Root FAQ

English
Eyrie Dynasties
Q: Does turmoil trigger if I have an empty column?
A: Nope! Turmoil triggers if you have a card in your Decree that you can’t complete.
Eyrie Dynasties
Q: Does turmoil trigger if I can take actions for some but not all cards in a column?
A: Yes! The moment you can’t complete a single card, you go into turmoil.
Eyrie Dynasties
Q: Can I move one warrior at a time from the same clearing to fulfill many Move cards in my Decree? Can I move the same warrior back and forth, given the right cards?
A: Yes! You can game the Decree as much as the cards allow you to. Just follow the rules for movement, and you’re good.
Eyrie Dynasties
Q: What does the Despot’s ability do? Don’t I already get a victory point for removing a building or token?
A: Quite right you are! You get an extra point, though you do not get multiple extra points if you remove multiple buildings and/or tokens at the same time.
Eyrie Dynasties
Q: If I have the Charismatic leader and Recruit, but I have one warrior left in my supply. Do I place no warriors or one warrior before going into Turmoil?
A: Place one. If you are prompted to place pieces but cannot place them all, you must place as many as possible.
Eyrie Dynasties
Q: If I have a card in Recruit but no Roosts on the map do I automatically turmoil?
A: No, in Birdsong you will place a new roost and three warriors in a clearing with the fewest warriors where all those pieces can be placed.
Lizard Cult
Q: Can the Lizard Cult use Tunnels to move between gardens?
A: Yes, but they can only move between Gardens of the Outcast Suit. Non-Outcast Gardens are not considered crafting pieces.
Lizard Cult
Q: Can I use Convert or Sanctify to only remove a warrior or building, but not place my own warrior or building there?
A: Nope! The rule says that “you must complete the conspiracy,” and faction rules overrule general rules if you cannot fulfill them both.
Marquise de Cat
Q: What happens if all of my pieces are removed from the map?
A: Unfortunately, you’re probably out of the game. However, if the Riverfolk Company or hirelings are in play, you can build a building again if you rule a clearing. Either way, if this happens, the game will likely end at a moment’s notice!
Marquise de Cat
Q: Can someone move a piece into the clearing with my keep?
A: Yes! “Place” is a different keyword from “move.”
Marquise de Cat
Q: If someone ambushes me in a battle at the Keep, when do my warriors get placed back in the Keep’s clearing?
A: Immediately, as long as you spend a card. This means you can avoid the check for “no remaining warriors” prompted by the ambush.
Marquise de Cat
Q: Can the Marquise place hirelings at the Keep?
Riverfolk Company
Q: Can the Riverfolk Company use Tunnels to move between Trade Posts?
A: No, Trade Posts are not crafting pieces for the Riverfolk Company.
Riverfolk Company
Q: When I hire Riverfolk Mercenaries, can I start a battle with them even if I don’t have pieces in the clearing where I'm battling?
A: Go for it! Plus, if you don’t have any warriors there, there’s no one to split hits with.
Riverfolk Company
Q: Can I export a card if the item on it is not in the supply or if I already have its permanent effect?
A: Nope! You must be able to craft the card in the first place in order to export it. In these cases, you could not export the card.
Riverfolk Company
Q: Can the Riverfolk refuse to sell you one of their services?
A: Nope! As long as you pay the cost, you get the service.
Riverfolk Company
Q: Can Riverfolk Mercenaries be used to battle hirelings controlled by the Riverfolk?
A: Yes! Mercenaries just won’t battle against the Riverfolk themselves, not controlled hirelings.
Vagabond
Q: Can I refresh a damaged coin, bag, or tea in the Damaged box to put it back on its track?
A: No. A change in the 10th printing, which prevents the Vagabond from freely moving items between the Satchel and the item tracks, suggests this is possible. It is not.
Vagabond
Q: Can I craft cards with multiple-suit requirements?
A: No. Your hammers match your current clearing, so you can only craft with one suit at a time. Good news: the multi-suit cards are useless to you anyway!
Vagabond
Q: Do I trigger the Alliance’s Outrage when I move into a sympathetic clearing?
A: Nope! You’re a friendly Vagabond, and you have a pawn, not a warrior.
Vagabond
Q: If I move Allied warriors of the Woodland Alliance into a sympathetic clearing, do I trigger Outrage?
