Law of Root: Crusader Expansion

English

BK.1 OVERVIEW

The Borough Kings seek to establish their rule of the Woodland, using ARSENALS to recruit new warriors and adding cards to the MANIFEST, and HERALDS to to draw cards. ?The more clearings they rule with heralds, the more cards they draw, and the more cards they add the more they score. ?They also score by removing all enemy pieces in battle with a herald present. However, unreliable mice are mixed in with your loyal rat warriors, and these mice can be controlled by other players during their turn!

BK.2 FACTION RULES AND ABILITIES

BK.2.1
Crafting.
The Borough Kings craft before resolving the Manifest during Daylight by activating arsenals. However, they can only activate one arsenal per matching card in the Consolidate column.
BK.2.2
Herald of the King.
After battle, if you rule the clearing of battle, and no enemy pieces remain, you score one extra victory point. When moving, the Borough Kings may move heralds with warriors that they move. (If forced to move, the Kings player may also move heralds.)
BK.2.3
The Bag.
The Borough Kings keep their supply of warriors in their bag, and any time they would place one or more warriors from their supply, they draw them at random from the bag. (Draw after declaring where the warrior is to be placed, usually in a clearing, but also if paying for Riverfolk Services or using Propagda Bureau.)
BK.2.4
Mice Mischief.
Opponents treat MICE warriors in clearings as their own faction pieces for all intents during their own turn. (Thus they can be used for faction abilities such as Corvid Plots, but are considered Borough Kings pieces if on the Riverfolk faction board.)
I
Vagabond.
The Vagabond may use MICE following the rules for Allied warriors. Note that as mice are treated as Vagabond faction pieces, the Vagabond cannot aid them nor change relationship with them in any way.

BK.3 FACTION SETUP

BK.3.1
Step 1: Gather Warriors.
Form a supply of 20 warriors, 16 rats and 4 mice. (Do not put them in the bag yet.)
BK.3.2
Step 2: Place Arsenals.
Place 1 arsenal 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 choose two different adjacent clearings with no enemy buildings, and place 1 arsenal in each.
BK.3.3
Step 3: Place Starting Warriors.
Place a rat warrior in each clearing, then put all remaining warriors in the bag.
BK.3.4
Step 4: Choose Regent.
Choose 1 of the 4 Kings regent cards and place it in your Regent Card slot. Gather the remaining regents face up near you.
BK.3.5
Step 5: Tuck Henchmen.
Tuck your 2 Loyal Henchmen cards, showing their suit, into the Manifest columns above your faction board as listed on your regent.
BK.3.6
Step 6: Fill Arsenals Track.
Place your 3 remaining arsenals on your Arsenals track from right to left.
BK.3.7
Rearrange Warriors.
Take all your warriors that are in clearings with enemy buildings or tokens, and place them as evenly as possible in your three clearings with arsenals.

BK.4 BIRDSONG

Your Birdsong has one step.
BK.4.1
A New Arsenal.
If you have no arsenal on the map, select an edge clearing where you can place an arsenal, then place an arsenal and six warriors there. (Drawn from the bag.)

BK.5 DAYLIGHT

Your Daylight has four steps in the following order.
BK.5.1
Craft.
You may activate one arsenal per matching card in Consolidate to craft cards from your hand.
BK.5.2
Resolve the Manifest.
You must resolve the Manifest, starting with the leftmost column and moving right. In each column, you must resolve all of its cards, but in any order. For each card, you must take the action listed for its column, as follows. If you cannot fully take an action, you must immediately resolve a Palace Coup. (BK.7 - Palace Coup)
I
Conquer.
Initiate a battle in any clearing whose suit matches the card suit, or Move from any clearing whose suit matches the card suit. (You must move at least one warrior.)
II
Recruit.
Pick a clearing with one or more arsenal whose suit matches the card suit. Place one warrior per arsenal in the clearing, drawn from the bag simultaneously.
III
Consolidate.
Place an arsenal in any clearing you rule whose suit matches the card suit, or place a herald in a matching clearing with one or more arsenals.
BK.5.3
Overextention.
If any column has 5 or more cards, you must resolve a (forced) Palace Coup. (BK.7 - Palace Coup)
BK.5.4
Abdicate.
You may voluntarily declare a Palace Coup. (BK.7 - Palace Coup)

