Law of Root: Nemesis Expansion

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LP.1 OVERVIEW

The Lost Powers are village elders using their influence to stop the Woodlands from rapidly advancing. They cannot craft cards like most factions. Instead, the Elders indoctrinate cards into FOLLOWERS. They will reappear turns later, giving you unique actions based on their suit and victory points based on their crafting cost. Your powerful shells and ability to disarm opponents can buy you precious time while you spread your teachings. However, if an Elder warrior is slain, the loss will cause your followers to become disillusioned and falter. Knowledge is never lost forever, but your slow pace means you must invest heavily in the future to succeed. Every card counts.

LP.2 FACTION RULES AND ABILITIES

LP.2.1
Crafting.
The Lost Powers craft during Evening by activating their warriors, but gain no listed effects. (LP.6.2 - Indoctrinate.)
LP.2.2
Followers.
To take various actions and score victory points, the Lost Powers use FOLLOWERS, which are cards on their faction board.
I
Follower Tableau.
The tableau holds up to four followers.
a
Oral History.
You may use the persistent card effects of followers in your tableau as if the followers were crafted cards. If a follower gets discarded because you used its persistent card effect, you score a victory point.
II
Worn Out Followers Pile.
Worn Out Followers are face up and can be inspected by any player.
a
Terms.
WEARING OUT is moving a follower from the tableau to the Worn Out Followers pile.
III
Follower Deck.
The Follower deck is kept face down and cannot be inspected. If you would draw from the Followers deck but it’s empty, shuffle the Worn Out Followers pile to form a new Follower deck.
LP.2.3
Slow and Steady.
When an upright Elder warrior would be removed and it is the only Elder warrior in its clearing, it is laid down on its side instead. Your upright warriors count thrice for rule, and your fallen warriors cannot be moved.
I
Terms.
A FALLEN warrior is an Elder warrior laying down flat after triggering the removal effect of Slow and Steady. (If your group is used to playing with meeples laying flat, you may treat warriors with their screen printing facing upwards as upright and warriors facing any other direction as fallen. So long as it is clear to everyone in your group which warriors have fallen, the physical orientation doesn’t matter.)
II
No Double Tap.
In battle, when dealing hits, you cannot assign more than one hit to a single Elder warrior. (Hits dealt from an ambush and hits dealt at the end of battle are triggered separately.)
LP.2.4
Loss of Wisdom.
When an Elder warrior is removed by an enemy player, they score a victory point and you must wear out a follower in the tableau with the highest crafting cost.
LP.2.5
Action Markers.
The Lost Powers have 8 action markers. You may use them to keep track of which followers you have used for actions and how many actions you have taken, but it is entirely optional.

LP.3 FACTION SETUP

LP.3.1
Step 1: Gather Warriors.
Form a supply of 5 warriors.
LP.3.2
Step 2: Fill the Tableau.
Place an Old Friend of each suit in all 4 slots of the tableau. Place the rest face down in the Followers deck.

LP.4 BIRDSONG

Your Birdsong has two steps in the following order.
LP.4.1
Disarm.
In each clearing with an upright Elder warrior, remove an enemy piece, as follows:
I
You Choose Enemy.
Choose an enemy in the Elder warrior’s clearing.
II
Enemy Chooses Piece.
The enemy must choose one of their warriors in that clearing. If they have no warriors there, they must choose another of their faction pieces there. If the enemy is a Vagabond, they must choose an undamaged item on their faction board.
III
You Remove and Damage.
You remove the chosen piece or damage the chosen item. (Remember to score one victory point if a token or building is removed.)
LP.4.2
Rise.
For each follower in your tableau, choose a fallen warrior in a matching clearing and stand them back upright.

LP.5 DAYLIGHT

For each follower in your tableau, you may take a matching action – in any order and number – as follows. If the chosen follower is a bird card, you may take any two actions instead (they both cannot be the same action).
LP.5.1
Mouse Suit - Recruit.
Place a warrior in any clearing without an Elder warrior.
LP.5.2
Bunny Suit - Draw.
Draw a card.
LP.5.3
Fox Suit - Seek.
Draw a card. Then, you must place that card on either the top or bottom of the shared deck.
LP.5.4
Any Suit - Move.
Move one Elder warrior from a clearing matching the follower.
LP.5.5
Any Suit - Battle.
Initiate a battle in a clearing matching the follower.