A: Nope! (*This ruling was changed as of the release of the Marauder Expansion and the 8th Printing, because the Vagabond’s Allied movement now uses the “Force” keyword.)
Vagabond
Q: Does the Vagabond go Hostile with a faction when he removes one of their buildings or tokens, but no warriors?
A: Nope! There are no witnesses to see him. Burn it all down!
Vagabond
Q: If the Vagabond removes a hireling warrior controlled by another faction, does the Vagabond become Hostile with that faction?
A: Nope! The hirelings are not faction pieces of that faction.
Vagabond
Q: If the Vagabond battles using a controlled hireling and removes enemy pieces, does the Vagabond turn Hostile with that faction or gain Infamy points if they’re already Hostile?
A: Nope! Hirelings don’t use the abilities of their controlling faction or let their controlling faction score points for removing enemy pieces.
Vagabond
Q: Can the Vagabond move Allied warriors using the Ferry from the Underworld Expansion? If so, does the Ally faction also draw a card?
Vagabond
Q: Can a Vagabond form a coalition with a player who has activated a dominance card? Can a player activate a dominance card after a Vagabond formed a coalition with them?
A: A Vagabond cannot form a coalition with a dominance player, since they have no victory point marker on the track. However, a player can activate a dominance card after a Vagabond forms a coalition with them!
Vagabond
Q: The Vagabond is in a coalition with me. Can I still battle him? Can he still battle me?
A: No, neither of you can battle each other. (*This ruling changed as of the Marauder Expansion and the 8th Printing. The Battle rules now specify that you must battle an enemy, which means any player not in a coalition.)
Vagabond
Q: Can I say no if the Vagabond wants to Aid me or coalition with me?
Vagabond
Q: Can I gain Infamy victory points by removing a piece with Strike?
A: Nope! Infamy specifies that you must remove the piece in battle on your turn. Killing someone with a crossbow is the coward’s way, after all.
Woodland Alliance
Q: Does placing a piece in a sympathetic clearing trigger Outrage?
A: Nope! You have to move in warriors or remove the sympathy to trigger it.
Woodland Alliance
Q: Can I revolt with a base in a suit whose base I’ve already built?
A: Nope! The revolt action says you must choose a sympathetic clearing without a base that matches a base on your faction board.
Woodland Alliance
Q: Can I revolt in the clearing with the Keep token?
A: Nope! You would have to place a sympathy token first, which you can’t do because of the Marquise’s special ability The Keep.
Woodland Alliance
Q: What happens if a hireling removes sympathy?
A: The player controlling the hireling would trigger Outrage, since Outrage specifies “When a player removes…”
Woodland Alliance
Q: Does the Vagabond cause Outrage while moving?
A: Nope. The Vagabond is a pawn, not a warrior.
Woodland Alliance
Q: Do hirelings cause Martial Law?
A: Hirelings controlled by an enemy player will add to that player’s faction warriors. So if the Eyrie had 1 Eyrie warrior and 2 hireling warriors they controlled in a clearing, that clearing would prompt Martial Law. However, uncontrolled hireling warriors would not prompt Martial Law.
Woodland Alliance
Q: If Coffin Makers is crafted, do my warriors go to the supply after I Organize?
A: No, because Organize uses Remove, and not Replace, the warrior removed from the map will go to the Coffin Makers.
Corvid Conspiracy
Q: If Coffin Makers is crafted, do my warriors go to the supply after I Plot?
A: No, because Plot uses Remove, and not Replace, the warrior removed from the map will go to the Coffin Makers.
Keepers in Iron
Q: Can you decamp in a clearing with a Corvid Snare?
A: No. Decamp uses "Replace", which is defined as "Remove, then Place, but only if you can do both".
Keepers in Iron
Q: For the second step of placing relics, do I get to choose which relics go in which clearings?
Keepers in Iron
Q: The Law says I need to rule a clearing in order to battle in it, but the Learn to Play and the board do not say this. What’s going on?
A: You do not need to rule in order to battle—only to delve!
Keepers in Iron
Q: If hirelings remove a relic, how do I resolve the Prized Trophy ability?
A: No victory points are awarded. If the hireling is controlled, the controlling player decides where to put the relic. If the hireling is uncontrolled, the player taking their turn decides where to put the relic.
Keepers in Iron
Q: Does the Keepers’ Prized Trophies ability trigger if the Vagrant Vagabond removes a relic by using Instigate, but they’re in a coalition with the Keepers?
