets you take ambush cards from the discard pile
Admittedly I heartily disagree with the notion of _never_ placing suited cards in recruit. While it _can_ be hazardous to have more than one, or maybe two suits in there, if you’ve got enough movement and battle actions to keep a well-defended roost in your backline well kept and pumping out troops, it’s probably at least worth _considering._ Especially if you’ve got enough battles to keep that roost clear of fuckery, and a back-up roost for if someone _does_ manage to break through and destroy it.
Accurate, but probably not something I'd put forward as strategic advice.
...Though it might make for a fun eyrie playthrough video.
It was a good strategy before the extensions. VB, WA, Cat has no chance of getting behind the back line.
But since we have expensions, Otter's, Corvid , lizard's, Moles, don't give a crap about Lines they can pop up anywhere. And Rats will just simply march through the lines with 12 pieces.
love these guides. Can we get WA next?
WA will probably be after VB
is an early domination worth it for the eyrie? with charismatic and such
Dominance is generally not a strong approach for anyone, owing to how easily coordinated opponents can upset rule.
Charismatic could probably pull it off, but you'll essentially need the table's permission to win.
Why don't place suit cards on recruit? If you defend the roost on that suit it seems fine...
Getting turmoiled on recruit means you lose all of the other actions you could've taken on that turn, making it by far the most expensive way to turmoil.
As for your suggestion, take it from a corvid fanatic: Defending is a sucker's game. Not only do you have the worse dice outcomes, but there's no amount of warriors that will stop a coordinated table from ruining your day.
@@Nevakanezah_ Makes sense, but I guess if you have 2 or 3 roosts of the same suit it wouldn't be a DON'T PUT THE CARD THERE, even though a coordinated table and/or a favor card can easily destroy you
I thought if you could not add a card to your decree you went into turmoil automatically, or did I miss something?
You don't!
Birds have an automatic failsafe where having no cards in hand for the decree results in you drawing a card at the start of that step. If you want to get really spicy, you can still use that extra card to guess corvid plots and still have no cards to add to the decree, in which case you add nothing and carry on normally.
Turmoil only occurs if you can't fulfill the cards you've added to the decree; your birdsong steps can't trigger it.
@@Nevakanezah_ thanks for speaking on this! ...but I am still not sure if that is the correct interpretation. Is there an official post on this? I can't find anything... The way it reads in the Law of Root is a lot more broken than just skipping a crucial step.
No "official post" that I know of, but I'm pretty sure we bothered LG about it at some point. The rules are roundabout, but they do clarify the behaviour eventually.
root.seiyria.com/#7.4-birdsong
The way it plays out is:
1. Start of turn/birdsong (you can guess plots here if you want to empty your hand)
2. hit section (7.4.1) Emergency orders. You have no cards in hand, so you draw one automatically. This step is complete now, and does not repeat. This step does not specify that the card you drew must go into the decree.
3. You can guess another plot between these steps to lose the card you just drew
4. Hit step (7.4.2) Add to the decree, which specifies you "must" add cards (to force you into it if you have them), but no penalty for failure is specified. Section (7.7) Turmoil *specifically* can only occur as part of (7.5.2) Resolve the decree, and as such can't be triggered in birdsong.
5. The "just trust me, bro" part - It's not in this web rulebook, but current copies of root include a primer that specifies that Root's rules are meant to be interpreted literally, and not with the kind of "rules as intended" looseness many other games use. It's a holdover from the game's wargaming roots. In addition to this, Root has an important piece of errata that for every action you can't fully complete, you always "do as much as you can" (Read: walk through the action until you hit a part you can't fulfill, then skip what you can't.)
You don't have a card in hand for the decree, and there's no mechanism to provide a new card for the decree, and no mechanism to punish you for not adding a card when you don't have any. Unable to complete step (7.4.2), you're meant to fulfill "as much as you can" (read: fuck all), and proceed with the rest of your turn regardless.
@@Nevakanezah_ I started a thread in BGG to get something official, and turns out that 4 years ago, Josh and Cole weighed in through a discord post: "gamey but not breaking anything". Personally, I still think it violates the spirit of the Decree; but I had eventually come around to understanding the logic of how it doesn't violate the rules. Unfortunately, it is just a case of the rules not being specific enough that there is room for a literal interpretation one way or another.
I still see Exposure being done before Add to the Decree as Interrupting Add to the Decree, but plenty of people say that "you didn't say you are Adding to the Decree yet, so it's not interrupting anything". I think the current language on Add to the Decree is very absolute, and it is just a case of the rule needing to be rewritten for clarity. The Law of Root uses "must" pretty consistently for ultimatums but Add to the Decree is the only time it violates that pattern, but only because of Exposure. I think a pretty simple rewrite would be "If there are cards in your hand, then you must [...]" yada yada yada. Or Exposure could use a general facelift, instead, since it is the greatest flaw of the Corvids.
Merging the two steps would certainly solve it, since you can't interrupt a step in progress.
...That, or change exposure so it's not the most permissive rule in the entire game. In fact, do this one anyways.
You're certainly free to feel/play how you like though; god knows DI is as popular as it is controversial. At least this decree goofiness isn't impactful enough to be worthwhile.
Moles video when?!?!?
Soon(tm)
omg yes
Do you have a discord to play root online vía tabletop simulador or tabletopia¿?
discord.gg/woodlandwarriors
YESSS.
I think you should upload way more videos where you play and explain what you are doing
I have a marquise one i've been meaning to make.
I don’t think George Orwell said that
Great guide as always
The despot sucks. Build is the easiest way to turn oil because you don’t have the action economy and clearings get built on VERY fast
So funny!
I strongly disagree with a point, that you must never put bird card in a recruit column. For me it's the opposite. I take every possibility to use non-bird card for recruiting, especially when playing Despot.
But only one suit for the recruiting column, never 2 or more. And your goal for the first 2-3 turns is to build roosts in the matching clearings.
There are only few situations where you want only bird cards in recruiting:
Base deck + tinker/adventurer.
Highly aggressive skillful Moles + meta is against you + voice communication
Sometimes presence of lizards.
Plenty of bird cards in your hand + you are playing Charismatic.
Has no one turmoiled you turn 2/3 for that?
@@Nevakanezah_ No, never. I think making me early turmoiling is really hard and suboptimal if I play birds like a said before: each turn +1 base matching suited recruit card. There should be excellent table talk + at least 2 factions capable of early aggression: cats, moles, riverfolk, (probably rats, not sure) and lizards in rule variants where they get 2 acolytes from the beginning.
And still after turmoiling I'll go Charismatic and probably benefit even more than other players.
Probably I'm missing something but It's hard for me to imagine a case where every other player will benefit from your early turmoil if you play good enough.
Have you ever been turmoiled on recruiting on your 2-3 turn?
@@Nevakanezah_ How do you lose a roost on turns 2 or 3? I have only played vanilla and this seems nonsensical to me. You have to make big mistakes to fuck that up in vanilla root.
@@eugenebang8667 A good vaga, can easily turmoil an eyrie with suited recruit if they care enough. In my opionion.
@@tortture3519 IDK, maybe letting the Alliance have its way or the Vagabond screwing the Eyries up.