LP.6 EVENING

Your Evening has four steps in the following order.
LP.6.1
Retire.
If you have an upright Elder warrior on the map, you may spend a follower from your tableau to score one victory point, plus victory points equal to the crafting cost (a card without a crafting cost scores one victory point in total). If the chosen follower has an immediate card effect, you may trigger and resolve it as if you crafted it. (This also counts towards effects that trigger from crafting cards, such as Master Engravers.)
LP.6.2
Indoctrinate.
You may activate upright Elder warriors to craft cards from your hand, ignoring the listed effect of crafting it and instead placing it in the Worn Out Followers pile.
I
Duplicates.
You may indoctrinate cards even if you have an identical card in your tableau, Followers deck, or Worn Out Followers pile. (4.1.4 - No Duplicates.)
LP.6.3
Cycle.
Wear out all remaining followers in your tableau. Then, draw four followers from the follower deck and add them to each slot in the tableau.
LP.6.4
Discard.
If you have more than five cards in your hand, discard cards of your choice until you have five.

LR.1 OVERVIEW

The Lemming Reavers are nomads desperate to survive a brutal upcoming winter. They hunt for supplies in the form of CACHES scattered throughout the Woodlands. They grant powerful boons and victory points to the Lemmings, but other factions can claim them as their own. As they spread across the map, they must manage their UPKEEP and protect their ENCAMPMENTS from enemy raiders.

LR.2 FACTION RULES AND ABILITIES

LR.2.1
Crafting.
The Lemmings craft during Daylight by activating encampments.
LR.2.2
Caches.
The Lemmings have eight cache tokens, two of each type.
I
Removal Condition.
Caches can only be removed or moved by a player if no other enemy pieces are in the clearing.
a
Clearing the Clearing.
If an enemy uses an effect that removes all enemy pieces (such as Revolt), and a cache would be the only enemy piece remaining, they remove the cache as well.
b
Clockwork Cache Removal.
If a bot would target a cache for battling or removal effects while other enemy pieces are in the cache’s clearing, they ignore the cache and choose another target.
II
Scouting Reward.
When another player removes a cache off the map, they immediately trigger its removal effect and you score one victory point.
a
Provisions Removal.
The player removing the cache may place two warriors in the clearing from which the cache was removed, or they may flip an exhausted item face up on their faction board.
b
Depot Removal.
The player removing the cache may take a move or initiate a battle in any clearing.
c
Reserve Removal.
The player removing the cache scores one extra victory point (two in total) (3.2.1 - Removing Buildings and Tokens.)
d
Loot Removal.
The player removing the cache draws one card.
LR.2.3
Encampments.
The Lemmings have 5 encampments.
I
Raided.
When an encampment is removed, the Lemmings return a cache from their faction board back to the supply.
LR.2.4
Upkeep.
The Lemmings cannot place warriors if they would have 10 or fewer warriors remaining in their supply. This limit is decreased by 5 warriors for each provisions token on their faction board.
I
Idle Warriors.
The Lemmings may store warriors from your supply in the Idle Warriors box. Warriors there are still in their supply; it is purely cosmetic and serves as a reminder for the Upkeep.

LR.3 FACTION SETUP

LR.3.1
Step 1: Gather Supplies.
Form supplies of 25 warriors and 8 caches.
LR.3.2
Step 2: Place Encampment and Starting Warriors.
Place 1 encampment and 4 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.
LR.3.3
Step 3: Set Aside Idle Warriors.
Set aside 10 warriors from your supply into the Idle Warrior box.
LR.3.4
Step 4: Fill Encampment Track.
Place your 4 remaining encampments on your Encampments track from right to left.