A: As written, no, since the Vagrant is not an enemy in this case. Why the Vagrant would want to do this is beyond me, though!
Keepers in Iron
Q: During Advanced Setup what happens if there aren’t any two adjacent clearings on the map edge?
A: Return the Keepers’ advanced setup card to the box and draw new advanced setup cards until you draw a militant faction (red with swords). This faction replaces the Keepers. We will likely add general mulligan rules that mirror this as more factions get added to the game and it becomes increasingly possible to draw a faction that is impossible to set up.
Keepers in Iron
Q: If I bought Mercenaries can I choose to battle the Riverfolk with Battle then Delve?
A: It depends. Riverfolk warriors do not count as enemy pieces while you have mercenaries and you can only choose to battle if there are enemy pieces in the clearing. As a result, if there are only Riverfolk warriors in the clearing you cannot battle and may delve. If another player’s pieces or a trade post is in the clearing you must battle and you can choose to battle the Riverfolk.
Keepers in Iron
Q: Can I Delve in a Governed clearing?
A: Yes, Delve is not affected by the Governors ability as it moves the token into the clearing and does not place anything.
Lord of the Hundreds
Q: In battle, who chooses whether a hit removes the warlord or a regular warrior?
A: The Hundreds player does, matching the fact that the player taking hits chooses the order of removing buildings and tokens. So if you took two hits and you have the warlord, two warriors, and a stronghold, you could remove two warriors or you could remove one warrior and the warlord. Though we wouldn’t recommend removing the warlord early!
Lord of the Hundreds
Q: What exactly is required for the Hundreds to oppress a clearing?
A: You need to (1) rule, (2) have a Hundreds piece there, and (3) have no enemy pieces there. For example, you do oppress with a mob and a Riverfolk Mercenary warrior. You do not oppress with only a Riverfolk Mercenary warrior. You do not oppress with a mob, a Riverfolk Mercenary warrior, and a Riverfolk trade post.
Lord of the Hundreds
Q: Does the Rowdy mood let the Hundreds draw more cards when they use the Charm Offensive card from the Exiles & Partisans deck?
A: No. Rowdy makes you draw more cards only during your draw step in Evening.
Lord of the Hundreds
Q: Do I declare whether I’m using my Looters before or after the defender declares that they are ambushing?
Lord of the Hundreds
Q: Using the Bitter mood, when do I place warriors in battle with the Warlord.
A: Bitter is triggered during the “Use Before-Roll Effects” step. This is after Ambushes have been declared but before the roll. Keep in mind that you cannot place warriors in a clearing with a Snare, the Keep or in a Governed clearing.
Knaves of the Deepwood
Q: After attacking a Governed clearing do the Knaves still place acclaim?
A: Yes, the Twilight Council’s Governors ability prevents placing pieces outside of battle. Have at Thee places the acclaim token at the end of battle so it can be placed.
Knaves of the Deepwood
Q: Can the Knaves use Tunnels to move from one Captain to another Captain?
A: No. Only the acting Captain is considered a crafting piece. You can move from the acting Captain to an Acclaim token.
Knaves of the Deepwood
Q: If False Orders is used to move a Captain can the player choose to move any number of Skunk warriors?
A: No, False Orders specifies that you move exactly half of the warriors, rounded up. You may choose to move Captains or Skunks.
Knaves of the Deepwood
Q: With the Deepwood Runners ability, can you move into, out of, and between forests?
A: Yes! You can move from a clearing into an adjacent forest, from a forest into an adjacent clearing, or from a forest into an adjacent forest.
Knaves of the Deepwood
Q: When an opponent is choosing a clearing during Take It Easy, can they choose to place their warriors in a Governed clearing, a clearing with the Keep or a clearing with a Snare?
A: Only the Twilight Council, Corvid Conspiracy, and Marquise de Cat can place pieces in a Governed clearing, a clearing with a Snare, or at the Keep, respectively. If another faction chooses such a clearing the warriors will be returned to the supply.
Knaves of the Deepwood
Q: When placing a captain in a forest during Ready do the warriors in adjacent forests go back to their owner’s supply?
A: Yes, Prisoners released during Ready go back to the supply.
Knaves of the Deepwood
Q: Can you use Dash to move with the Ferry if you do not rule?
A: Yes, Dash lets you move twice ignoring rule. This includes moving with the Fery.
