Law of Root: Clockwork Expansion

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4.1 OVERVIEW

This is the simplest of the bots and can be used to fill out the player count in dozens of configurations. Though this bot is straightforward, don't get complacent. At least one player will need to keep it in check!

4.2 FACTION RULES AND ABILITIES

4.2.1
The Keep.
Only the Marquise can place pieces in the clearing with the keep token. (Pieces may be moved into this clearing.) If the keep token is removed, remove it from the game permanently.

4.3 FACTION SETUP

4.3.1
Step 1: Gather Warriors.
Form a supply of 25 warriors near you.
4.3.2
Step 2: Place Keep.
Place the keep token in a random corner clearing.
4.3.3
Step 3: Garrison.
Place a warrior in each clearing except the clearing in the diagonally opposite corner from the clearing with the keep token. Place an extra warrior in the clearing with the keep token.
4.3.4
Step 4: Place Starting Buildings.
Randomly place 1 sawmill, 1 workshop, and 1 recruiter among the clearing with the keep token and those clearings adjacent with up to one building in each clearing.
4.3.5
Step 5: Fill Buildings Tracks.
Place your remaining 5 sawmills, 5 workshops, and 5 recruiters on your matching Buildings tracks, filling every space except the leftmost space of each track.

4.4 BIRDSONG

Your Birdsong has two steps in the following order.
4.4.1
Reveal Order.
Draw and reveal an order card.
4.4.2
Craft Item.
If the order card shows an available item, craft it.

4.5 DAYLIGHT

Your Daylight has five steps in the following order. If the order card is a bird card, resolve Escalated Daylight instead of this section. (4.7 - Escalated Daylight)
4.5.1
Battle.
Initiate a battle in each ordered clearing. The defender is the player with the most pieces in the clearing of battle.
I
First Tie for Defender.
Such a player with the most victory points.
4.5.2
Recruit.
Place four warriors among ordered clearings you rule, distributed evenly. If you rule three such clearings, place the fourth warrior in such a clearing of highest priority.
4.5.3
Build.
Place a building in the clearing you rule with the most Marquise warriors. Place a sawmill if the order card is a fox card, a workshop if it is a rabbit card, or a recruiter if it is a mouse card. (The order card determines the type of building placed, not the clearing where it is placed.)
4.5.4
Move.
Move all but three of your warriors from each ordered clearing to the adjacent clearing with the most enemy pieces.
4.5.5
Expand.
If you did not place a building this turn and have five or fewer buildings on the map, discard the current order card, draw and reveal a new order card (but do not craft its item), and return to the start of Daylight.

4.6 EVENING

Your Evening has two steps in the following order.
4.6.1
Score.
Score victory points listed on the rightmost empty space on your ordered Buildings track. If the order card is a bird card, use the track that would score the most victory points. (Unlike the Marquise de Cat, you do not score victory points for placing buildings.)
4.6.2
Discard Order.
Discard the current order card.

4.7 ESCALATED DAYLIGHT

If the order card is a bird card, resolve the following steps instead of Daylight, and then continue to Evening. (4.5 - Daylight) (4.6 - Evening)
4.7.1
Battle.
Initiate a battle in each clearing. The defender is the player with the most pieces in the clearing of battle.
I
First Tie for Defender.
Such a player with the most victory points.
4.7.2
Recruit.
Place two warriors each in the two clearings you rule of lowest priority. If you only rule one clearing, place all four warriors there.
4.7.3
Build.
Place a building of the type with the most pieces on the map in the clearing you rule with the most Marquise warriors. If there is a tie between sawmills and any other types, place a sawmill. If there is a tie between workshops and recruiters but not sawmills, place a recruiter.
4.7.4
Move.
Move all but three of your warriors from each clearing to the adjacent clearings with the most enemy pieces. Then battle in each clearing you moved into.

5.1 OVERVIEW

The Electric Eyrie will inspire fear in the most stalwart of players. Like the Eyrie Dynasties, this bot can ramp up its action potential aggressively.

5.2 FACTION RULES AND ABILITIES

5.2.1
Lords of the Forest.
The Electric Eyrie rule a clearing when tied for most combined warriors and buildings there. They do not rule empty clearings.

5.3 FACTION SETUP

5.3.1
Step 1: Gather Warriors.
Form a supply of 20 warriors near you.
5.3.2
Step 2: Place Roost and Starting Warriors.
Place 1 roost and 6 warriors 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.
5.3.3
Step 3: Tuck Viziers.
Tuck your 2 Loyal Vizier cards, showing their suit, into the rightmost Decree column.
5.3.4
Step 4: Fill Roosts Track.
Place your 6 remaining roosts on your Roosts track from right to left, filling all its spaces except the leftmost.

