The Ludarium Academy · Masterclass · Free
Four Factions, One Forest
An unofficial Root course
Learn Root and teach it in one sitting, master each base faction, then climb to battle odds, dominance, the faction draft, and your first Root tournament.
Six levels, 21 lessons
Start with lesson oneLevel 0 · Learn to play
Sapling
After this level: Set up, teach, and finish a four-faction game with the shared rules right and nobody lost on their own faction board.
Level 1 · Beginner
Forager
After this level: Play each of the four base factions with a plan: how it scores, what it fears, and what its first turns should do.
Level 2 · Intermediate
Pathfinder
After this level: Pick fights with known odds, craft with purpose, read who is leading, and set up fair games at two and three players.
Level 3 · Advanced
Warden
After this level: Time a dominance card, track ambushes and hands, count every faction's race to 30, and build balanced games with expansion factions.
Level 4 · Tournament ready
Contender
After this level: Draft factions under Advanced Setup, play any map with its landmarks, and know the Exiles and Partisans deck that events use.
Level 5 · The championship path
Champion
After this level: Find a Root tournament, practice online with purpose, and follow a six-week plan into your first competitive event.
- 1How to Play Root
- 2How to Teach Root
- 3Root Rules New Players Get Wrong
- 4Root Marquise de Cat Strategy: Wood, Workshops, and Rule
- 5Root Eyrie Dynasties Strategy: Build a Decree That Holds
- 6Root Woodland Alliance Strategy: Sympathy, Outrage, and Revolt
- 7Root Vagabond Strategy: Items, Aid, Quests, and Hostility
- 8Root Battle Odds: What the Dice Really Do
- 9Root Cards and Crafting: What to Make and What to Hold
- 10Root Table Talk: Reading Threat, Making Deals, and Kingmaking
- 11Root at Two and Three Players: Faction Mixes That Work
- 12Root Dominance Cards: When to Switch, and How to Stop It
- 13Root Card Tracking: Ambushes, Hands, and the Discard Pile
- 14The Root Endgame: Counting the Race to 30
- 15Root Expansion Factions: Building a Fair Mix
- 16Root Advanced Setup: The Faction Draft
- 17Root Maps and Landmarks: Winter, Lake, Mountain, and More
- 18The Root Exiles and Partisans Deck: What Changes
- 19Competitive Root: Tournaments, WBC, and Where to Play
- 20Practicing Root Online: Digital Play and Bots
- 21A Six-Week Practice Plan for Tournament Root
Every lesson is free to read here, any time. Sign up and they also arrive by email, one at a time, so the course keeps you learning between game nights.
Who it is for
- New players who want the shared rules clear before they pick a faction.
- Hosts who teach Root and want the whole table playing by the second round.
- Players who keep losing with one faction and want to know why.
- Groups ready for expansion factions, tournaments, or online play.
- Players
- 2 to 4
- Play time
- 60 to 90 minutes
- Ages
- Ages 14 and up
- Rules as of
- The Law of Root (October 13, 2025) and the Learning to Play guide (Leder Games)
Questions
How many players does Root need?
The base game plays 2 to 4. The Learning to Play guide drops the Vagabond for three players, and also the Woodland Alliance for two, which leaves the Marquise de Cat against the Eyrie Dynasties. The expansions add factions and pieces for up to six.
What is the difference between the Law of Root and the Learning to Play guide?
The Learning to Play guide teaches the game in a friendly voice with many examples. The Law of Root is the complete, numbered reference. If they disagree, follow the Law, and if a card disagrees with the Law, follow the card.
How do you win Root?
The first player to reach 30 victory points wins immediately, even in the middle of a turn. A player with at least 10 points can instead activate a dominance card and win by meeting its goal, such as ruling three clearings of its suit, at the start of their Birdsong.
What does it mean to rule a clearing in Root?
You rule a clearing when you have more warriors and buildings there than any other player. Tokens and the Vagabond pawn do not count. On a tie nobody rules, except that the Eyrie rule clearings where they are tied for the most.
Can you play Root with two players?
Yes. The guide recommends the Marquise against the Eyrie, with the four dominance cards removed. It also suggests playing two games, swapping factions in between, and adding both scores to find the winner.
Teach sheet · PDF · Rules as described in the The Law of Root (October 13, 2025) and the Learning to Play guide (Leder Games); official rules.
Unofficial. Not affiliated with or authorized by Leder Games. Root is a trademark of Leder Games.