Root
– by Cole Wehrle, Leder Games
Root
is a fantasy-themed card-assisted asymmetric wargame seating 2-4
players (with its first expansion, this shifts to 1-6). It's really
quite good, but beyond that there are some specifics which are worth
some thought and analysis. Particularly, I'm thinking about (1)
asymmetry in design – particularly in wargame design – and (2)
the fantasy theme in wargames.
Design
Overview
First,
it's worth giving the design as a whole an overview. It's not super
rules-heavy; BGG gives it a moderate 3.45/5 rules weight, but it's
fair to say most of the difficulty experienced is in the asymmetry,
not in the rules any one player has to learn to play the game. There
are two rulebooks – they use the Fantasy Flight nomenclature to a
degree, with one called the “Learning to Play” book, but the
second book, the “Law of Root” (aka the rules reference manual)
does suggest reading one or the other on the basis of your learning
style – the LtP book is programmed instruction in a Euro style,
whilst the Law of Root is a case-system wargame manual, with full
numbering. The rulebooks are both adequate and I appreciate the dual
approach, though the Law lacks contents or index, which is a faux pas
for a wargame manual.
The
other components are uniformly gorgeous, with decent cardstock
counters, linen-finish cards, wonderfully cute screen-printed wooden
warrior pieces, and a beautiful double-sided map depicting 12 clearings connected by paths, with each clearing matching one of the
suits of cards (Fox, Bunny, Mouse; there's also a Bird suit, which is
wild). The aesthetic effect cannot be underestimated – though the
design itself is very good, it is made maximally enjoyable via its
beauty and tactility.
There
are four core factions, each looking to either be the first to score
30 points, or in 3-4 player games alternatively secure a “Dominance
Victory” (essentially, fulfil given map control conditions). There
are two universal ways to score points – destroying enemy
buildings or tokens (but not warriors, the military pieces) and
crafting cards from your hand (which can also be special abilities
for you to use, or items which you can potentially sell to one
specific faction). Each faction also has unique ways to score points. There
are also unique ways to score points, which naturally leads us to
examine the factions themselves. I'll do so in some detail, partly to
win over the hoary grognards amongst my readership by the beauty of
the design, and partly to explore the game's asymmetry.
Faction
1: The Marquise de Cat.
The Marquise starts in control of all but one of the 13 clearings on
the map. She has warriors all over, plus one of each of her three
types of building – the sawmill, the recruiting station (or as my
buddy has nicknamed it, “the Friendship Barn”), and the workshop.
Each of these fulfils a different function; the sawmill produces wood
each turn to use in constructing more buildings, the recruiter is
where the Marquise places new warriors, whilst the workshop
contributes to her ability to craft. She scores points by building
more buildings, though each type of building costs increasingly more
wood the more she builds (i.e. 1 wood allows you to build the second
instance of any type of building and scores 1 or 2 VP depending on
type, but the third instance requires 2 wood and scores 2 or 3 VP).
Buildings can only go on empty spaces in clearings – of which there
will always be a limited number. The Marquise has three actions per
turn (with the ability to gain more via discarding wild cards from
her hand); this is a low cap but her actions are pretty efficient,
with a Move action moving two groups, for instance. The Marquise
needs to control territory to get her economic engine going and
efficient, including maintaining lines of supply for her wood to be
used to build. I've seen the Marquise summed up as a Euro economy
faction – but there's far more to it than that, with a fine balance
needed of economy, military buildup/action, and secure area control.
Faction
2: The Eyrie Dynasties.
These guys used to rule the forest, but are now restricted to one
clearing, albeit in strength. The Eyrie is usually the most
explicitly “militaristic” faction; most of the time its ability
to score from crafting cards is limited, its main way of scoring
points is checking how many of its Roost buildings are on the board
at the end of each turn (so you need to expand to score higher
numbers of points), and its internal politics drive it forward to
conquer territory and make war. What do I mean by its internal
politics? Oh, just that the only way the Eyrie takes actions on the
map itself is via a card-driven programming game, where it must
fulfil all the steps in its programme or fall into chaos, and its
programme is partly defined by which Leader of the Eyrie currently
rules. The Eyrie's programme is called the Decree, which has four
consecutive steps: Recruit, Move, Battle, Build. These are parallel
to the Marquise's actions, though each instance is less efficient.