5.4 BIRDSONG

Your Birdsong has four steps in the following order.
5.4.1
Reveal Order.
Draw and reveal an order card.
5.4.2
Craft Order.
If the order card shows an available item, craft it.
5.4.3
Add to Decree.
Add the order card to the Decree in the column matching the card's suit.
5.4.4
A New Roost.
If you have no roosts on the map, place a roost and four warriors in the ordered clearing of highest priority where all those pieces can be placed. (Intentionally not listed on board.)

5.5 DAYLIGHT

Your Daylight has two steps in the following order.
5.5.1
Resolve the Decree.
Recruit for each column in the Decree with at least one card from left to right. Then move in the same way. Then battle in the same way.
I
Recruit.
Place warriors, equal to the number of cards in this column, in a clearing with a roost whose suit matches this column's suit.
a
First Tie for Target Clearing.
Such a clearing with the most enemy pieces.
b
Second Tie for Target Clearing.
Such a clearing with the fewest Eyrie warriors.
c
Third Tie for Target Clearing.
Such a clearing of lowest priority.
II
Move.
Move from the clearing you rule whose suit matches this column's suit and has the most Eyrie warriors. Move to an adjacent clearing with no roost–if all adjacent clearings have a roost, following the tiebreakers below. Leave warriors in the origin clearing so there are exactly enough to rule it or equal to the number of cards in this column, whichever is higher.
a
First Tie for Destination Clearing.
Such a clearing with the fewest enemy pieces.
b
Second Tie for Destination Clearing.
Such a clearing of lowest priority.
III
Battle.
Initiate a battle in a clearing whose suit matches this column's suit. The defender is the player with the most buildings there (even zero). If this column has more cards than each other column, you deal one extra hit.
a
First Tie for Target Clearing.
Such a clearing with no roost.
b
Second Tie for Target Clearing.
Such a clearing with the most defenseless buildings.
c
Third Tie for Target Clearing.
Such a clearing of lowest priority.
d
First Tie for Defender.
Such a player with the most pieces there.
e
Second Tie for Defender.
Such a player with the most victory points.
IV
Build.
Place a roost in a clearing you rule with no roost. (If multiple, pick the clearing of highest priority.) If you cannot place a roost for any reason, you immediately fall into turmoil. (You will take this action regardless of which cards are in your Decree.)

5.6 EVENING

Score the victory points listed on the rightmost empty space of your Roosts track.

5.7 TURMOIL

If you are prompted to place a roost but cannot for any reason, you fall into turmoil, as follows.
5.7.1
Step 1: Humiliate.
Lose one victory point per bird card (including Loyal Viziers) on the Decree.
5.7.2
Step 2: Purge.
Discard all of the cards on the Decree except you Loyal Viziers. Keep you Loyal Viziers in the bird column.
5.7.3
Step 3: Rest.
Go to Evening (as normal).

6.1 OVERVIEW

The Automated Alliance is especially zealous and will revolt frequently. Keep in mind their potential targets so you avoid any unpleasant surprises. Once they do establish a foothold, timing is critical. Don’t let them consolidate their warrior or you’ll be in trouble!

6.2 FACTION RULES AND ABILITIES

6.2.1
Sympathy Tokens.
The Alliance has 10 sympathy tokens.
I
Placement Limits.
A clearing can hold only one sympathy token.
II
Terms.
A SYMPATHETIC CLEARING is one with a sympathy token. An UNSYMPATHETIC CLEARING is one without a sympathy token.
6.2.2
Automated Ambush.
In battle as defender with at least one Alliance warrior, the Alliance steals, one extra hit.
6.2.3
Automated Outrage.
Whenever a human removes a sympathy token or moves any warriors into a sympathetic clearing, that player must discard a matching card. If they cannot, the Alliance scores one victory point. (this does not trigger poor manual dexterity.)
6.2.4
Crackdown.
Whenever an Alliance base is removed, remove all sympathy tokens from clearings matching the suit of the base removed.
6.2.5
Martial Law.
If the Alliance places a sympathy token in a clearing with three or more warriors owned by the same enemy, the Alliance scores one fewer victory point, to a minimum of zero.

6.3 FACTION SETUP

6.3.1
Step 1: Gather Warriors.
Form a supply of 10 warriors near you.
6.3.2
Step 2: Place Bases.
Place your 3 bases on the matching spaces in your Bases box.
6.3.3
Step 3: Fill Sympathy Track.
Place your 10 sympathy tokens on your Sympathy track.

