Law of Root: Clockwork Expansion 2

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8.1 OVERVIEW

The Lizards will convert all unbelievers to their cause, whether they're willing or not. Keep an eye on their Lost Souls, and prepare for a flood of warriors if you see lots of cards matching the clearings you're in. Try to hurt them whenever possible by removing their gardens, and watch out if you give them too many acolytes.

8.2 FACTION RULES AND ABILITIES

8.2.1
Pilgrims.
You rule clearings that have a garden. (As normal)
8.2.2
Robot Revenge.
Whenever any number of Lizard warriors are removed, place one of them in the Lizards' Acolytes box instead of their supply.
8.2.3
Gardens.
When a garden is removed from the map, discard the top card in the Lizards' Lost Souls pile face up.
8.2.4
Lost Souls.
Whenever a card is spent or discarded, place it on the top of the Lizards' Lost Souls pile face up.

8.3 FACTION SETUP

8.3.1
Step 1: Gather Warriors.
Form a supply of 25 warriors.
8.3.2
Step 2: Place Warriors.
Place 4 warriors and 1 garden of matching printed suit in a random corner clearing that is not the starting corner clearing of another bot and, if possible, is diagonally opposite from a starting corner clearing. Then place 1 warrior in each adjacent clearing.
8.3.3
Step 3: Set Conspiracy.
Place the outcast marker on the Sanctify space of the Conspiracy track on your faction board.
8.3.4
Step 4: Fill Gardens Tracks.
Place your 14 remaining gardens on the matching spaces of your Gardens tracks from right to left.
8.3.5
Step 5: Draw Lost Souls.
Draw 3 cards and place them face up in your Lost Souls in the order drawn.

8.4 BIRDSONG

Your Birdsong has two steps in the following order.
8.4.1
Set Order.
The order is the most common suit in your Lost Souls. On a tie, the order is bird.
8.4.2
Perform Conspiracies.
If you have any acolytes, move the Conspiracy marker one space to the right; if you move it off the right end, move it to the leftmost space. Then, perform the conspiracy of the covered space if able, and remove an acolyte if you do perform the conspiracy. Continue this process until you have no acolytes. Determine the target player first, then determine the target clearing.
I
Convert.
In an ordered clearing, replace an enemy warrior with a Lizard warrior.
a
First Tie for Target Player.
Player with the most points.
b
First Tie for Target Clearing.
Clearing with the most enemy buildings.
II
Crusade.
Battle in each ordered clearing with two or more Lizard warriors.
a
First Tie for Defender.
Player in the battle clearing with the most points.
III
Sanctify.
In an ordered clearing, replace an enemy building with a garden matching the clearing's printed suit.
a
First Tie for Target Player.
Player with the most points.
b
First Tie for Target Clearing.
Clearing with the fewest enemy warriors.

8.5 DAYLIGHT

Reveal the top four cards from your Lost Souls pile, one at a time. (They're already face up, so just put them in your play area.) For each, perform a ritual based on the suit of the card.
8.5.1
Rabbit, Fox, or Mouse Card.
Place a warrior in a matching clearing. Then, if you rule that clearing, place a matching garden there.
I
First Tie for Target Clearing.
Place the warrior in a clearing with free building slots, then most enemy buildings.
8.5.2
Bird Card.
Remove one Lizard warrior from the clearing with the most Lizard warriors and place it in the Acolytes box instead of your supply. Put the revealed card in the discard pile (not the Lost Souls).

8.6 EVENING

Your Evening has four steps in the following order.
8.6.1
Score.
Score the points shown above the Gardens track for the rightmost empty, ordered Gardens space. (If your order is bird, score the track that has the fewest gardens.)
8.6.2
Discard Lost Souls.
Discard all cards in your Lost Souls pile.
8.6.3
Return Revealed Cards.
Return all your revealed cards to your Lost Souls, maintaining the order that you revealed them in. (The first card revaled goes on top.)
8.6.4
Craft.
Reveal the top card of the deck and craft it, scoring one victory point, if it shows an available item. Then, add the revealed card to the top of your Lost Souls (even if you did not craft it).

9.1 OVERVIEW

If you need a shiny sword or a good boat, the Riverfolk can supply. The more services you buy from them, the stronger they become, but they'll turn nasty if no one buys anything from them. Watch out – these robots don't rust!