LR.4 BIRDSONG

Your Birdsong has two steps in the following order.
LR.4.1
Arrive.
Place two warriors in the map clearing with the fewest total pieces where Lemming warriors can be placed.
LR.4.2
Recruit.
Place one warrior at each encampment.
LR.4.3
Scout.
Place a cache from your supply in a clearing without Lemming pieces. You may repeat this action any number of times for each pair of matching cards you spend; the cards must match the clearing you place the cache in.

LR.5 DAYLIGHT

Your Daylight has three steps in the following order.
LR.5.1
Craft.
You may activate encampments to craft cards.
LR.5.2
Rally.
You may take up to three actions – plus one action per depot token on your faction board – in any order and number, as follows.
I
Scour.
Take up to two moves. When you move from a clearing, you must have a Lemming piece remaining there.
II
Battle.
Initiate a battle.
III
Build with Garrison.
Place an encampment and a warrior in a clearing you rule without an encampment or a cache, and score the victory points listed on the space uncovered on your faction board. You may only take this action once per turn.
LR.5.3
Seize.
For each reserve token on your faction board, you may either initiate a battle in a clearing with a cache OR take a move into a clearing with a cache and then, if you wish, initiate a battle in the destination clearing.

LR.6 EVENING

Your Evening has three steps in the following order.
LR.6.1
Plunder.
For each encampment on the map, you may move a cache to your faction board, as follows.
I
Choose Clearing.
Choose a clearing with a cache, a Lemming warrior, and no enemy pieces. (LR.2.2.I - Removal Condition.)
II
Spend Card.
Spend a card matching the suit of the chosen clearing.
III
Move Cache.
Move the cache from the chosen clearing to the leftmost slot of its type on your faction board.
LR.6.2
Draw and Discard.
Draw one card, plus one card per loot token on your faction board. Then, if you have more than five cards in your hand, discard cards of your choice until you have five.

LR.7 CACHE TOKEN REFERENCE

LR.7.1
Provisions.
For each provision token on your faction board, your Upkeep’s warrior placement cap is increased by 5.
LR.7.2
Depot.
For each depot token on your faction board, you may take an extra Scour or Battle action in Daylight.
LR.7.3
Reserve.
For each provision token on your faction board, you may take a Seize action in Daylight.
LR.7.4
Loot.
For each loot token on your faction board, draw another card in Evening.

NB.1 OVERVIEW

The Noxious Battery seeks sovereignty through sulfur, using a powerful weapon from a forgotten time to forge a new military power. They score victory points by firing the CANNON. They must hunt down the fired CANNONBALLS to reload and continue their assault. The more cannonballs you load and fire, the more you score. They must also spread SCENT MARKS to maintain control of their territory, reload faster, and force enemies into their firing lines. However, the cannon is rusted and fragile, so you must protect it at all costs from enemy forces.

NB.2 FACTION RULES AND ABILITIES

NB.2.1
Crafting.
The Battery crafts during Daylight by activating scent marks.
NB.2.2
Scent Mark Tokens.
The Battery has 5 scent mark tokens.
I
Foul Stench.
At the end of each enemy's Evening, they must move all their warriors and pawns from each clearing with a scent mark, regardless of who rules their origin or destination clearing, until all their warriors and pawns are in clearings without scent marks. (4.2.1 - You Must Rule.)
a
Moving into Scent Marks.
Enemies may choose to move into a clearing with a scent mark (even if a clearing without a scent mark is available to move into).
b
Fleeing Crowd.
When moving from a scent mark, the enemy must move as many of their pawns and warriors as possible together.
c
Movement Restrictions.
If an enemy cannot move warriors or pawns from a clearing with a scent mark due to another effect (such as the Covid’s snare), they ignore those warriors and pawns for Foul Stench’s completion.
d
Clockwork Nose.
When moving from Foul Stench, bots will move to the clearing with the most pieces and no scent marks. If there are no adjacent clearings without scent marks, they do not move.
NB.2.3
The Cannon.
The cannon is a pawn.
I
Terms.
The CANNON'S CLEARING is one with the cannon pawn. A DAMAGED cannon cannot be removed and cannot be battled if it is the only Battery piece in its clearing.
II
Show of Force.
When moving the cannon, the Battery can move regardless of who rules their origin or destination clearing (4.2.1 - You Must Rule.)
III
Corroded.
While a cannon is undamaged and would be removed by an enemy player, that player flips the Cannon to its damaged side. Then, they score a victory point and move each cannonball in the Bore track to an adjacent clearing of their choice.
IV
Order of Taking Hits.
The cannon cannot take hits until all of your warriors are removed from the clearing of battle. (4.3.6 - Step 6: Deal Hits.)
NB.2.4
Cannonball Tokens.
The Battery has 3 cannonball tokens.
NB.2.5
Keep on Rollin'
If a cannonball token would be removed by another player, they must place it in an adjacent clearing instead. (They do not score victory points for token removal.)
I
All Uphill.
If a cannonball cannot be placed in any adjacent clearings, it stays in its original clearing.