That's fine, because where the Marquise has that semi-capped 3
actions, the Eyrie can have as many as it can fulfil; you will see
functional Decrees with 9 or 10 cards in them, for example. However,
you HAVE to add 1 or 2 cards to the Decree every turn, and HAVE to
take actions in a clearing matching the “suit” of the particular
card. Oh, there are no enemy pieces in a Bunny clearing and you have
a Bunny Battle card? Sucks to be you, Eyrie – time to go into
Turmoil, lose some points, replace your Leader card, empty your
Decree, and lose the rest of your turn. Like the Marquise, the Eyrie
wants to build buildings, and it wants to control territory, but it
feels utterly different – the Eyrie is made up of aggressive birds
of prey who are able to strike with a rapidity and ferocity unknown
to the calculating Marquise, but they're also prone to squabbling
themselves to defeat. A functional Decree is a scary sight, and is
about the most powerful thing in the game, but it's a fine line
between a relentless machine of war and an ugly car crash.
Faction
3: The Woodland Alliance. For
those familiar with the COIN series, this is the IN faction, with the
Marquise and Eyrie acting as CO factions. The Woodland Alliance are
the common animals/people of the forest, sick to their eyeteeth of
the cats and birds bossing them around. They don't start on the
board, or with any ability to undertake military operations; instead,
their first few turns will be spent spending cards to spread Sympathy
across the Forest, before sparking a Revolt and setting up a Base in
a given clearing. They score points via Sympathy tokens, and they can
craft cards based on the “suits” of the clearings they have
Sympathy in – so Sympathy is a very powerful thing; however, if the
CO factions march their troops into a Sympathetic clearing, or
destroy a Sympathy token, they have to surrender cards to the
Alliance, representing more supporters joining the Alliance in anger
at the heavy-handed enforcement. Now, that's the soft war, the
hearts-and-minds stuff. The Alliance also have a limited ability to
wage war – much more limited than the Marquise or Eyrie, but
nonetheless significant. They're more limited because they have fewer
warrior pieces than the CO factions (10 Alliance, 15 Eyrie, 25
Marquise), and what's more, to take any military actions they have to
set aside some of those warriors as Officers – kept off the map,
allowing one military action (Move, Recruit, Battle, and the special
Organise action which removes a warrior to place a Sympathy token)
per Officer. This means that in a normal situation, they might have
only 7 warriors available to put on the map, and 3 actions to do
stuff with them. They are also vulnerable to having their operations
seriously disrupted if they see their Bases destroyed – they lose
cards and Officers in such an event. On the other hand, the game for
the Alliance isn't total map control, as they can only build three
Bases anyway. The game is spreading Sympathy and crafting, using the
Bases as hubs of power to secure Sympathetic pockets, enable Organise
actions, and disrupt opponents. By the end of the game the Alliance
superficially resemble the Marquise and Eyrie; they have buildings,
they have warriors, they have crafted stuff. However, they play
completely differently, relying much less on main force and much more
on strategic use of soft power.
Faction
4: The Vagabond.
To the wargamer, the Vagabond is the most distinct and strange
faction. Basically the Vagabond is some little dude wandering round
playing their own RPG. The Vagabond only has one piece on the board,
representing themselves; they can't be knocked off the board by
battle, and they can't control clearings. They do score points for
crafting and destroying buildings and tokens, and in a 4 player game
can win via a Dominance card – but in the latter case it actually
just allows them to ally with a different player and share their
victory. How on earth does the Vagabond win, then? They have three
unique ways of scoring points: (1) the Aid action, which involves
giving cards to other players (potentially in return for Items that
player has crafted) – the higher your Friendship rating with a
faction, the more points you score, and if you reach the maximum
level you can also treat that faction's pieces as your own, moving
and battling with them; (2) killing Hostile warriors scores you 1VP
per warrior removed – a faction is Hostile after the first time you
attack them; and (3) via Quests, which are cards which require you
exhaust certain Items in a particular suit of clearing – as the
reward of a Quest, you can either draw 2 cards from the main deck, or
score VP by the number of Quests you've completed in that suit. If
that wasn't distinct enough, the Vagabond undertakes actions not via
a default cap, a programme of cards, or a number of Officers, but via
using Items. The Vagabond starts with four Items, and gains more
either by buying them from other players with Aid actions, Crafting
them himself, or exploring the four Ruin markers dotted across the
map. There are different types of Items, allowing different actions –
for instance Boots allow movement, Swords allow combat, Bags allow
you to carry more items, and Hammers allow crafting or Item repair.
