Law of Root

English

11.1 OVERVIEW

The Corvids want to rule by fear – and you will fear them unless you crush them with an iron fist. Snuff out their plots before they have a chance to resolve them, and watch out for large build-ups of warriors, as this will let them hatch plots and resolve them immediately.

11.2 FACTION RULES AND ABILITIES

11.2.1
Nimble.
The Corvids can move regardless of who rules their origin or destination clearing. (As normal.)
11.2.2
Embedded Agents.
As defender in battle, if the Corvids have a facedown plot token (even defenseless) in the clearing of battle, they deal an extra hit. (As normal.)

11.3 FACTION SETUP

11.3.1
Step 1: Gather Warriors and Plots.
Form supplies of 15 warriors and 8 plot tokens face down.
11.3.2
Step 2: Scatter.
Place 1 warrior in the lowest priority clearing of each suit (total of 3).

11.4 BIRDSONG

Your Birdsong has four steps in the following order.
11.4.1
Set Order.
Reveal the top card of the deck as the order card.
11.4.2
Craft.
Craft the order card, scoring one victory point, if it shows an available item.
11.4.3
Recruit.
Place two warriors in each of two ordered clearings.
I
First Tie for Target Clearing.
Such a clearing with no plot tokens, then with most Corvid warriors.
II
No Warriors Left in Supply.
If you have no warriors to place (even in the middle of this action), immediately do The Plot Thickens before placing the remaining warriors. (11.5.4 - The Plot Thickens.)
11.4.4
Flip Plots.
Flip each facedown plot token. (A warrior is not needed to flip. Remember to resolve in priority order.) Each time you flip a plot, score one victory point for each face-up plot token on the map, then resolve the plot's flip effect, if any.

11.5 DAYLIGHT

Your Daylight has four steps in the following order.
11.5.1
Battle.
Battle in each ordered clearing that has two or more Corvid warriors.
I
First Tie for Defender.
Player with the most buildings and tokens there, then with the most victory points there.
11.5.2
Move.
Move all but two Corvid warriors from each ordered clearing that has a face-up plot token to an adjacent clearing that has no plot token.
I
First Tie for Destination.
Move to the clearing with the most Corvid warriors.
II
No Destination.
If every adjacent clearing has a plot, move to the adjacent clearing of lowest priority.
11.5.3
Plot.
In the ordered clearing that has the most Corvid warriors and no plot, remove one Corvid warrior there to place a random facedown plot there.
11.5.4
The Plot Thickens.
If any clearing has no plot and three or more Corvid warriors, remove one Corvid warrior from it to place a random facedown plot token there.
I
First Tie for Target Clearing.
Do this in the clearing with the most Corvid warriors.

11.6 EVENING

Your Evening has two steps in the following order.
11.6.1
Score.
Score one victory point per Extortion plot token face up on the map.
11.6.2
Discard Order.
Discard the order card.

11.7 PLOTS

11.7.1
Bomb.
When flipped, remove all enemy pieces in its clearing, then swap this token with a random plot token from your supply, placing the swapped plot face up. (The replacement token does not trigger, and it can be another bomb.)
11.7.2
Snare.
While face up, enemy pieces cannot be placed in or moved from its clearing (as normal).
11.7.3
Extortion.
When flipped, each player with any faction pieces in its clearing must discard one card.
11.7.4
Raid.
When removed, place one warrior in each adjacent clearing (as normal).

11.8 BOT INTERACTIONS

The plots of the Corvids, whether played by a human or bot, interact with bots as follows.
11.8.1
Bomb.
When flipped, remove two pieces of each bot in the clearing, warriors first, instead of all their pieces.
11.8.2
Snare.
Bots ignore snare tokens for the purpose of targeting clearings to place or move pieces. If a bot would place in a clearing with a snare or move out of a clearing with a snare, remove the snare but do not perform this part of the action.