Lilypad Diaspora
Q: Can the Marquise place a Militant Enclave at the Keep with the Militias card?
Lilypad Diaspora
Q: When using the Settle action, can you battle if you do not move into the clearing?
A: Yes, “move into it any number of times” includes 0.
Lilypad Diaspora
Q: If an Enclave in the Lost City flips to militant, does the clearing suit change to Frog?
A: No, Landmarks that grant suit(s) do not get covered by Militant Enclaves and continue to grant their suit(s).
Lilypad Diaspora
Q: If I lose a Peaceful enclave after attacking another player does Fears Come to Pass trigger?
A: No, Fears Come to Pass triggers when another player attacks a Peaceful enclave or removes a Peaceful enclave outside of battle. When they remove a Peaceful enclave as defender in battle the effect is not triggered.
Lilypad Diaspora
Q: When I craft Stewards can I draw the Frog Ambush from the top of the Pond?
A: No, Stewards is draw and craft the top card in the Pond. If you cannot do both actions you cannot do either.
Lake
Q: Can the Vagabond move Allied warriors using the Ferry from the Underworld Expansion? If so, does the Ally faction also draw a card?
Marsh
Q: How do Highway Bandits work with the 3 way paths?
A: Place the Bandit warrior on one branch of the path. Warriors moving to or from the clearing touching that branch are affected. (In the case of clearings A, B and C. If you place the Bandit on the branch closest to A, players moving between A and B or A and C are affected, but not players moving between B and C.)
Marsh
Q: With Swimmers or Riverboats can you move directly from the bottom left clearing to the bottom middle clearing via the water at the bottom of the map?
A: No, you are not intended to be able to move along the water at the bottom of the map.
Base
Q: The Armorers card says “rolled hits”. Does it really mean “rolled hits” specifically and not “hits”?
A: Yes indeed! “Rolled hits” means only the hits rolled.
Exiles & Partisans
Q: If I use Informants to take a card from the discard pile, can I still use Exposure against the Corvid Conspiracy on the same turn?
Exiles & Partisans
Q: Do my warriors removed from a faction board go to the Coffin Makers card instead of my supply?
A: No, only warriors that are removed from the map go to the Coffin Makers card as of the Homeland errata. Warriors removed from a faction board (Acolytes, Officers, Riverfolk funds) do not go to the Coffin Makers.
Exiles & Partisans
Q: Do my warriors on the map that were replaced go to the Coffin Makers card instead of my supply?
A: No, only warriors that are removed from the map go to the Coffin Makers card as of the Homeland errata. Replaced warriors (Anoint, Convert, Encamp, Propaganda Bureau) do not go to the Coffin Makers.
Squires & Disciples
Q: "Friend of the ___" cards can be used once per turn, does that mean only your turn or once per each player’s turn?
A: You can use it one per player’s turn. So, once on your turn and once on each opponent’s turn.
Squires & Disciples
Q: If I use Shadow Council to force another player to battle a Sympathy token, who scores the point and who pays the card for Outrage.
A: The forced player both scores the point and pays for Outrage.
Squires & Disciples
Q: If I craft Brazen Demagogue, do I need to use it on the same turn?
A: Yes, once you craft Brazen Demagogue you must use it at your next End of Evening. You cannot save it for later.
Squires & Disciples
Q: Is there any way to avoid forcing a battle with Shadow Council?
A: If you do not have any cards in hand then you are unable to spend a card to force a battle and must return Shadow Council to your hand. If you have no cards that match a clearing that could be forced to battle then you do not spend a card since there is no valid target. If you have any cards in hand that could force a battle you must spend one.
Squires & Disciples
Q: With Bold Leadership, if I attack with 2 warriors and get ambushed so that the battle ends early, does Bold Leadership still return to my hand even though I couldn't deal the extra hit?
A: No, in that situation Bold Leadership never activates, and bouncing itself to hand is part of its effect, so it stays in your play area.
Scoundrel
Q: Can you use Scorched Earth in a clearing with a Corvid Snare?
A: Yes, a Corvid Snare prevents enemy pieces from being placed and a Torch is not an enemy piece.
Scoundrel
Q: Can you use Scorched Earth in the clearing with the Keep?
A: No, the Keep prevents enemies from placing pieces in its clearing.
Scoundrel
Q: After using Scorched Earth, can the Scoundrel move back into the scorched clearing with the Torch?