Item repair is relevant because you take hits in combat by damaging
Items. So you have your own little action economy based on having
bought/made/discovered specific Items. There are also multiple
Vagabond “characters”, one of which you pick before the game,
which defines your starting Items and gives you a special ability.
The Vagabond may seem the odd faction out, but as the player count
rises, the chaos factor they represent, and the value of their
friendship – whether in terms of Aid or in terms of them attacking
your enemies – can be a decisive element.
Asymmetry
and War
Root
is an asymmetric wargame. There's a presupposition nested in that
statement – that war can be, or is, asymmetric. The main series of
wargames that investigates this concept is the COIN
series from GMT Games. One game in that series has as its four
factions the Colombian government, Marxist guerrillas, right-wing
deaths squads, and drug syndicates. Another has the Romano-British
military, the Romano-British civilian government, Celtic tribes, and
Germanic invaders. You can see how the abilities and objectives of
such factions might vary. COIN
games do give different factions mechanically distinct options –
e.g., Faction 1 can place “troop types” A and B (which can act in
slightly different ways) but no special markers, whilst Faction 2 can
place troop type B but has access to the special markers. This style
obviously suits strategic faction-driven games; some might argue that
it applies less well to other types of wargames. I think I'd observe
that all wars and all battles are somewhat asymmetric, in a strict if
limited sense – troop numbers vary, command ability differs,
industrial capacity is higher or lower, and so forth. You do see
other fairly “straight” games experiment with this in mechanical
terms – for instance, again at a strategic level, The
U.S. Civil War
by Mark Simonitch provides different victory conditions,
point-scoring methods, and recruiting rules for each side. It's far
more uncommon for battlefield games to represent actual mechanical
asymmetry – the two sides use the same rules, with the asymmetry
being numeric within
the mechanics – the Old Guard have Morale A, the pike-armed Russian
militia have Morale E. Table
Battles
by Tom Holland does use significantly more asymmetry in its
mechanics, though this is arguably due to a significant abstraction –
it's not a map-based game, but is at core a dice pool game, with
different units (cards you place dice on) having quite distinct
abilities.
All
these are forms of asymmetry – whether it's serious factional
asymmetry as in COIN,
or “logistic” asymmetry as in The
US Civil War,
“numeric” asymmetry as in the typical battle game, or
asymmetry-via-abstraction as in Table
Battles.
It's an obvious point, but a significant reason people play
historical wargames over, say, chess or Go is that it represents
actual situations, with two or more sides with leaders and troops of
different quality and use fighting over terrain that may give each
side different advantages. The flavour of historical wargames relies
– usually implicitly, but sometimes explicitly – on an asymmetry
of competence, opportunity, and capacity between the combatants.
Root
is a game with as much if not more asymmetry as any COIN
game; it is mechanically smooth and comparatively easy to learn; it
is compact in terms of time (30-120 minutes, depending on player
count) and box size (more important than some think!). Most of all,
it's just very good fun. It's fun for the reasons stated – playing
a real game of discovery in a relatively short time period with
grokkable rules is rare and great – but it's also fun because it's
cute and it tells great stories.
Why
hasn't it achieved the same sort of success with my fellow
“traditional” wargamers as the COIN
series? Sure, the latter gets some sniffs from grognards over how
like a Euro it seems to them, but that hasn't stopped plenty of
greyheads getting into the series, and one need only look at the
speed of release of new volumes by GMT to see how commercially viable
it's been for them. Root
is, in most respects, a “bigger” game – it's already in the BGG
top 100, it's gone through three printings, with the latest in five
figure numbers, it's got massive industry coverage. Why isn't it more
popular with wargamers?
Because it's a fantasy game about cute little animals.
The
Fantasy Theme and Wargames
The fantasy theme is not terribly well respected by
traditional wargamers. This isn't surprising; if one is interested in
history, then fantasy wargames do not cut the mustard. In a way, this
is an unanswerable criticism. Fantasy wargames – whether War of
the Ring, Wizard Kings, or Root – simulate no
actual conflict, offer no actual historical insight.
