Level 0 · SaplingLesson 2 of 21

How to Teach Root

How to teach Root to a new group: a host script for the shared rules, the Walking Through Root route, matching players to factions, and running the first round.

Root has a reputation as a hard game to teach, and it earns some of it. Four players are learning four different games at once. But the shared rules are short, and Leder Games built each faction board to answer most of its own questions. A good teach respects that split: one short talk for everybody, then quiet time with the boards.

This lesson gives you a host script, the scripted walkthrough route, and a plan for the first round. The How to Play Root lesson has the rules themselves.

Before anyone arrives

  • Read the Learning to Play guide once, all the way through. The guide suggests that one person read it before the group meets, so someone can answer “what can I do now?” for every faction.
  • Set up the map yourself. Ruins, the item supply, and each faction’s starting pieces take a while, and a set map is a better first impression than a pile of pieces.
  • Put each faction board at a seat, face up. The back of each board lists its setup; the front lists its turn.
  • Print the Root teach sheet and put it in the middle of the table.

Who plays what?

With four new players, the guide’s setup uses all four base factions. Matching people to factions helps more than any rule explanation.

  • The Marquise de Cat suits a player who likes building an economy and planning a few turns ahead.
  • The Eyrie Dynasties suit a player who enjoys a puzzle with strict rules and is calm about the occasional collapse.
  • The Woodland Alliance suits a patient player who does not mind a quiet first few turns.
  • The Vagabond suits a social player who likes deals and doing something different from everyone else.

With three players the guide drops the Vagabond, and with two it also drops the Alliance. The player counts lesson at Level 2 covers other mixes.

Route one: Walking Through Root

The base game includes a booklet called Walking Through Root: a scripted two-turn game for four players. You seat players in the order Marquise, Eyrie, Alliance, Vagabond, give each their faction’s walkthrough card, and set up as the cards say, including a fixed starting hand. Hands stay public for the walkthrough. Then the booklet passes from player to player, and each reads their turn aloud while taking the actions it describes.

This route is the best fit for groups who learn by doing. It answers common questions along the way and slips in strategy tips. With fewer than four players, someone plays two factions for the walkthrough. When it ends, reset and start a real game.

Route two: the ten-minute talk

For groups who like to hear the rules first, teach the shared skeleton in this order. Say it in your own words, and point at the map as you go.

  1. The goal. “First to 30 points wins, right away, even in the middle of a turn. Every faction scores differently, and your board tells you how.”
  2. The map. “Twelve clearings, each a fox, rabbit, or mouse clearing. Paths link them. The spaces between paths are forests, and only the Vagabond goes there.”
  3. Rule. “You rule a clearing if you have more warriors and buildings there than anyone else. Tokens do not count. On a tie, nobody rules, except the Eyrie, who rule ties.”
  4. Moving. “Move any number of your warriors from one clearing to an adjacent one, as long as you rule where you start or where you end.”
  5. Battle. Walk through one example on the map: two dice, attacker takes the higher, defender the lower, capped by warriors present.
  6. Cards. “Four suits. Birds are wild. Most cards can also be crafted for an item or a power, using your faction’s crafting pieces.”
  7. Your turn. “Birdsong, Daylight, Evening. Your board lists each step. In Evening most of us draw a card and discard down to five.”

Then stop. Give everyone a few minutes to read their own board, and answer faction questions one player at a time. Leave dominance cards for later: the guide recommends learning them once someone nears 10 points.

Running the first round

The first round is slow, and that is fine. The guide notes that most players learn Root best by playing, and that the game should flow after a few rounds.

  • Narrate your turn as host. Saying “I’m moving here because I rule this clearing” teaches the shared rules a second time.
  • Ask, do not tell. “What does your board say you do in Birdsong?” builds independence faster than reading it to them.
  • Keep hands private, scores public. Hand sizes are public information under the Law, and so is every score.
  • Pause for questions, even mid-turn. A two-minute stop beats a wrong rule that lasts all night.

Our guide on how to teach a board game covers pacing in general.

After the game

Ask each player one question: “What would you do differently with your faction?” The answers show you who understood their board, and they start the conversation that makes a second game better. Then trade factions next time. Root rewards knowing what every faction wants, and the fastest way to learn that is to sit in each seat once.

Next lesson

Root Rules New Players Get Wrong

Next, the rules slips almost every new Root table makes, from moving without rule to removing buildings before warriors, and how to catch each one.

Unofficial. Not affiliated with or authorized by Leder Games. Root is a trademark of Leder Games.