BK.6 EVENING

Your Evening has three steps in the following order.
BK.6.1
Desperate Pledge.
If you have less cards in hand than that revealed by the Arsenals track, draw one card.
BK.6.2
Add to the Manifest.
You must add one to five cards to the Manifest, determined by the Arsenals track. If you do not have enough cards on hand, add as many cards as you have. You may play each card to any column, and each column can hold any number of cards. Then Score Points. Score one victory point for each card after the first you just added to the manifest this round (so if you add 3 cards, score 2 points).
BK.6.3
Draw and Discard.
Draw one card, plus one card per clearing you rule that also contains one or more heralds. ?Then, if you have more than five cards in your hand, discard cards of your choice until you have five.

BK.7 PALACE COUP

If you cannot fully take an action in the Manifest (BK.5.2) for any reason, or any of the manifest columns has 5 or more cards after resolving the manifest (BK.5.3), you suffer a forced palace coup! You must take the Palace Coup actions as follows in order. (BK.5.2 - Resolve the Manifest.) (BK.5.3 - Overextention.)
BK.7.1
Step 1: Anarchy.
Lose one victory point per bird card in the Manifest.
BK.7.2
Step 2: Purge.
Return all mice on the map to the bag, and discard all of the cards in the Manifest except your Loyal Henchmen.
BK.7.3
Step 3: Dethrone.
Flip your current leader face down and set it aside, choose a new leader from those face up, and place on your faction board. Tuck your Loyal Henchmen into the Manifest spaces listed on your new regent.
I
Reactionist Uprising!
If you must choose a new regent but none are face up, flip them all face up.
BK.7.4
Step 4: Proclaim.
End Daylight and begin Evening.

BK.8 REGENT REFERENCE

The Borough Kings have four regents, as follows.
BK.8.1
General.
Both Loyal Henchmen begin on Conquer. Once in Birdsong, you may add a card to the manifest. If you do, score one point.
BK.8.2
Oligarch.
Loyal Henchmen begin on Conquer and Consolidate. Once per turn after crafting an item (not other cards), you may immediately draw a new card.
BK.8.3
Populist.
Loyal Henchmen begin on Conquer and Conscript. At the end of Evening, draw two cards and immediately add those cards to the manifest, but score no points for adding them.
BK.8.4
Tyrant.
Loyal Henchmen begin on Conscript and Consolidate. In clearings with one or more arsenal, deal one extra hit in battle (applies both as attacker and as defender).

HOL.1 OVERVIEW

Thee Host of Light are set on spreading the one true faith to the Woodlands. To do this, they reveal cards to place FIREBRANDS in clearings.?This will give bonuses and increase their FERVOR on the FERVOR TRACK, which is how they score. ?The more fervor they have, the more points they will score. However, if their fervor is higher than the number of clearings with only Hosts’ pieces, their fervor will decrease. They must expel all enemy pieces from their clearings, which is made easier by their FANATICISM, allowing them to deal one extra hit in clearings with firebrands. However, if a firebrand is removed, they will suffer a CRISIS OF FAITH and lose both a card and fervor. They must use their five PILLARS OF FAITH wisely, and these change each round.

HOL.2 FACTION RULES AND ABILITIES

HOL.2.1
Crafting.
The Host of Light craft during Evening by activating matching Firebrands.
HOL.2.2
Firebrands.
The Host of Light has 12 firebrand tokens, four of each suit.
I
Token Facing.
While on the Firebrands track, firebrand tokens are face down (only suit and book showing). After placing a firebrand in a clearing, flip the token. The Host player may not inspect tokens while they are on the firebrands track.
II
Placement Limits.
A clearing can hold only one firebrand token.
HOL.2.3
Fanaticism.
If the Hosts have a firebrand token (even defenseless) in the clearing of battle, they deal an extra hit, both as attacker or defender.
HOL.2.4
Crisis of Faith.
Whenever a firebrand is removed, the Host must discard a random card and reduce fervor on the Fervor track by one (to a minimum of zero).