This probably explains why none of the three games I've
just mentioned are hex-and-counter, and scarcely any fantasy wargames
are. The most traditional, the most simulatory of subgenres has no
place for entirely ahistorical fantasy (though you wouldn't know it
based on some of the World War 2 games I've played...).
The
best way to frame any argument for grizzled grognards to play fantasy
wargames (Root,
in this case) is instead, I think, to explain why I enjoy it. It
won't convince those most focussed on games-as-history, but it may
sway some fence-sitters.
Well,
Root is fun, it's not super-weighty, it has a quick playtime (30
minutes per player once players know rules). But it's also,
definitively, a wargame – even within the narrower definitions you
sometimes get, it involves plenty of direct conflict based on armies.
That action is relatively simple and the tactics abstracted (affected
chiefly by card-use, both passive and active), but it's a big part of
the game. Indeed, it's here that the least wargamey faction, the
Vagabond, becomes the MOST wargamey – once he's committed, and is
scoring points off killing off warriors from a faction, he becomes
the faction who most directly benefits from conflict.
Of
course, “involves direct army conflict” is a very limited
definition of wargame, and does mean that, yes, Risk
is a wargame. More importantly, Root
does actually offer light but compelling simulation of a number of
wargaming norms, which add up to make it an interesting lens through
which to see the hobby's subject. (Also – a non-traumatic lens for
some who would find actual war, especially modern war, disturbingly
close to home.)
The
game offers up one of the cleverest simple supply systems I know. You
can only move over a particular connecting path if you control either
the clearing you are moving from or the clearing you are moving to.
For the Marquise, her supply system of wood to build industrial
buildings relies on paths of controlled clearings. As a way to get
you thinking about the value of control of space – especially in
the context of space with particular connections and routes – this
is good. It's a lot simpler than Zucker!
Root
also leverages its asymmetry with incredible elegance to model two
elements of war which plenty of traditional wargames look at –
doctrine and war aims. Doctrine is a nearly universal concern of
games at the grand tactical and (for WW2) operational scales. This
can be modelled via OOBs, or via special rules for one side or the
other, or via the simple expedient of combat strength (Panzer divisions
get 5 attack whilst French DCRs get 3, or whatever). Root effectively
uses the special rule system, but in a way that is organically
determinative of play, which I appreciate but which isn't always the case. The Eyrie are
very aggressive, skilled in combat, but not very interested in
non-combat tech – their limitations on crafting, the Decree forcing
them to fight or Turmoil, and the three of the four leaders who
incentivize warfare all not just represent that ludically, but also
inform your play. You can play around their limitations, or seek to
develop other strengths, but the standard combat doctrine of a nation
of falcons and hawks is definitely there – and it's very different
from the Marquise, who is mostly aggressive to find space to build
(to score points via building and via Crafting) and is otherwise more
defensive of her territory, and they're both very different from the
Woodland Alliance, who scores points not via territorial control or
expansion or combat, but via gaining soft power through Sympathy,
with their military bases as a hub from which to spread propaganda.
Which
brings us to war aims – though this is chiefly a concern of
strategic games in the traditional sphere, it's nonetheless a key
area of simulation design. How do you show the player why Germany
invaded Russia in the two world wars? Do you, as a designer, simply
think it was the “arrogance of princes”, do you think it related
to a perceived need for flank security, or do you think it was really
about the resources of the Ukraine and the Caucasus? Your design will
follow from there. Root does the same, and does it asymmetrically –
as mentioned above, each faction scores points differently. The
Marquise is concerned with industry and makes war to aid that, the
Eyrie has a domestic audience who demands success and expansion, the
Woodland Alliance wins by surviving its battles and winning hearts
and minds, and the Vagabond defines their own objectives in their
wanders through the forest.
Elegant,
intelligent pieces of wargame design – here I've considered supply,
doctrine, and war aims, though there are other similarly clever
things in this game – can give us insight even where they apply to
no actual conflict. Modelling a fantasy situation allows us to
consider how certain needs or ideas drive both battle and war,
without immediately needing to argue out whether it was in fact some
bloke called Franz Ferdinand or the grain of the Ukraine that was the
real reason for the whole thing. Root
presents,
at a fairly simple and approachable level, an Ideal form of war, its
motives, and its means. It simulates no particular war – and in
doing so, I think, gives insight on every war.