9.2 FACTION RULES AND ABILITIES

9.2.1
The Market.
The Market is a row of five face-up cards. The order of its cards cannot be changed.
9.2.2
Trade Posts.
Unlike for the Riverfolk human, trade posts that are removed from the map return to the Riverfolk bot's faction board.
9.2.3
Services.
At the start of their Birdsong, another player may buy one service plus one service per clearing that has their faction pieces and a trade post. They pay for services by placing warriors in the Riverfolk's Payment box. If their faction owns no warriors, the Riverfolk place an equal number of Riverfolk warriors instead. A service's cost depends on the buyer's current victory points: two warriors if they have 0 to 9 points; three warriors if they have 10 to 19 points; four warriors if they have 20 or more points.
I
Hand Card.
Take any card from the Market and add it to your hand. (As normal.)
II
Riverboats.
Treat rivers as paths until the end of your turn. (As normal.)
III
Mercenaries.
For battle and rule in Daylight and Evening, treat Riverfolk warriors as your own except for battle against the Riverfolk. In battle, you must split hits between your faction pieces and Riverfolk warriors. (As normal.)
9.2.4
Protectionism.
Whenever you Organize, you will check whether you fulfill the shield and sword Protectionism conditions, as follows. If the Payments box is empty, you fulfill the shield condition. If you have no warriors in your supply, you fulfill the sword condition. If you fulfill the shield or sword condition, you will take every action that shows the matching icon for the rest of this turn. (9.5.3 - Organize.)

9.3 FACTION SETUP

9.3.1
Step 1: Gather Warriors.
Form a supply of 15 warriors.
9.3.2
Step 2: Place Warriors.
Place 1 warrior in each clearing on the river.
9.3.3
Step 3: Fill Trade Posts Tracks.
Place 9 trade posts on the matching spaces of your Trade Posts tracks.
9.3.4
Step 4: Gain Starting Payment.
Place 1 warrior in your Payments box.
9.3.5
Step 5: Stock Market.
Draw 5 cards and add them to your Market.

9.4 BIRDSONG

Your Birdsong has three steps in the following order.
9.4.1
Stock the Market.
Draw cards and add them face up to the Market's right side until it has five cards.
9.4.2
Craft.
Craft the first card added to the Market this turn that shows an available item, scoring one victory point. (Discard it, leaving four cards.)
9.4.3
Set Order.
The order is the rightmost Market card.

9.5 DAYLIGHT

Your Daylight has four steps in the following order.
9.5.1
Build and Garrison.
Place a trade post and a warrior in an ordered clearing without a trade post.
I
First Tie for Target Clearing.
Such a clearing with any faction pieces of the player who has the most warriors in Payments.
9.5.2
Recruit.
Place one warrior in each ordered clearing. If the order card is a bird card, instead place one warrior in each clearing on the river.
I
Warrior Limit.
If you will run out of warriors when placing these warriors, place in highest priority clearing first.
9.5.3
Organize.
Check whether you fulfill Protectionism conditions. Then, if the sword or shield Protectionism condition is fulfilled, score one victory point and place two warriors in a clearing that has Riverfolk pieces and the most enemy pieces. (9.2.4 - Protectionism.)
9.5.4
Battle.
If the shield Protectionism condition is fulfilled, battle in each clearing, and skip to Evening (ignoring the sword condition). Then, if the sword condition is fulfilled, battle in each ordered clearing.
I
First Tie for Defender.
Battle the player with the fewest warriors in the Payments box.

9.6 EVENING

Your Evening has three steps in the following order.
9.6.1
Score.
Score one point for each warrior in the Payments box of the player who has the most warriors in your Payments box. Remove all of those warriors (returning them to their faction's supply).
9.6.2
Racketeering.
If the sword or shield Protectionism condition is fulfilled, take all but two Riverfolk warriors from each clearing, and place them in the Payments box.
9.6.3
Discard.
Discard the leftmost card in the Market. If the shield Protectionism condition is fulfilled, discard the leftmost card in the Market again.

9.7 BOT SERVICES

The rules for bots interacting with the Riverfolk's services, whether the Riverfolk is a human or a bot, are listed on two sets of cards: 3 Basic Services and 8 Advanced Services. You can use only the Basic Services, or you can use both the Basic Services and the Advanced Services for any bots in play.

