Root: The Underworld Expansion

2020 · Expansion for Base-game

Root: The Underworld Expansion

Adds two playable factions and two new maps to the conflict over the woodland. One faction plays as an imperial duchy that expands and fortifies territory while balancing regency-style escalation. The other plays as a secretive conspiracy that places and triggers plots in opponents’ areas to undermine them. Two mapboards introduce new terrain mechanics: a mountain board where players dig tunnels to connect regions, and a lake board focused on controlling a ferry to project power across water.

Players
2–6 best 4
Playing time
60–90 min
Age
10+
Complexity
3.7 / 5
9.1 on Ludoyafrom $40.00WargameFantasyPoint to Point MovementDice RollingArea Majority / Influence

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On Ludoya's tables

Full stats in Ludoya
49
Plays logged
84
Players
1h 53m
Average play
221
In collections
14
On wishlists
1
Pre-ordered

9.1/10

from 21 Ludoya reviews

  • Angel Acevedo García9.5

    Great expansion for root, with additional maps and factions, the Moles and Crows are relatively easy for new people to learn and fun to play. Fantastic

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Rules questions

Answered from the rulebook by Ludoya's rules assistant.

Can non‑Duchy warriors enter or move through the Burrow?

No — the Burrow is off‑map and only Duchy warriors can enter it; it’s adjacent to clearings with tunnel tokens but other factions cannot use it (page 2).

What is the Duchy’s “Price of Failure” when their buildings are removed?

Whenever Duchy buildings are removed, the Duchy discards a random card and returns its highest‑rank swayed minister to its Unswayed pile, and the minister’s crown is removed permanently; you also score the victory points from the crown’s space when removing it (pages 2–3).

How do I sway a minister — which cards can I reveal and how many do I need?

To sway a minister you must reveal one card for each clearing where you have pieces (each clearing lets you reveal only one card) and reveal as many cards as the minister’s rank (squire 2, noble 3, lord 4) (page 3).

How does Exposure work against facedown Corvid plot tokens — when can I guess and what happens if I’m right or wrong?

Before drawing cards in Evening, any enemy in a clearing with a facedown plot may show the Corvids a card matching that clearing to guess the plot’s type; a correct guess removes the token (and scores a point) and negates its effect, while an incorrect guess leaves the token and the guessing player must give the shown card to the Corvids (page 4).

Does a face‑up Snare plot prevent enemies from entering or leaving that clearing?

Yes — while a Snare is face up, enemy pieces cannot be placed in or moved from that clearing (page 4).

How does the ferry work on the Lake map?

Once during your turn you may move from the clearing with the ferry to any other clearing touching the lake, place the ferry in the destination clearing, and after taking that ferry move you draw 1 card (page 6).

Opens Ludoya's rules assistant, which reads this game's rulebook.

Game facts (players, playing time, age, credits) from BoardGameGeek.