6.4 BIRDSONG

Your Birdsong has four steps in the following order.
6.4.1
Reveal Order.
Draw and reveal an order card.
6.4.2
Craft Order.
If the order card shows an available item, craft it.
6.4.3
Revolt.
If the order card is not a bird card, remove all enemy pieces from the ordered sympathetic clearing with the most enemy pieces matching a base on your faction board, then place the ordered base there.
6.4.4
Public Pity.
If you did not revolt this turn in Birdsong, spread sympathy based on the number of sympathy tokens on the map, as follows. If you have zero to four, spread sympathy twice; if you have five or more, spread sympathy once. (You will spread sympathy again in Daylight.) (6.5.1 - Spread Sympathy.) (6.4.3 - Revolt.)

6.5 DAYLIGHT

Your Daylight has two steps in the following order.
6.5.1
Spread Sympathy.
Place a sympathy token in an ordered unsympathetic clearing with the fewest enemy warriors adjacent to a sympathetic clearing. Score the victory points listed on the space revealed on your faction board (remembering Martial Law). (6.2.5 - Martial Law.)
I
No Such Clearings.
if there are no such clearings to target, place a sympathy token in the clearing with the fewest enemy pieces.
II
Cannot Spread.
if you cannot place a sympathy token (because your Sympathy track is empty, or because there is no clearing where you could place a sympathy token), score 5 victory points.
6.5.2
Surprise Revolt.
If the order card is a bird card, remove all enemy pieces from the sympathetic clearing with the most enemy pieces matching a base on your board, then place the matching base there. (If multiple, revolt in the clearing of highest priority.)

6.6 EVENING

Your Evening has three steps in the following order.
6.6.1
Organize.
In each clearing with a base and three or more Alliance warriors, remove all Alliance warriors from that clearing, and then spread sympathy. (6.5.1 - Spread Sympathy.)
6.6.2
Recruit.
Place one warrior in each clearing with a base.
6.6.3
Discard Order.
Discard the current order card.

7.1 OVERVIEW

The Vagabot makes for a capricious friend or foe. Like a human player, he will reward those who craft items. But be careful, he can make for a dangerous enemy once he gets enough items to boost his maximum hits.

7.2 FACTION RULES AND ABILITIES

7.2.1
Lone Wanderer.
The Vagabot pawn is not a warrior (so he cannot rule a clearing or stop another player from ruling one). The Vagabot pawn cannot be removed from the map.
I
Full Removal.
Whenever an enemy player uses an effect that says it removes all enemy pieces from a clearing (such as Alliance revolts, Favor of the Mice cards, Conspiracy bombs) with the Vagabot, he damages three items.
7.2.2
Nimble.
The Vagabot can move regardless of who rules his origin or destination clearing. (4.2.1 - You Must Rule.)
7.2.3
Items.
To take actions, the Vagabot must exhaust items. Unlike the Vagabond, the Vagabot treats all items as identical (for example, there is no difference between hammer and tea). Items on the Vagabot's faction board can be face up or face down. He EXHAUSTS undamaged items, flipping them face down, to take many actions. When gained, all items are placed face up in his Satchel.
7.2.4
Battle Track.
The Vagabot's maximum rolled hits in battle begins at one. (The Vagabot does not count sword toward this.) While the Vagabot has at least six, nine, and twelve undamaged items, one, two, or three items, exhausted before unexhausted, are placed on the spaces of the Vagabot's Battle Track from left to right. The sixth and ninth items each increase his maximum rolled hits by one, and the twelfth item makes him deal one extra hit as attacker in battle. Items on the Battle Track cannot be exhausted, but they can be damaged. (4.3.3.I - Maximum Rolled Hits.)
7.2.5
Taking Hits.
When the Vagabot takes hits, he damages exhausted items or, if he has no exhausted items, unexhausted items. (Damaging items may move items from its Battle Track to its Satchel.)

7.3 FACTION SETUP

7.3.1
Step 1: Choose Character.
Pick a character card and place it in your Character Card slot. (These are different from the character cards for the Vagabond.)
7.3.2
Step 2: Place Pawn.
Place you Vagabot pawn in the forest adjacent to the most clearings. If there are multiple such forests, decide randomly among those.
7.3.3
Step 3: Get Quests.
Shuffle the quest deck, draw 1 quest card, and place it face up near you. This quest can only be completed by the bot.
7.3.4
Step 4: Populate Ruins.
Take the 4 items marked "R" and place one randomly under each ruin. (This is the same as the human Vagabond.)
7.3.5
Step 5: Take Starting Items.
Take any 4 items marked "S" and place them in your Satchel. (The Tinker starts with 3 items instead of 4 items.)

