Law of Root: The Mountain King Expansion

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BG.1 OVERVIEW

The Blacktail Guild is rebuilding the Woodland from the ground up and tearing down everyone that stands in their way. BUILDERS are the lifeblood of the Guild. They can be spent to demolish ruins for items, build WORKSITES for more builders, and (most importantly) craft cards. Every card they craft is worth victory points–the work of true ARTISANS. But builders alone can’t fight a war. The Guild needs items to further expand their PROJECTS, which in turn give even more actions, warriors, and builders. Finishing a project can create a powerful snowballing effect, but don’t develop faster than you can handle! Losing your worksites not only lowers production, but also lets your enemies steal crafted improvements from the rubble.

BG.2 FACTION RULES AND ABILITIES

BG.2.1
Crafting.
The Blacktail craft during Evening by spending builders.
I
Artisans.
Whenever the Blacktail craft a card that doesn’t list an item, they score victory points equal to the card’s crafting cost.
BG.2.2
Items.
Instead of a Crafted Items box, the Blacktail have four Projects tracks. Items on the Blacktail’s faction board can be face up or face down. The Blacktail EXHAUST face-up items, flipping them face down, to take Project actions.
I
Gaining Items.
When the Blacktail gain an item, they place it on a matching empty space in any Project track; if there is no such empty space, they must permanently remove the gained item. Whenever they place the 4th item
a
Windmill.
The Windmill track can hold one bag, one boot, and two sword.
b
Salt Road.
The Salt Road track can hold one bag, two boot, and one tea.
c
Ironworks.
The Ironworks track can hold one crossbow, one hammer, one sword, and one tea.
d
Quarry.
The Quarry track can hold one bag, one hammer, and two coins.
BG.2.3
Builders.
To craft and take Daylight actions, the Blacktail spend BUILDERS: warriors in their Builders boxes.
I
Suited.
There are three Builder boxes - one mouse, one rabbit, and one fox.
II
Limited Membership.
Each Builders box can hold up to five warriors.
BG.2.4
Loss of Integrity.
Whenever any number of worksites in a clearing are removed by another player, that player takes a crafted card in the Blacktail’s play area into their hand, and the Blacktail must return half of their warriors in the Builders box matching the worksites’ clearing to their supply.
I
No Crafted Cards.
If the Blacktail have no crafted cards in their play area, the player removing the worksites takes a random card from the Blacktail instead.
BG.2.5
Contract Work.
Once per turn while crafting, other players may spend a Blacktail warrior in their Crafted Items box to gain any crafting icon.

BG.3 FACTION SETUP

BG.3.1
Step 1: Gather Warriors and Worksites.
Form a supply of 30 warriors and 8 worksites.
BG.3.2
Step 2: Establish.
Place 4 warriors and 1 worksite in a corner clearing that is not the starting corner clearing of another player and, if possible, is diagonally opposite from a starting corner clearing. Then place 1 warrior in each clearing adjacent to that corner clearing.
BG.3.3
Step 3: Place Items.
Place the four "R" items randomly under the ruins, unless this has already been done and there is only one other faction that places items under ruins during their setup. (For example, do not place items under ruins if any number of Vagabonds are in play, but do place items under the ruins if both the Lord of the Hundreds and the Vagabond are in play.)

BG.4 BIRDSONG

Your Birdsong has two steps in the following order.
BG.4.1
Clock In.
For each worksite, place a warrior in the Builders box matching the worksite’s clearing and flip an exhausted item.
BG.4.2
Activate Projects.
You may take each Project action once, as follows, in any order.
I
Windmill.
Place one warrior, plus one per item you exhaust on the Windmill track, in the clearing with the most Blacktail pieces.
II
Salt Road.
Take one move, plus one per item you exhaust on the Salt Road track.
III
Ironworks.
Initiate one battle, plus one per item you exhaust on the Ironworks track.
IV
Quarry.
Place one warrior in the Builders box with the fewest builders. You may repeat this action for each item you exhaust on the Quarry track.

