Law of Root

English

OMT.1 OVERVIEW

This wild-eyed old beaver bustles about the forest, day and night, maintaining a wide network of factories, producing gears with which to repair his trio of formidable robots and drones to fill out his massive army. He claims to have come back in time, to save the future. But could his stories be true? He does look somewhat familiar... but his wondrous contraptions are like nothing the Woodland has ever seen! He scores victory points each time his factories produce goods - gears or drones. But that isn’t all he’s after, no. He’s on a mission against one or all the various factions, trying to prevent some terrible thing that hasn’t even happened yet. Worse, could it be that all this meddling of his is what caused his future in the first place? Is it even true? Only thing we know for sure: the Old Man seems to be able to craft most anything! Really, he should stop putting his factories so far apart, but he says it’s for the ‘environment’, whatever that is. Crazy old man...Who’s he going to go after next?

OMT.2 FACTION RULES AND ABILITIES

OMT.2.1
Crafting.
Old Man Tinker crafts during Daylight by removing GEARS from his clearing.
OMT.2.2
The Old Man.
This pawn ignores rule when moving and can move between forests and clearings (eg – it can move from a forest to a clearing as a single move or from a clearing to a forest). In battle, TREAT (G.1.33) it as a token. Players who remove THE OLD MAN score one victory point for doing so (as per 3.2.1). Then, the Old Man Tinker player places it in an adjacent forest. (3.2.1 - Removing Buildings and Tokens.) (G.1.33 - Treat.)
OMT.2.3
Tokens.
OMT’s tokens have two unique sides - a GEAR side and a DRONE side.
I
Superior Technology.
When OMT’s tokens are DRONE side up, TREAT them as warriors. (i.e. they can move, they can deal/take hits, they are not defenseless, they are not worth points as per 3.2.1 etc. – they can even be affected by things like Lizards’ Convert.) (3.2.1 - Removing Buildings and Tokens.)
II
Gears.
When OMT’s tokens are GEAR side up (and on the map), TREAT them as any other token. All rules that apply to tokens apply to GEARS when on the map.
OMT.2.4
R.S.I or Robotic Structural Integrity.
Each of OMT’s three ROBOTS has a track for GEARS that represent its strength and power on the map (similar to the Vagabond’s items and swords).
I
Made of Metal.
ROBOTS cannot be removed from the map. The pieces themselves are not considered warriors, but the GEARS located on each ROBOT’S R.S.I. (placed there from right to left) are to be TREATED as warriors in that ROBOTS clearing (for hits, for rule, movement – movement does move pawn.) i.e... If the birdbot had two GEARS on its R.S.I, the clearing with the birdbot is considered to have at least two of your warriors in it. It can rule with two warriors. It can deal or take 2 hits with those warriors, and it can move with those warriors to adjacent clearings. If the wolfbot was present in the same clearing and also had two GEARS on its R.S.I., you would consider there to be a total four warriors in that clearing until one robot moved, was repaired or was dealt hits.

For each hit taken, the leftmost gear from that ROBOT’S R.S.I. is removed and place it in their clearing, ignoring restrictions. (Imagine punching a vending machine and having coins - your GEARS, worth victory points to other players - spill onto the ground.) Whenever a ROBOT’S R.S.I. is empty - and the broken sword and sideways warrior is uncovered - lay that ROBOT on its side (until repaired) to show that it is BROKEN. (OMT.5.1.II - Repair.)
II
Broken.
Since a BROKEN ROBOT has no warriors to represent itself in a clearing, it cannot rule, move or deal/take hits, the only thing OMT can do with it there is REPAIR it. For other rules, however, OMT is still considered to have a piece – the ROBOT – in that clearing. (OMT.5.1.II - Repair.)
OMT.2.5
Factories.
OMT may build up to three factories to produce GEARS and/or DRONES. They also score points based on how many factories they have on the map using Production in Birdsong. (OMT.4.2 - Produce.)
I
Environmentally Conscious.
OMT cannot build or otherwise have two factories in a single clearing and, at most, a factory may only have one other factory adjacent.
II
Meltdown.
When any number of factories are removed, OMT lowers PRODUCTION by one.
OMT.2.6
Production.
Whenever a factory uses Production, OMT must place tokens equal to their PRODUCTION LEVEL at that factory, same side up as their PRODUCTION MARKER. If they do, they score one point. (If, due to a shortage of supply, they cannot place tokens equal – 1=1, 2=2, etc - to their production level, they must place what tokens they have - but score no points.)
I
Production Level.
The PRODUCTION LEVEL INDICATOR (the lime green cube) is used to represent how many tokens will be produced at each factory during Birdsong. (OMT.4.2 - Produce.)
II
Production Marker.
The double-sided PRODUCTION MARKER is used to show which side of tokens will be ‘side up’ when produced at each factory - GEAR or DRONE. (OMT.4.2 - Produce.)

OMT.3 FACTION SETUP

OMT.3.1
Step 1: Materialize.
Place all 3 ROBOTS in any clearing that contains the fewest pieces and place THE OLD MAN in an adjacent forest.
OMT.3.2
Step 2: Ready the Machines.
Place two GEARS on each ROBOT’S R.S.I. (leaving the leftmost space of each track empty). Place your 3 factories on the factories track, set your Production Level Indicator to 1 and place your Production Marker GEAR side up.

OMT.4 BIRDSONG

Do-Over. At the start of your turn (before Birdsong), you may remove all of your pieces from the map, flip your board over and place all your pieces again as per FACTION SETUP (OMT.3) *or, if playing with ADVANCED SETUP, per the faction setup card.

Your Birdsong then has three steps that take place in the following order. (OMT.3 - Faction Setup)
OMT.4.1
Roll.
Roll a number of Breakage Die equal to your PRODUCTION LEVEL and deal one hit (maximum of one) to each ROBOT showing (eg – if you roll two birdbot faces, you still only deal one hit to the birdbot).
OMT.4.2
Produce.
Use Production at all factories. This includes scoring points as per OMT.2.6. (OMT.2.6 - Production.)
OMT.4.3
Bustle.
Move THE OLD MAN up to three times with up to three gears. (He may pick them up and drop them off enroute)

OMT.5 DAYLIGHT

Your Daylight has two steps in the following order.
OMT.5.1
Actions.
First, you may remove GEARS (not drones) from THE OLD MAN’S clearing (returning them to your supply) to craft cards from your hand – the suit of these crafting pieces is the same as the clearing they were removed from. Then, you may take up to four actions of the following in any order and number.
I
Tinker.
Flip up to three tokens in THE OLD MAN’S clearing. (Must be physically on the map, not in R.S.I.)
II
Repair.
Remove up to three gears from THE OLD MAN’S clearing and place them on the R.S.I. of a ROBOT that is in that clearing (rightmost empty space).
III
Crusade.
Battle or may move and then may battle in the destination clearing.
IV
Overproduce.
Spend a card matching a factory clearing to use Production there but scoring no points. (OMT.2.6 - Production.)
OMT.5.2
Build.
Any number of times, place a factory in a clearing you rule with no factory (and, at most, adjacent to only one other factory).

OMT.6 EVENING

Your Evening has two steps in the following order.
OMT.6.1
Restructure.
Any number of times, may spend a card matching a factory clearing to raise (or lower) your PRODUCTION LEVEL by one OR to flip over the PRODUCTION MARKER (to the other side).
OMT.6.2
Draw.
Draw two cards OR take any one card from the discard pile that matches THE OLD MAN’S clearing. Then, if you have more than five cards in your hand, discard cards of your choice until you have five.