HOL.3 FACTION SETUP

HOL.3.1
Step 1: Place Warriors.
Place four 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 four warriors in a clearing on the map edge that is adjacent to the chosen clearing.
HOL.3.2
Step 2: Fill Firebrands Track.
Collect all twelve firebrand tokens and shuffle them face down (without the reward showing). Place your 12 firebrands randomly on the matching spaces of your Firebrand tracks from right to left.
HOL.3.3
Step 3: Place Fervor Marker.
Place the Fervor Marker on the leftmost position on the Fervor track.
HOL.3.4
Step 4: Place Pillar of Faith Card.
Place a random Pillar of Faith card in the Pillar Card spot.

HOL.4 BIRDSONG

Your Birdsong has three steps in the following order.
HOL.4.1
Adjust Fervor on the Fervor Track.
Count the number of clearings that contain a firebrand and no enemy pieces. If there are more such clearings than the current position of the Fervor marker, move the Fervor marker one step to the right. If there are less such clearings, move it one step to the left.
HOL.4.2
Recruit.
If you have no pieces on the map, choose an edge clearing and place three warriors there. Then, up to once per suit, you may spend a card to place one warrior at each matching firebrand on the map.
HOL.4.3
Choose Pillar of Faith.
You must replace the Pillar of Faith card in your Pillar of Faith Card slot with a different Pillar of Faith card.

HOL.5 DAYLIGHT

You you may take up to two actions in any order and number, and you may also resolve your Pillar of Faith.
HOL.5.1
Move then Battle.
Make a standard move from a clearing, then you may initiate a battle in a clearing (it does not need to be the same clearing).
HOL.5.2
Sermon.
Reveal a card from hand to place a matching firebrand from your Firebrands track in a matching clearing where you already have a warrior, but no firebrand. Flip the firebrand token and gain the reward showing, and score two victory points if you emptied a Firebrands column.

HOL.6 EVENING

Your Evening has four steps in the following order.
HOL.6.1
Discard and Return Revealed Cards.
Discard any bird cards you revealed this turn, then return all other cards you revealed this turn to your hand.
HOL.6.2
Craft.
You may craft by activating firebrands.
HOL.6.3
Score Points.
Score the victory points listed under the current position of the Fervor Marker on the Fervor track.
HOL.6.4
Draw and Discard.
Draw one card. Then, if you have more than five cards in your hand, discard cards of your choice until you have five.

HOL.7 PILLARS OF FAITH

The Host of Light have five pillars of faith, as follows.
HOL.7.1
Charity.
Once per turn, at any time during Daylight, you may draw two cards.
HOL.7.2
Perseverance.
Once per turn, at any time during Daylight, you may place three warriors in a clearing that already has a firebrand.
HOL.7.3
Piety.
At the start of Daylight, gain two Fervor on the Fervor track.
HOL.7.4
Proselytize.
Once per turn, at any time during Daylight, you may spend a card to place a firebrand of any suit in a clearing without a firebrand that matches the firebrand suit. The firebrand does not need to match the card spent.
HOL.7.5
Righteousness.
Once per turn, at any time during Daylight, you may initiate up to two battles (these do not count towards your two action limit).

HOL.8 FIREBRAND REWARD REFERENCE

HOL.8.1
Two Warriors.
Place two warriors in the clearing where the firebrand token was flipped.
HOL.8.2
Flame.
Gain one fervor on the Fervor track for each matching firebrand on the map (including the one just placed).
HOL.8.3
Card.
Draw a card and add to your hand.

SOM.1 OVERVIEW

The escalating conflict in the Woodlands has left many in need of aid, both combatants and civilians. The Spinners of Mercy are an order that offers medical aid and protection to all in need, dispatching FIRST RESPONSE teams, collecting patients in protective cocoons and transporting them swiftly along their WEBS. The PATIENTS are nursed to health in the WARDS of the order, and are free to leave the INFIRMARY come daylight, scoring victory points. As their influence grows, more and more of the local population will turn to them for aid, and if the Spinners can keep enough refugees safe, they can also score victory points through giving SHELTER. But beware, your enemies can tear down your infirmaries and release the patients within before they are fully treated! This is a sure way to prolong the conflict in the Woodlands!