A: No, once the Scoundrel leaves the clearing they may not move back in.
The Ferry
Q: Can the Vagabond move Allied warriors using the Ferry? If so, does the Ally faction also draw a card?
The Ferry
Q: If I move the Ferry to a clearing with a sympathy token, do I draw the card first or trigger Outrage first?
A: These happen at the same time, so you decide the order.
Legendary Forge
Q: Do I only need a faction piece at the Legendary Forge in order to craft an item there, or do I need something else?
A: You still follow the normal crafting rules, so you still need to discard a card that has an available item on it—in this case, an item that is on the Legendary Forge card—and you need crafting pieces in the relevant clearing suits, as shown on the card. You just also need a faction piece at the Legendary Forge.
Flame Bearers
Q: Does “warriors first” preclude me from removing undefended buildings or tokens of a player if there are warriors of another player there?
A: No, this works in the same way as battle or the Vagabond’s Strike—if a player has warriors there, you must remove the warriors first.
Highway Bandits
Q: How do Bandits work on the 3 way paths on the Marsh map?
A: Place the Bandit warrior on one branch of the path. Warriors moving to or from the clearing touching that branch are affected. (In the case of clearings A, B and C. If you place the Bandit on the branch closest to A, players moving between A and B or A and C are affected, but not players moving between B and C.)
Highway Bandits
Q: If the Highway Bandits remove a Marquise warrior, can the Marquise use Field Hospitals?
A: Nope. The power happens while moving “on a path” with Highway Bandits, so they are not in a clearing at that moment.
Spring Uprising
Q: Can a hireling battle the Spring Uprising?
A: Nope. They do not have a hand of cards to discard from.
The Exile
Q: Can I give the Exile an exhausted item?
The Exile
Q: Can I give the Exile multiple items on the same turn?
Warm Sun Prophets
Q: When I force a battle and the defender plays an ambush card, which player makes decisions about piece removal and playing counter-ambushes?
A: The player who is being forced to battle.
Automated Alliance
Q: What can stop a revolt?
A: Revolts can fail for three reasons: First, if the order card is a bird. Second, if the ordered base is already on the map. Third, if no sympathetic clearing matches a base that is not on the map. Because the creatures of the Woodland like a good uprising, these failures trigger public pity.
Chameleander
Q: What does "your clearing" mean?
A: When this board says "your clearing" it refers to the clearing where your Chameleander warrior is.
Chameleander
Q: How can you rule a clearing as Chameleander?
A: Chameleander is a warrior, meaning you rule if your clearing has no other warriors or buildings. Remember, in order for another faction to rule your clearing they must have one more warrior than you, or a building and a warrior. Keep this in mind for cajole.
Chameleander
Q: Can the other player place any building or token from their track?
A: If the building or token placed during cajole is on a track, they may only place the leftmost one.
Chameleander
Q: Are there costs or restrictions for placing during Cajole?
A: Players ignore costs and placement restrictions when they are cajoled because that is specifically negated by the cajole action. They also do not score if they normally would for placing the building or token during cajole: For example, Cats place buildings without spending any wood if cajoled, but they will not score.
Ermine Initiative
Q: Does the Ermine Initiative have a homeland?
Ermine Initiative
Q: In 5 player games, does the Ermine Initiative place any piece on the map during setup?
A: No. Their entire setup at 5 players consists of drawing 5 Directive cards, choosing 2 to keep, and shuffling the rest back into the Directives deck.
Ermine Initiative
Q: Does One Step Ahead trigger in the following situations?
A: In general, One Step Ahead triggers whenever Ermine warriors are removed from the map during enemy turns. Warriors Wake's Frenzy triggers One Step Ahead. Ermine warriors kidnapped by Black Paw Bandits do not trigger One Step Ahead, as the warrior remains on the map. However, ransomed Ermine warriors do trigger it. Riverfolk Trade Disruption does not trigger One Step Ahead.
Ermine Initiative
Q: Do Ermines ever keep a card that they reveal?
A: No. All cards they reveal would either be returned to their hand during their Daylight or their Evening, and hence they get discarded per Obsolete intel.
Ermine Initiative
Q: Does Obsolete Intel interfere with the Public Relations crafted improvements effect?
A: No, since the card is neither revealed, nor 'returned' to the hand.