BG.5 DAYLIGHT

You may take the following actions in any order and number.
BG.5.1
Build with Garrison.
In a clearing you rule, place a matching builder and a worksite. (You must be able to place both the worksite and the builder.)
BG.5.2
Refurbish.
Spend three builders in the same Builders box to take a matching card from the discard pile. You cannot take cards that cannot be crafted or have no crafting cost (like ambushes). (4.1.2 - Immediate Effects.) (4.1.4 - No Duplicates.)
BG.5.3
Apprentice.
If a player has a piece in a clearing you rule, place a matching builder in that player’s Crafted Items box to take one item from there, placing the item face up on a matching empty space in a Project track.
BG.5.4
Demolish.
Spend a builder to take one item under a ruin in a matching clearing you rule, reveal it, and place it face up on a matching empty space in a Project track; if you remove the last item from a ruin, remove the ruin. You may take this action only once per turn.

BG.6 EVENING

Your Evening has two steps in the following order.
BG.6.1
Craft.
You may spend builders to craft cards from your hand. The builders you spend must match the suits listed on the crafting cost. (Remember to score victory points.) (BG.2.1.I - Artisans.)
BG.6.2
Draw and Discard.
Draw one card, plus one card for each Project track with 4 items. Then, if you have more than five cards in your hand, discard cards of your choice until you have five.

GP.1 OVERVIEW

The Great Pretenders are a troupe of banished entertainers trying to act as brave folk heroes. As actors, they have the uncanny ability to play dead - they place a BLUFF each time a warrior is removed, and replace the bluffs with warriors at the start of their next turn. They score victory points for each clearing with a warrior, a bluff and an enemy piece - two actors in a dramatic scene with an audience member. Battling is the easiest way to set the stage, and they can also elect to take extra hits for DRAMATIC effect. Just be wary of keen eyes - while no one will fight what they think is a dead body, a lone bluff can be easily exposed.

GP.2 FACTION RULES AND ABILITIES

GP.2.1
Crafting.
The Pretenders craft during Evening by activating their bluff tokens. They can only activate one bluff token per clearing.
GP.2.2
Bluffs.
The Pretenders have six bluff tokens. Bluff tokens cannot be in battle, and other players cannot treat bluff tokens as enemy pieces outside of the Bad Actors special ability. (3.2.1 - Removing Buildings and Tokens.) (GP.2.5 - Bad Actors.)
GP.2.3
Faked Death.
Whenever a Pretender warrior is removed, place a bluff in the clearing where that warrior was removed.
GP.2.4
Dramatic.
In battle as attacker, immediately after dice are rolled, the Pretenders may choose to take an extra hit.
GP.2.5
Bad Actors.
Any number of times during their Daylight, an enemy player with faction pieces in a clearing with a bluff token and without Pretender warriors may spend a matching card to remove the bluff token (scoring a victory point).

GP.3 FACTION SETUP

GP.3.1
Step 1: Gather Warriors.
Form a supply of 10 warriors.
GP.3.2
Step 2: Fill Bluffs Track.
Place your 6 bluff tokens on your Bluffs track.

GP.4 BIRDSONG

Your Birdsong has two steps in the following order.
GP.4.1
Revive.
Place one warrior at each bluff token. Then, remove all bluff tokens.
GP.4.2
Recruit.
Any number of times, you may spend a card to place one warrior in a matching clearing.

GP.5 DAYLIGHT

Your Daylight has three steps in the following order.
GP.5.1
Perform.
You may take this action up to four times. You may either move up to four warriors OR initiate a battle in a clearing that has at least as many enemy pieces as you have warriors there. (They do not have to be pieces from the same enemy player.)
GP.5.2
Faint.
You may remove a Pretender warrior from any clearing. (Remember to place a bluff token.)
GP.5.3
Walk It Off.
You may replace a bluff token on the map with a Pretender warrior.

