Law of Root

English

4. Key Actions

4.1 CRAFT

You can CRAFT most cards from your hand to gain an immediate or persistent effect.
4.1.1
Cost.
To craft a card, you must ACTIVATE crafting pieces of the suits listed in the card's bottom-left corner. (A faction's crafting piece is listed in its Crafting section.) A crafting piece's suit matches its clearing. Each crafting piece may be activated only once per turn. A three-color question mark denotes a crafting piece of any suit. vbotterlizard
4.1.2
Immediate Effects.
When you craft an immediate effect (paper box), resolve its effect and then discard the card. If it shows an item, take the matching item from the item supply on the map and place it in the Crafted Items box on you faction board. If the card lists an item not in the item supply, the card cannot be crafted.birdvbrat
4.1.3
Persistent Effects.
When you craft a persistent effect (stone box), place it in your play area. You may use the effect described on the card. (The Eyrie Emigre card in the Exiles & Partisans deck is mandatory.)
4.1.4
No Duplicates.
You cannot craft a persistent effect if you have an identical one in your play area.

4.2 MOVE

When you MOVE, take any number (more than zero) of your warriors and pawns from one clearing and move them to one adjacent clearing.
4.2.1
You Must Rule.
To take a move, you must rule the origin clearing, destination clearing, or both.vbottercrow
4.2.2
No Movement Limits.
A given piece can be moved any number of times per turn. If you are prompted to take multiple moves, you may move the same or separate groups of warriors.

4.3 BATTLE

When you BATTLE, choose a clearing with any number of your warriors and pawns as the CLEARING OF BATTLE. You are the ATTACKER. Choose an enemy in the clearing of battle to be the DEFENDER.
4.3.1
Step 1: Defender May Ambush.
The defender may play one ambush card matching the clearing of battle. If so, resolve in order (4.3.1.I - Foil Ambush.) (4.3.1.II - Resolve Ambush.)
I
Foil Ambush.
The attacker may also play an ambush card matching the clearing of the battle. If they do, the defender discards their ambush card and skips (4.3.1.II - Resolve Ambush.)
II
Resolve Ambush.
The defender deals two hits immediately. Then, the defender discards the ambush card. If no attacking warriors or pawns remain, end the battle immediately. (4.3.4 - Step 4: Deal Hits.)
4.3.2
Step 2: Roll Dice.
Roll both dice. The attacker will deal hits equal to the higher roll, and the defender will deal hits equal to the lower roll. If the rolls are equal, attacker and defender will deal the same number of hits. (The use of "will" here reflects that hits are not dealt until step 4.)mouse (4.3.4 - Step 4: Deal Hits.)
I
Maximum Rolled Hits.
The maximum hits you can deal from rolling equals the number of your warriors in the clearing of battle, whether you are the attacker or defender.vb
4.3.3
Step 3: Use Effects.
The attacker and defender may use optional effects (such as the Brutal Tactics card) that affect battle. If both want to use effects, the attacker chooses who uses them first. (1.1.3 - Resolving Simultaneous Things.)
I
Extra Hits.
Many effects will deal EXTRA HITS, which are not limited by the number of warriors in the clearing of battle.
II
Defenseless.
If the defender has no warriors in the clearing of battle, the attacker will deal an extra hit.vb
4.3.4
Step 4: Deal Hits.
Each hit that a side deals removes one piece of the other side from the clearing of battle. (You score one victory point per enemy building or token removed.) All of the side's warriors there must be removed before any of their buildings or tokens are removed. The side taking hits chooses which of their buildings and tokens are removed, and chooses the order of any effects triggered by their pieces being removed.