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Root is a game of adventure and war in which players battle for control of a vast wilderness.
Default Game Format
In all games, advanced setup will be used.
Heat 1 will be played on the autumn map with the Eyrie, Marquise, Duchy, Woodland, and Vagabond (Locked) available in the draft.
In Heats 2, 3, and Semifinal, a setup will be randomly determined for all tables to use. This way, each table will be playing on the same map with the same set of available factions to select from:
- Exiles and Partisans deck (Base deck may be used if E&P deck is not available)
- Advanced setup with all available factions (only 1 vagabond in draft pool)
- Random map
- The Tower will be used on the Mountain map
- The Ferry will be used on the Lake map
- The Legendary Forge will be used on the Winter map
- The Lost City will be used on the autumn map
- No hirelings will be used
- No coalitions are allowed
Semifinal and Final
All winners will advance to the Semifinal with any double winners being separated as much as possible. No alternates will be taken.
Changes for Semifinal and Final
In the Semifinal and Final, the lost city landmark will be used. If the lake map is played on, the ferry and lost city will be used.
Semifinal and Final table size will be determined based on the number of unique winners in the Heats. 4-player tables will be prioritized, then 3, and then 5. If there are only 5 or fewer unique winners, then there will be no Semifinal and players will advance straight to the Final.
Winners in the Semifinal will advance to the Final. Points will be used to determine any other advancing players if needed, as well as 5th and 6th place.
All tiebreakers will be broken by die roll.
GM will have additional advanced setup card decks available so that they can be used at every table if needed.
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