GP.6 EVENING

Your Evening has three steps in the following order.
GP.6.1
Craft.
Once per clearing, you may activate bluffs to craft cards.
GP.6.2
Stage.
Score one victory point for each clearing with at least one bluff token, at least one Pretender warrior, and at least one enemy piece. Then, score one victory point if you have five or more bluff tokens on the map.
GP.6.3
Draw and Discard.
Draw one card, plus one card per uncovered draw bonus. Then, if you have more than five cards in your hand, discard cards of your choice until you have five.

SK.1 OVERVIEW

The Sheriff King desires to overtake the Court as sovereign, squeezing the Woodland of all of its coin to fund his new empire. He scores victory points by collecting TAXES, which can also be spent for extra cards, warriors, and actions. Enemy pieces at your TOLLHOUSES get converted into taxes at the end of your turn. If the Sheriff’s enemies are skittish, they can BLACKMAIL and “encourage” warriors to move to tollhouses. Taxes aren’t collected until your next turn, so balancing offense and defense is vital to maintaining your cash flow.

SK.2 FACTION RULES AND ABILITIES

SK.2.1
Crafting.
The Sheriff crafts during Daylight by activating tollhouses.
SK.2.2
Tax Tokens.
The Sheriff has 6 tax tokens.
I
Money is Money.
Whenever the Sheriff spends a tax token, they may choose to take it from either a clearing they rule or from the Coffers box.
SK.2.3
Blackmail.
At the start of battle as the attacker, the Sheriff may declare that they want to blackmail the defender. If they declare that they want to blackmail, the Sheriff deals no hits. (The defender deals hits as normal.) Then, at the end of that battle, if there are any Sheriff warriors in the clearing of battle, the Sheriff may force the defender to move warriors from there, ignoring rule, up to the number of hits they would have dealt (including extra hits).
SK.2.4
Bribes.
In battle, immediately after the dice are rolled, the Sheriff may show a card from their hand to the other player in battle. The other player may then take the card; if they do, the Sheriff may set one of the rolled dice to any face. The Sheriff may only do this once per battle.

SK.3 FACTION SETUP

SK.3.1
Step 1: Gather Warriors and Taxes.
Form supplies of 20 warriors and 6 taxes.
SK.3.2
Step 2: Garrison.
Place 1 tollhouse, 1 tax, and 6 warriors in a corner clearing that is not the starting corner clearing of another player and, if possible, is diagonally opposite from a starting corner clearing.
SK.3.3
Step 3: Fill Tollhouses Track.
Place your 4 remaining tollhouses on your Tollhouse track from right to left.

SK.4 BIRDSONG

Place one warrior at each tollhouse. If you have no tollhouses, instead place one tollhouse and three warriors in a clearing with the fewest enemy pieces where all those pieces can be placed.

SK.5 DAYLIGHT

First, you may activate tollhouses to craft cards from your hand. Then, you may take up to three actions – plus one action per tax you spend (not as part of an action) – in any order and number.
SK.5.1
Move.
Take a move.
SK.5.2
Constrict.
Initiate a battle. Then, if you blackmailed the defender and forced them to move at least one warrior, you may initiate a second battle.
SK.5.3
Build.
Spend a card to place a tollhouse in a matching clearing you rule, and score the victory points listed on the space uncovered on your faction board.
SK.5.4
Deputize.
Spend a tax to place two warriors at a tollhouse.

SK.6 EVENING

Your Evening has three steps in the following order.
SK.6.1
Collect.
Score one victory point for each tax in a clearing you rule. Then, move all taxes from clearings you rule to the Coffers box.
SK.6.2
Subjugate.
At each tollhouse, you may replace an enemy warrior from the tollhouse’s clearing with a tax.
I
Rich Get Richer.
If the enemy has no warriors there, you may instead either replace one of their other faction pieces there with a tax.
II
Poor Get Poorer.
If the enemy is a Vagabond, you may instead damage one of their items (you choose which item) to place a tax there.
SK.6.3
Draw and Discard.
Draw one card, plus one card per tax you spend. Then, if you have more than five cards in your hand, discard cards of your choice until you have five.