10.1 OVERVIEW

The Duchy has begun their invasion of the Woodland from the great lands below, emerging from fresh tunnels at a moment's notice. As they secure their foothold, their ministers will grow bold and add to the Duchy's capabilities. Punish them by destroying their buildings, driving them back into the dark.

10.2 FACTION RULES AND ABILITIES

10.2.1
Cost of Errors.
Whenever any number of Duchy buildings are removed, remove the crown from the minister with a crown closest to the bottom.
10.2.2
The Burrow.
THE BURROW is an unsuited clearing adjacent to each clearing with a tunnel token. Non-Duchy pieces cannot b e placed in or moved into the Burrow. The Duchy always rules the Burrow (even with no pieces there). (As normal)

10.3 FACTION SETUP

10.3.1
Step 1: Gather Pieces.
Form supplies of 20 warriors, 3 tunnel tokens, and 9 crowns.
10.3.2
Step 2: Prepare the Burrow.
Place the Burrow board near the map.
10.3.3
Step 3: Surface.
Place 2 warriors and 1 tunnel in a corner clearing that is not the starting corner clearing. Then place 2 warriors in each clearing adjacent to the chosen corner clearing, except the Burrow.
10.3.4
Step 4: Fill Buildings Tracks.
Place 3 citadels and 3 markets on your matching Building spaces.
10.3.5
Step 5: Sway Starting Ministers.
Draw 2 cards and discard them. For each, place a crown on the topmost matching unswayed minister on your faction board.

10.4 BIRDSONG

Your Birdsong has three steps in the following order.
10.4.1
Set Order.
Reveal the top card of the deck as the order card.
10.4.2
Craft.
Craft the order card, scoring one victory point, if it shows an available item.
10.4.3
Recruit.
Place two warriors, plus one per Mole icon showing on your faction board, into the Burrow.

10.5 DAYLIGHT

Your Daylight has four steps in the following order.
10.5.1
Dig.
If the Burrow has four or more warriors, place a tunnel in an ordered clearing that has no tunnel and no Duchy buildings, then move four warriors from the Burrow to that clearing.
I
First Tie for Target Clearing.
If the order is not a bird, target such a clearing with the most empty building slots, then the fewest warriors. If the order card is a bird, target such a clearing with the most enemy buildings and tokens.
II
No Tunnel in Supply.
If you have no tunnels in your supply to place, take a tunnel from the clearing with the fewest Duchy warriors in order to place it.
10.5.2
Battle.
Battle in each ordered clearing.
I
First Tie for Defender.
Battle the player with the most buildings there, then the most pieces there, then the most points there.
10.5.3
Build.
In the clearing you rule with the most Duchy warriors, place a citadel if you have nine or more warriors in your supply, or otherwise place a market. If you cannot place a building and have any buildings on your faction board, score one victory point.
10.5.4
Act with Ministers.
Take the actions of all swayed ministers, from top to bottom. (The Captain and Foremole have abilities. Do not take actions for them.)

10.6 EVENING

Your Evening has four steps in the following order.
10.6.1
Rally.
In each ordered clearing with no Duchy buildings and two or fewer Duchy warriors, move all Duchy warriors there to an adjacent clearing with a Duchy building. Then, in each clearing you rule, take all but four Duchy warriors from that clearing and place them in the Burrow.
I
First Tie for Destination.
Such a clearing with the fewest Duchy warriors.
II
No Such Destination.
If there is no adjacent clearing that has Duchy buildings, instead take all Duchy warriors there and place them in the Burrow.
10.6.2
Score.
Score one victory point per market on the map.
10.6.3
Sway.
Place a crown on the topmost ordered minister that has no crown. If no minister is ordered (including if the order is a bird), place a crown on the bottommost minister that has no crown.
10.6.4
Discard Order.
Discard the order card.

10.7 MINISTERS

10.7.1
Captain.
As attacker in battle, deal an extra hit if the battle clearing has a tunnel. (This is an ability.)
10.7.2
Marshal.
Place a warrior in the clearing that has fewest Duchy warriors and at least one Duchy building.
10.7.3
Foremole.
In your Recruit step, place one more warrior in the Burrow. (This is an ability.)
10.7.4
Brigadier.
If the Burrow has three or more warriors, take the Dig action. For this Dig action, its First Tie for Target Clearing is "such a clearing with the most enemy buildings or tokens."
10.7.5
Banker.
Take the Build action.
10.7.6
Mayor.
Remove a Duchy warrior from the clearing you rule that has the most Duchy warriors. If you do, score on victory point.
10.7.7
Earl of Stone.
Score one victory point per citadel on the map.
10.7.8
Baron of Dirt.
Score one victory point per market on the map.
10.7.9
Duchess of Mud.
Score two victory points if all tunnels are on the map.