SOM.2 FACTION RULES AND ABILITIES

SOM.2.1
Crafting.
The Spinners of Mercy crafts during Evening by activating matching infirmaries.
SOM.2.2
Webs.
Web tokens reward one less point when removed (so normally zero), and contrary to regular tokens the Spinners of Mercy player may split hits in any way they choose between warriors and web tokens. Two clearings connected by a path are considered connected by webs if they both contain one or more web tokens.
SOM.2.3
First Response.
Whenever enemy warriors are dealt hits in a clearing, (be this due to battle, an ability, or a crafted card,) and would thus be removed, if the clearing is connected by web to an infirmary you may remove a Spinner warrior and web who were themselves not dealt any hits from the clearing to move all hit enemy warriors to your Ward instead of resolving the hits and returning them to their owners supply.
SOM.2.4
Ward.
The Ward is not a clearing, but you may always move enemy warriors to it using First Response, and ignore rule and adjacency when you do. When a warrior is placed in the Ward, cancel all hits that warrior suffered this round. The warrior is considered a PATIENT while in the Ward. The Warlord may be replaced while in the Ward.
SOM.2.5
Infirmaries.
Infirmaries are buildings. Each patient released from the ward is placed in a clearing containing an infirmary, and each infirmary can only release one patient per turn.
SOM.2.6
Triage.
When an infirmary is removed in battle (not by other means such as revolts, favors, sanctify and so on), you must return one patient of your choice

SOM.3 FACTION SETUP

SOM.3.1
Step 1: Gather Warriors and Webs.
Form supplies of 20 warriors and 24 web tokens.
SOM.3.2
Step 2: Place Warriors.
In the corner clearing opposite the Marquise’s keep, Eyrie’s starting roost, Lizards starting garden or Moles starting tunnel, place 2 warriors, 2 webs, and 1 infirmary matching the clearing. If all corner clearings are taken, pick any edge clearing. en place 1 warrior and 1 web in each adjacent clearing.
SOM.3.3
Step 3: Fill Infirmaries Tracks.
Place your 8 remaining infirmaries on the matching spaces of your Infirmaries tracks from right to left.

SOM.4 BIRDSONG

Your Birdsong has two steps in the following order.
SOM.4.1
Discharge Patients.
Release one patient from your Ward per built infirmary. You score one victory point per patient released this way.
SOM.4.2
Secure.
Per uncovered web bonus icon showing, take up to one web from the supply or a clearing, then place the tokens in any clearings where you already have a warrior.

SOM.5 DAYLIGHT

You may take up to three actions–plus one action per bird card you spend (not as part of an action) - in any order and number.
SOM.5.1
Recruit.
Once per turn, you may spend any card to place one warrior and one web in each matching clearing. (If you spend a bird, choose one suit to place warriors and tokens in.)
SOM.5.2
Establish.
You may spend a card to place a matching infirmary in a matching clearing that already contains a web. (If you spend a bird, choose one suit to place the infirmary in.)
SOM.5.3
Skitter.
Take any number of moves between clearings connected by web, ignoring rule.
SOM.5.4
Intervene.
Battle in a clearing where you have one or more web tokens.
SOM.5.5
Gather.
Once per turn, draw one card.

SOM.6 EVENING

Your Evening has three steps in the following order.
SOM.6.1
Craft.
You may craft by activating matching infirmaries.
SOM.6.2
Shelter.
For each built infirmary, you may spend one matching card to score victory points listed above the rightmost empty Infirmary space of the suit matching the spent card. (For example, if you have built two fox infirmaries, you can spend two fox cards to score one point for each. With three built fox infirmaries you can spend up to three fox cards to score two victory point for each card spent.)
SOM.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.

VW.1 OVERVIEW

The WYRM will not be satisfied until it is the biggest and richest snake in all the Woodland! The WYRM must eat to fuel its GROWTH, in order to swell its BITE, MIGHT, and HEIGHT! But the WYRM must also gather treasure through bullying the fearful Woodland population. Use your WYRMLINGS, spawned by FEAR, to dominate the Woodland. Finding the right balance between growth, gathering treasure, and disrupting other factions is key to scoring points.

