Root is a game of hidden hands, but the Law makes far more public than most players use. Hand sizes are public. The discard pile can be searched. Dominance cards sit beside the map when spent. Every ambush that gets played is gone from someone’s hand. A player who tracks these attacks with better odds and defends with better bluffs.
What the Law makes public
- Hand sizes. The number of cards in each hand is public information. You may ask at any time.
- The discard pile. Face-up piles like the discard pile can be searched and inspected by anyone. The shared deck cannot.
- Revealed cards. Crafted persistent effects and activated dominance cards sit face up in play areas.
- Hands shown by rule. When a player cannot give the Alliance a matching card for Outrage, they must show their hand. Some cards and abilities, like Codebreakers or the Vagabond Thief’s Steal, also reveal or take cards.
When the deck runs out, the discard pile is shuffled into a new deck at once. Before that happens, the discard pile is a near-complete record of what has left play.
The five ambushes
There are five ambush cards in the base deck: one fox, one rabbit, one mouse, and two birds. In any given clearing, three of them match: the one of that suit and both birds.
Each time an ambush is played, foiled, or spent for its suit, it lands face up in the discard pile. Count them. If both birds and the mouse ambush are already in the discard pile, a mouse clearing is safe from ambushes until the deck is reshuffled.
How likely is it that one opponent holds a matching ambush? The table below treats their hand as random cards from those you have not seen. Real players keep ambushes on purpose, so treat these as floors, not ceilings.
| Unseen cards | Matching ambushes unseen | Hand of 3 | Hand of 5 |
|---|---|---|---|
| 45 | 3 | 19% | 30% |
| 35 | 3 | 24% | 38% |
| 35 | 2 | 17% | 27% |
| 25 | 3 | 33% | 50% |
| 25 | 1 | 12% | 20% |
Two lessons come out of the numbers. Early in the game, any single opponent rarely holds a matching ambush, so an attack with two warriors is a fair risk. Late in the game, with fewer unseen cards and ambushes still out, a full hand of five deserves respect: three warriors, or a matching ambush of your own to foil theirs.
Reading hand sizes
A hand size tells you more than it seems.
- A player at five cards after Evening is holding everything they drew. They may be saving for something: a revolt, a big craft, or an ambush.
- A player who keeps one card turn after turn, while spending the rest, may be holding an ambush or a dominance card.
- A player with zero cards cannot ambush, cannot pay Outrage, and cannot activate dominance. Attack them freely.
- The Eyrie draw a card in Birdsong if their hand is empty, so an empty Eyrie hand is short-lived.
The four dominance cards
Track dominance cards the same way. Spent dominance cards sit beside the map, not in the discard pile, so you always know which are available. Any player can take one in Daylight by spending a matching card. If a dominance card has not appeared, it is in the deck or someone’s hand. The dominance lesson covers what to do when one is activated.
Using the discard pile
The discard pile is searchable, so search it with purpose:
- Before attacking, to count ambushes.
- Before crafting, to see which items and powers are gone.
- For the Tinker, whose Day Labor takes a card matching his clearing from the discard pile. The pile is his shopping list.
Searching takes time, so make it a habit at the start of your turn rather than mid-action.
Bluffing with what you hold
Because hand sizes are public, every card you hold is a possible ambush. Holding cards near your weak clearings, and spending them elsewhere, makes rivals hesitate. Holding a bird card makes every clearing look dangerous. You never have to say what you hold, and the Law makes agreements non-binding, so a threat costs you nothing.
The reverse is true too. When a rival’s hand is empty or their ambushes are counted out, they cannot surprise you. That is the moment to attack.
Keep it light
Card tracking should not slow the table. Track two things only: ambushes played and dominance cards seen. Everything else, glance at when it matters. After a few games, the count runs in the background, the same way the battle odds do.
Next lesson
The Root Endgame: Counting the Race to 30
Next, the endgame: counting each faction's points per turn, spotting who reaches 30 first, and choosing the turn to hit the leader.
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