Ermine Initiative
Q: Can Ermines craft items/improvements using crafting pieces of multiple enemies in infiltrated clearings (e.g. sympathy and a Roost)?
A: No, each time Ermines craft it must be using crafting pieces of one enemy only (but they may, for example, craft two cards in one turn; first using sympathy in an infiltrated clearing, then using a Roost in the same or a different infiltrated clearing).
Ermine Initiative
Q: Can Ermines craft using the following enemy pieces in infiltrated clearings?
A: Vagabond pawn - yes, once per undamaged Hammer in said Vagabond's satchel. Lizard Gardens - yes, but only using Gardens matching the current Outcast suit. Riverfolk trade posts - no, trade posts are not crafting pieces. Black Guard cells - yes (even though there are no revealed agents). Black Paw Bandits traps - no, unless a trap has been placed in a clearing via Chameleander's Cajole. Chameleander warrior - no.
Ermine Initiative
Q: What is meant by "lead suit" (Hierarchy of intel chart)?
A: The lead suit is the suit of the card revealed by the Ermine Initiative.
Ermine Initiative
Q: During Gather Intel, do enemies have to reveal a Bird card if Ermines lead with a Bird card?
A: Yes, if they h ave one (since birds are not wild during Gather Intel).
Ermine Initiative
Q: If an enemy has no card matching the Ermine's revealed card, what happens?
A: If none of their cards match, they must still reveal a card of their choosing.
Ermine Initiative
Q: Can you explain "Give your card to the revealer of superior intel (if inferior)"?
A: If the revealed card with the highest superiority of intel was revealed by an enemy player, they add the Ermine’s lead card into their hand. (If the Ermines’ lead card is superior, leave it in their play area.)
Ermine Initiative
Q: Who wins if multiple players reveal cards with equally superior intel?
A: If tied, treat intel of the tied player with fewest VP as superior. If still tied, Ermines choose whose intel is superior.
Ermine Initiative
Q: Can Ermines use Weapons Broker to swap a card to themselves?
A: Yes, as long as they have a revealed card in their own play area (from winning one of the tricks) to swap it with.
Ermine Initiative
Q: Can Ermines swap cards between players with pieces in different clearings?
A: Yes, as long as both players have pieces in clearings with an infiltration token.
Ermine Initiative
Q: Can enemies play revealed ambushes or use revealed cards for trigger abilities (e.g. Field Hospitals) during Ermine’s turn?
A: No, since revealed cards are not part of those players’ hands.
Ermine Initiative
Q: What does the “(+🎴 per previous)” mean in the card cost for some Operations?
A: It means that each successive time you perform that Operation this turn, you must return an extra matching card (e.g. 1 card to battle once, 2 matching cards for a second battle, 3 matching cards for a third battle).
Ermine Initiative
Q: If an enemy has fewer than two warriors in their supply, can the Ermines train them?
A: Yes, but Ermines only score a point if two warriors were placed.
Ermine Initiative
Q: Can Ermines do the Training action on the Vagabond or Chameleander?
A: The Vagabond cannot be trained, as it has no warriors to place. Chameleander can be trained once per turn, as per the rules text in Ego: Once per turn, if an effect would let you place or replace 1 or more warriors anywhere on the map, place an ego in your clearing instead, scoring as normal. So if trained, Chameleander is forced to place a single ego in their clearing. Ermines still score the +1VP for the Training.
Ermine Initiative
Q: Who removes the pieces during a False Flag Operation?
A: See rule 1.5.5. The enemy that was forced to initiate the battle removes the pieces, scoring any points for cardboard they remove and triggering any other effects.
Ermine Initiative
Q: When do Ermines score points for completed Directives?
A: As soon as they have met the conditions described in the Orders box of the card, Ermines score the listed points, then discard the Directive to draw another.
Ermine Initiative
Q: What happens if the Directives deck is empty?
A: Nothing. Discarded Directives are never reshuffled into the deck.
Ermine Initiative
Q: If I complete a Directive and then draw a new one whose criteria were satisfied earlier in my turn, can I score the points immediately?
A: No, the moment of completion must occur while the Directive is in your hand. - Clarification: for Suppression (Remove 3 warriors of the leading enemy faction in a single turn), only the 3rd removal/hit must occur while the Directive is in your hand. - Clarification 2: for Militarisation (Train 4 warriors of one non-leading enemy faction in one turn), only the 4th warrior must be trained while the Directive is in your hand.