VW.2 FACTION RULES AND ABILITIES

VW.2.1
Crafting.
The Wyrm crafts during Daylight by activating fear tokens (either side up).
VW.2.2
Monstrous.
The Wyrm is a pawn that is treated as three warriors when determining rule and dealing out hits in battle. When moving, it is still considered a pawn though.
VW.2.3
Pythonic.
In battle, the Wyrm pawn can be allocated one additional hit per item in the Lair. Each hit allocated to the Wyrm removes one item (Wyrm chooses) from the Lair area. If a treasure item is removed, return it to the supply. Each treasure removed as defender in battle scores one victory point for the attacker. If no hits can be allocated to items in the Lair, the Wyrm pawn is hit and removed. If the Wyrm would normally be removed from a clearing (from a hit in battle or an ability that can remove a pawn, such as a Revolt or a Favor of the Mice card), instead place the Wyrm in an adjacent forest, then continue to deal out any remaining hits as normal.
VW.2.4
Ravenous.
Each rolled hit dealt to enemy pieces in battle involving the Wyrm allows you to ignore one hit dealt to you. As hits are dealt simultaneously, this means hits dealt to your pieces can be ignored if you caused enough hits in the same battle. (Hits from Ambush cards are dealt before rolls and thus cannot be ignored.)
VW.2.5
Bite.
You may battle one extra time per turn for each growth removed from Bite.
VW.2.6
Might.
When you Intimidate (VW.4.1) in a clearing, you can place one extra wyrmling per Growth removed from Might.
VW.2.7
Height.
You may move one extra time per Growth removed from Height.

VW.3 FACTION SETUP

VW.3.1
Step 1: Gather Pawn and Warriors.
Form a supply of one Wyrm pawn and 8 wyrmling warriors.
VW.3.2
Step 2: Gather Fear and Treasure.
Form a supply of 8 Fear tokens and 3 Treasure items.
VW.3.3
Step 3: Place the Wyrm.
Place the Wyrm and two wyrmlings in the clearing with the least opponents’ pieces. In case of a tie, the Wyrm may choose between the tied clearings.
VW.3.4
Step 4: Fill Growth tracks.
Place all 6 Growth on the spaces indicated under Bite, Height, and Might.
VW.3.5
Step 5: Place Fear.
Place one Fear with the scared side up in the starting clearing.

VW.4 BIRDSONG

Your Birdsong has two steps in the following order.
VW.4.1
Recruit.
Flip each scared fear token to the cowed side, and place wyrmling warriors there determined by Might. (VW.2.6 - Might.)
VW.4.2
Recover.
If the Wyrm is in a forest, you must return one Growth from the Growth track to either of Bite, Might, or Height, then take one move with the Wyrm pawn ignoring rule to an adjacent clearing. en proceed directly to Evening.

VW.5 DAYLIGHT

Your Daylight has two steps in the following order.
VW.5.1
Craft.
You may activate fear tokens to craft cards from your hand.
VW.5.2
Take actions.
You may take each of these actions once unless otherwise noted, and you may take them in any order.
I
Move.
Make a move from the Wyrm’s clearing using only the Wyrm pawn. You may do this action one extra time per Growth removed from Height. (VW.2.7 - Height.)
II
Battle.
Initiate a battle in the clearing the Wyrm pawn is in. You may do this action one additional time per Growth removed from Bite. You may do other actions between multiple battle actions. (VW.2.5 - Bite.)

VW.6 EVENING

Your Evening has six steps in the following order.
VW.6.1
Hiss.
If the Wyrm’s current clearing contains no fear token, place one fear token in the Wyrms clearing. Place fear with the scared side up.
VW.6.2
Deceive.
In each clearing containing fear with either side up, you may force one player (including yourself) to move one of their faction warriors from the clearing to an adjacent clearing you choose, ignoring rule.
VW.6.3
Grow.
If the Wyrm rules its clearing, you may spend a card matching the Wyrm’s clearing to move one Growth to the Growth track from either Bite, Might, or Height.
VW.6.4
Exploit.
You may spend one card per matching clearing you rule and that also contains a fear token with the cowed side up to place one treasure item in the Lair per card spent.
VW.6.5
Score.
You gain one victory point per item in your Lair, though up to a maximum of what is indicated by the rightmost covered space of the Growth track. You do not score if you have no growth on the growth track.
VW.6.6
Draw and Discard.
Draw one card plus one extra card per pair of Growth markers on the Growth track. Then discard down to five cards.