Law of Root

English

G. Glossary

G.1 ABILITY

A persistent effect of a faction as listed at the top of its faction board and in its Faction Rules and Abilities section, or a persistent effect of a hireling as listed on its hireling card (H.2.2). (H.2.2 - Ability (ability).)

G.2 ADJACENT

A clearing is adjacent to all other clearings linked to it by a path. A forest is adjacent to all clearings that touch it without crossing a path, and it is adjacent to all forests that are separated by only one path, except on the lake (M.3.4). (M.3.4 - Coastal Forests.)

G.3 BUILDING

A square cardboard piece owned by its faction or hireling.

G.4 CANNOT

See 1.1.2. The term cannot is absolute. It cannot be overridden unless explicitly instructed. (1.1.2 - Use of CANNOT.)

G.5 DISCARD

Place the prompted card in the shared discard pile. If it is a dominance card, place it near the map instead (3.3.3). lizard frog (3.3.3 - Using Dominance Cards.)

G.6 DRAW

Take a card into your hand. If drawing from a deck or pile, take the top card unless otherwise specified. If no source is specified, take it from the shared deck (2.1). frog (2.1 - Cards)

G.7 EFFECT

Anything that changes the game, including persistent effects, faction abilities, and actions.

G.8 ENEMY

Any other player that you are not in a coalition with (9.2.8), or a hireling that is in the supply or held by an enemy player. (9.2.8 - Dominance Cards and Coalitions.)

G.9 ENEMY PIECE

A faction piece of an enemy player or a hireling piece of an enemy hireling, except while you're treating the piece as your own for rule (Riverfolk mercenaries, controlled hirelings, etc.). (Items cannot be enemy pieces.)

G.10 FACTION PIECE

All the warriors, pawns, buildings, and tokens listed on the back of a faction board. (Items are not faction pieces.) See 1.5.1. (1.5.1 - Limits.)

G.11 FOREST

An area on the map enclosed by paths and clearings.

G.12 FORCE

See 1.5.5. (1.5.5 - Use of FORCE.)

G.13 ITEM

A square cardboard piece showing an item (boot, sword, crossbow, etc.) that is not owned by any faction.

G.14 MAP

See 2.2. (2.2 - Clearings and Paths)

G.15 MAP EDGE

The single closed loop of clearings and paths that define the map boundary, including closed paths on the mountain map.

G.16 MATCHING

Of the same suit.

G.17 PATH

A white link between two clearings.

G.18 PAWN

A wooden figure owned by its faction or hireling.

G.19 PIECE

Any component—building, token, warrior, pawn, item, marker, and so on.

G.20 PLACE

Take the prompted piece from the prompted source and put it in the prompted destination. Usually, no source is specified—in this case, take it from its supply, or take the leftmost prompted piece if it is on a track. Put is shorthand for Place.

G.21 PLAY AREA

The area around your faction board. Cards in it can only be spent, discarded, or used for other purposes if explicitly instructed.

G.22 RANDOM

When referring to a card, choose one at random without looking at them at all.

G.23 REPLACE

Remove the prompted piece and place the other prompted piece in the location from which the first was removed. To do so, you must be able to complete both steps. (For example, enemies of the Marquise cannot replace a Marquise warrior at the keep.)

G.24 REMOVE

Take the prompted piece from the prompted source and return it to the prompted destination. Usually, no destination is specified—in this case, return it to its owner's supply, return it to the rightmost empty space of its track it has one, or remove it permanently otherwise. (Items are removed permanently.)

G.25 REVEAL

Place the prompted card face up in your play area. Usually, no source is specified—in this case, take it from your hand.

G.26 RIVER

A blue link between two clearings.

G.27 RUIN

Piece covering an "R" slot in a clearing (2.2.4). (2.2.4 - Ruins.)

G.28 RULE

A player rules a clearing if they have more total warriors and buildings in it than each other player. (Tokens and pawns do not contribute to rule.) If there is a tie between players in a clearing, no one rules it.

G.29 SHOW

Let the prompted player see the prompted piece.

G.30 SLOT

White box in a clearing 2.2.3. (2.2.3 - Slots.)

G.31 SPEND

See Discard. (These terms are equivalent, but spend is used in contexts with choice.)

G.32 SUPPLY

The collection of pieces that is not on a faction board or the map. The item supply is the collection of items on the map.

G.33 SWAP

Switch the locations of the two prompted pieces. (This ignores MOVE and PLACE restrictions, such as the Corvids' snare and the Marquise's keep.)

G.34 TOKEN

A circular cardboard piece owned by its faction or hireling.

G.35 TREAT

The prompted thing takes on the properties of the second prompted thing. While you treat enemy pieces as your own for rule, they are not enemy pieces, but they are still faction pieces of that enemy player. (For example, Riverfolk warriors you've hired as mercenaries are not enemy pieces to you, but they are still Riverfolk faction pieces.)

G.36 WARRIOR

A wooden figure owned by its faction or hireling. (The Vagabond pawn is not a warrior and cannot be removed.)