Ermine Initiative
Q: If a Directive refers to a leading enemy faction or a non-leading enemy faction but their VP are equal, which faction does it refer to?
A: In cases of tied VP, the Ermine player chooses which faction is leading or non-leading.
Ermine Initiative
Q: For the Interrogation Directive, do Bird cards count as wild or as their own suit?
A: Per rule 2.1.1, Birds may be treated as any suit. The only exception to this for the Ermine Initiative is that Birds are not wild during the Gather Intel step.
Ermine Initiative
Q: What is the purpose of the mini Directives grid above the Directives deck slot (TTS mod only)?
A: It is a reference showing every card in the Directives deck. Plan ahead by cloning the ✔️ & ❌ markers to keep track of which Directives have been completed or discarded.
Sightseers of the Mire
Q: If another player uses False Orders on the Sightseers do all of the warriors move at once?
A: Yes, unless you spend a card matching the destination or origin clearing for "Local Guides" all Sightseer warriors will move together due to the Buddy System.
Coven of the Lycan
Q: Can the Coven use ambush cards when defending their Ritual Sites?
Riverfolk Company NEO
Q: How does the Card Ability Service work? What happens to Crafted Cards that require to be discarded or returned to hand?
A: When purchased, you have control of ALL the Riverfolk's Crafted Cards for a single turn. You must purchase again if you wish to use it next turn. Yes, that means Card abilities that require you to discard them are removed from the otter's possession. Yes, you can use it to reap the benefit of Coffin Makers, (you score for it on your turn and return the warriors, denying it from the otters when it's their turn.) Cards that return to hand when you use their ability are returned to the otter's hand, not yours.
Riverfolk Company NEO
Q: When can I Refund my warriors?
A: Refunds can only be conducted during the Otter's turn, at the beginning of Evening. You cannot Refund on your own turn. Every warrior Refunded grants the otters 1 VP.
Riverfolk Company NEO
Q: How does the new Settle action in Daylight work?
A: Settle is a free action and does not require you to Commit warriors to perform. It does, however, remove a precious otter warrior from the map when done, thinning your map presence.
Riverfolk Company NEO
Q: Are Trade Post tokens discarded from the game permanently when removed?
A: No. Trade Post tokens are returned to the Trade Post Track when removed from the map. If a warrior is committed on the space already, move that warrior to the commitments box. You can score repeatedly when placing Trade Posts on the map, which is why Trade Post placement VP is reduced.
Riverfolk Company NEO
Q: What are the changes to Export?
A: Export now places the extra Fund earned in the Commitments box rather than the Funds box, allowing you to still activate Protectionism on your next turn.
Riverfolk Company NEO
Q: How can enemies use your Crafting Trade Post Track?
A: They must have pieces in a clearing with a Trade Post. One Trade Post token = One crafting pip of that Trade Post token's Suit. This encourages enemy players to allow Trade Posts tokens to remain in clearings with their pieces. The Trade Post Track can only be used during the enemy player's Craft action by committing their own warriors on your empty Trade Post track slots. If another faction or yourself has already committed warriors to a crafting slot, that slot cannot be used until it is cleared on the otter's Gather Funds turn. Protectionism still activates if no funds are placed in your Funds box, even if your Trade Post Track is full of enemy funds.
Riverfolk Company NEO
Q: How does Standard Setup/Advanced Setup Work?
A: You may choose to place Trade Post tokens in however many river clearings you want, but you are restricted to ONLY 4 otter warriors. You may concentrate all those 4 otter warriors in one clearing with a trade post, or you may choose to split those 4 otter warriors amongst all river clearings. It all depends on how greedy you want to open the game. Just do keep in mind that your greed could be punished and enemy factions could punish you by destroying your Trade Posts tokens, or maybe they might actually use them to get those T1 crafts kickstarted. You can also setup in a single clearing with all your warriors concentrated there. It just comes down to how confident you are feeling in your salespitch and if you think you have customers who will be purchasing or using your services. Very thematic too. No ADSET yet. (as of ver 0.3)
Riverfolk Company 2.0
Q: What happens if a player runs out of warriors from their supply, while having to pay tax to the riverfolk?
A: The player cannot Trade (purchasing a card from the store). In all other cases: The riverfolk company instead puts one of their own warriors in payments. If the riverfolk does not have any warriors left, they do not gain a warrior in payments. The player can still take the action in question.