NB.3 FACTION SETUP

NB.3.1
Step 1: Gather Warriors and Cannonballs.
Form supplies of 15 warriors and 3 cannonballs.
NB.3.2
Step 2: Place the Cannon.
Place the cannon any clearing with a ruin, damaged side face-up.
NB.3.3
Step 3: Fill Scent Marks Track.
Place your 5 scent marks on your Scent Marks track.

NB.4 BIRDSONG

Your Birdsong has three steps in the following order.
NB.4.1
Levy.
Place a warrior in the cannon's clearing and at each cannonball.
NB.4.2
Fire!
Any number of times, place a cannonball token and remove enemy pieces, as follows.
I
Choose Clearing.
A clearing adjacent to the cannon's clearing with any enemy pieces.
II
Place Cannonball.
Place a cannonball token in the chosen clearing from the leftmost space on the Bore track. Score the victory points listed on the space uncovered on your faction board.
III
Resolve Effect.
For each cannonball token in the chosen clearing, choose an enemy with a piece there and remove a warrior. If that enemy has no warriors remaining there, you may instead remove one of their other faction pieces there.
a
Olid Warfare.
Treat all enemy pieces removed as if they were removed while defending in battle (such as the Lizard’s acolytes).
b
Shooting the Vagabond.
Instead of removing enemy pieces, you may target a Vagabond in the chosen clearing instead. If you do, that Vagabond damages one item (regardless of how many cannonballs are in the chosen clearing).
NB.4.3
Repair.
If the cannon is damaged, flip it over to its undamaged side.

NB.5 DAYLIGHT

First, you may activate scent marks to craft cards from your hand. Then, you may take up to four actions in any order and number.
NB.5.1
Recruit.
Place a warrior in the cannon’s clearing.
NB.5.2
Battle.
Initiate a battle.
NB.5.3
Rollout.
Take one move. You may move one cannonball with each Battery warrior that you move.
NB.5.4
Rearm.
Spend a card matching the cannon’s clearing to return any number of cannonballs in that clearing back to your supply.

NB.6 EVENING

Your Evening has three steps in the following order.
NB.6.1
Spray.
Remove all scent mark tokens in clearings that have less than two Battery warriors. Then, place a scent mark token in each clearing with at least two Battery warriors.
NB.6.2
Load.
Place a cannonball from the supply on the rightmost space on the Bore track, plus one for each uncovered load bonus.
NB.6.3
Draw and Discard.
Draw one card, plus one per uncovered draw bonus. Then, if you have more than five cards in your hand, discard cards of your choice until you have five.

TOF.1 OVERVIEW

The Triumvirate of Fury are a matriarchy of mole salamanders furious at the warring state of the Woodlands. They place GRUDGE tokens to battle and move around the map. They score victory points by removing as many pieces as possible in battle, including their own. They are strongest against the faction with the most victory points, given the title of “NEMESIS”. The Triumvirate start off weak, but each turn they passively become stronger as their anger rises. Every few turns grants an immense power boost and access to a new FURY, strengthening their grudges even further. The Triumvirate cannot be stopped - other factions must try to become the new stable power and end the war, or burn in the fires of vengeance.