7.4 BIRDSONG

Your Birdsong has three steps in the following order.
7.4.1
Reveal Order.
Draw and reveal an order card.
7.4.2
Craft Order.
If the order card shows an available item, craft it.
7.4.3
Slip.
If you have two or fewer undamaged items, move into a random adjacent forest, then skip Daylight and begin Evening.

7.5 DAYLIGHT

The current order card determines the sequence of actions that you will take this turn, as follows. Often, you will be prompted to take an action in the nearest clearing. If you can take the action without moving, remain in your current clearing. If you cannot, move to a clearing where you can take the action, exhausting one item per move in the way that exhausts the fewest items. You move even if you do not have enough unexhausted items to take the action after moving.
7.5.1
Explore.
Move to the nearest ruin. Then, exhaust one item to take one random item under the ruin in your clearing, reveal it, and place it face up in your Satchel. If you remove the last item from the ruin, remove the ruin. (Do not score victory points for exploring.)
7.5.2
Quest.
Moved to the nearest clearing, matching the current quest. Then, exhaust two items to complete the quest. (Ignore the listed item types on the card.) Discard the quest and score one victory point. (Ignore the text affect of the card.) Then, draw a new quest and place it face up near you.
7.5.3
Aid.
Target, the player in the clearing with at least one piece there, at least one item in their crafted item box, and the fewest victory points of such players there. Exhaust as many items as possible up to the number of items in their crafted items box. Take that many items from the target player and score that many victory points, then the target player draws that many cards. (You can aid other bots. Because of their Poor Manual Dexterity, aided bots simply score one victory point.) (2.8.1 - Poor Manual Dexterity.)
7.5.4
Battle.
Move to the nearest clearing with at least one piece of the player with the most victory points. Then, exhaust one item to initiate a battle against that player. If any pieces of that player remain, exhaust two items and battle again, repeating this until you do not have enough items to exhaust. Score one victory point per enemy warrior you remove. (Do not score this if you are the defender. You still score points for removing tokens and buildings.)
I
First Tie for Destination Clearing.
Such a clearing where the target defender has the most buildings and tokens.
II
Second Tie for Destination Clearing.
Such a clearing where the target defender has the fewest warriors.
7.5.5
Repair.
If you have at least one damaged item, exhaust one item to repair it. All unexhausted, damaged items must be repaired before any exhausted, damaged items can be repaired. (Do not flip the repaired item face up if it is faced down.)
7.5.6
Special.
Exhaust one item to take the action listed on your character card. If the special action listed on your character card would have no effect or is impossible, skip this action.

7.6 EVENING

Your Evening has three steps in the following order.
7.6.1
Refresh.
If you have at least one damaged item, refresh for undamaged items. If you have no damaged items, refresh six undamaged items instead.
7.6.2
Repair.
If you’re in a forest, repair all items. If you are not in a forest, repair one item. Repair unexhausted items before exhausted items.

7.7 VAGABOT CHARACTER REFERENCE

7.7.1
Thief (Easy).
Take a random card from the enemy in your clearing with the most victory points. On a tie, take it from such an enemy with the most pieces there.
7.7.2
Tinker (Moderate).
Search the discard pile for the topmost card with an available item and crafted. (Remember to only score one point.) You start with one fewer item. (1.1 - Crafting)
7.7.3
Ranger (Difficult).
If you have three or more damaged items, slip into a random adjacent forest.
7.7.4
Vagrant.
Initiate a battle in your clearing. You choose both attacker and defender, and you remove pieces for each.
7.7.5
Scoundrel.
If you’re clearing has three or more enemy pieces, including one building or token, remove all enemy pieces, there. Place one of your items in your clearing, covering a building slot. Buildings cannot be placed in this slot. Score one point.
7.7.6
Arbiter.
Before rolling in battle, the defender may enlist the Arbiter if he is in the battle clearing. (If other bots are in place, they will interact with the Arbiter, whether played by a human or bot, in the same way.) The Arbiter scores one victory point and adds the number of items on his bow track to the defenders. Maximum rolled hits. Defending bots will enlist the Arbiter if they meet all three of the following conditions:
I
One.
Their maximum rolled hits is less than three.
II
Two.
Their maximum rolled hits is less than the number of enemy pieces in battle.
III
Three.
They have more victory points than the Arbiter.