11.1 OVERVIEW

The Corvids want to rule by fear – and you will fear them unless you crush them with an iron fist. Snuff out their plots before they have a chance to resolve them, and watch out for large build-ups of warriors, as this will let them hatch plots and resolve them immediately.

11.2 FACTION RULES AND ABILITIES

11.2.1
Nimble.
The Corvids can move regardless of who rules their origin or destination clearing. (As normal.)
11.2.2
Embedded Agents.
As defender in battle, if the Corvids have a facedown plot token (even defenseless) in the clearing of battle, they deal an extra hit. (As normal.)

11.3 FACTION SETUP

11.3.1
Step 1: Gather Warriors and Plots.
Form supplies of 15 warriors and 8 plot tokens face down.
11.3.2
Step 2: Scatter.
Place 1 warrior in the lowest priority clearing of each suit (total of 3).

11.4 BIRDSONG

Your Birdsong has four steps in the following order.
11.4.1
Set Order.
Reveal the top card of the deck as the order card.
11.4.2
Craft.
Craft the order card, scoring one victory point, if it shows an available item.
11.4.3
Recruit.
Place two warriors in each of two ordered clearings.
I
First Tie for Target Clearing.
Such a clearing with no plot tokens, then with most Corvid warriors.
II
No Warriors Left in Supply.
If you have no warriors to place (even in the middle of this action), immediately do The Plot Thickens before placing the remaining warriors. (11.5.4 - The Plot Thickens.)
11.4.4
Flip Plots.
Flip each facedown plot token. (A warrior is not needed to flip. Remember to resolve in priority order.) Each time you flip a plot, score one victory point for each face-up plot token on the map, then resolve the plot's flip effect, if any.

11.5 DAYLIGHT

Your Daylight has four steps in the following order.
11.5.1
Battle.
Battle in each ordered clearing that has two or more Corvid warriors.
I
First Tie for Defender.
Player with the most buildings and tokens there, then with the most victory points there.
11.5.2
Move.
Move all but two Corvid warriors from each ordered clearing that has a face-up plot token to an adjacent clearing that has no plot token.
I
First Tie for Destination.
Move to the clearing with the most Corvid warriors.
II
No Destination.
If every adjacent clearing has a plot, move to the adjacent clearing of lowest priority.
11.5.3
Plot.
In the ordered clearing that has the most Corvid warriors and no plot, remove one Corvid warrior there to place a random facedown plot there.
11.5.4
The Plot Thickens.
If any clearing has no plot and three or more Corvid warriors, remove one Corvid warrior from it to place a random facedown plot token there.
I
First Tie for Target Clearing.
Do this in the clearing with the most Corvid warriors.

11.6 EVENING

Your Evening has two steps in the following order.
11.6.1
Score.
Score one victory point per Extortion plot token face up on the map.
11.6.2
Discard Order.
Discard the order card.

11.7 PLOTS

11.7.1
Bomb.
When flipped, remove all enemy pieces in its clearing, then swap this token with a random plot token from your supply, placing the swapped plot face up. (The replacement token does not trigger, and it can be another bomb.)
11.7.2
Snare.
While face up, enemy pieces cannot be placed in or moved from its clearing (as normal).
11.7.3
Extortion.
When flipped, each player with any faction pieces in its clearing must discard one card.
11.7.4
Raid.
When removed, place one warrior in each adjacent clearing (as normal).

11.8 BOT INTERACTIONS

The plots of the Corvids, whether played by a human or bot, interact with bots as follows.
11.8.1
Bomb.
When flipped, remove two pieces of each bot in the clearing, warriors first, instead of all their pieces.
11.8.2
Snare.
Bots ignore snare tokens for the purpose of targeting clearings to place or move pieces. If a bot would place in a clearing with a snare or move out of a clearing with a snare, remove the snare but do not perform this part of the action.