TOF.2 FACTION RULES AND ABILITIES

TOF.2.1
Crafting.
The Triumvirate of Fury craft during Birdsong by activating grudge tokens.
TOF.2.2
The Nemesis.
The Nemesis is an enemy player chosen during Birdsong.
TOF.2.3
Shades of Anger Track.
Your faction board shows a Shades of Anger track, which has 10 spaces split into 3 shades.
I
Terms.
ANGER is the number under the track’s marker. SHADE is the numbered level above the track’s marker.
TOF.2.4
Hatred of Sunlight.
In battle as attacker, the Triumvirate of Fury will deal hits equal to the lower roll, and the defender will deal hits equal to the higher roll.
I
Break Them In.
If the Defender is your Nemesis, you instead deal hits equal to your shade. (Defender still uses the higher roll, even if it’s less than your shade.)

TOF.3 FACTION SETUP

TOF.3.1
Step 1: Gather Supplies.
Form a supply of 15 warriors, 9 grudges, and 19 retribution pieces.
TOF.3.2
Step 2: Place Grudge and Starting Warriors.
Place a grudge and 3 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. Then, place 3 warriors among adjacent clearing as evenly as possible.
TOF.3.3
Step 3: Evoke a Fury.
Choose 1 of the 3 Fury cards and place it above your faction board. Place the remaining furies face up on your Unevoked Furies pile.
TOF.3.4
Step 4: Get Mad.
Place a retribution piece on the left most space in the Shades of Anger track to serve as the anger marker.

TOF.4 BIRDSONG

Your Birdsong has three steps in the following order.
TOF.4.1
Craft.
You may activate grudges to craft cards.
TOF.4.2
Adjust Nemesis.
The enemy player with the most victory points and at least one piece in a map clearing becomes the Nemesis. Place their faction relationship marker in the Nemesis box on your faction board. Then, if that player has more victory points than you, score one victory point.
I
Ties.
If multiple factions are tied on victory points, you choose one of the tied factions to become the Nemesis.
II
Table Wipe.
If there are no enemy pieces in any clearings on the map, you may choose any player to be the Nemesis.
TOF.4.3
Get Madder.
Shift the anger marker one space right on the Shades of Anger track. Then, if your anger marker was shifted into a new shade, choose a Fury card in your Unevoked Furies pile and place it above your faction board.

TOF.5 DAYLIGHT

Your Daylight has three steps in the following order.
TOF.5.1
Recruit.
Place warriors equal to your anger, as evenly as possible, among clearings with a grudge token.
TOF.5.2
Remind.
Any number of times, you may spend one card to place a grudge token in a matching clearing without a grudge token.
TOF.5.3
Punish.
Thrice per turn, you may either initiate a battle in a clearing with a grudge token, OR you may choose a clearing, take a move from each adjacent clearing with a grudge token to the chosen clearing, and then, if you wish, initiate a battle in the chosen clearing.
I
Gaining Retribution.
If you initiated a battle, place a retribution piece in the Retribution box on your faction board for each piece removed from a rolled hit and if any number of items were damaged. (This includes your pieces.)

TOF.6 EVENING

Your Evening has two steps in the following order.
TOF.6.1
Vindicate.
Spend three retribution to score one victory point. You must repeat this action until you have less than three retribution pieces in your Retribution box.
TOF.6.2
Draw and Discard.
Draw cards equal to your shade. Then, if you have more than five cards in your hand, discard cards of your choice until you have five.

TOF.7 FURY CARD REFERENCE

TOF.7.1
Alecto.
In battle as attacker, if the battle clearing has a grudge token and the defender is your Nemesis, you may choose to ignore the first hit you take.
TOF.7.2
Megaera.
Your grudge tokens count towards rule, and each of your grudge tokens count thrice towards rule. (This supersedes and doesn’t stack with any effect that grants rule to grudges, such as Soup Kitchens.)
TOF.7.3
Tisiphone.
Whenever an enemy removes a grudge token, place a warrior in any clearing with a grudge token.