We finally did it! We played a game of Root without any major rule misunderstandings!
Although we learned that the Woodland Alliance crafts by activating sympathy as opposed to spending it. This came alongside further clarifications on the Vagabond (aiding an ally gets you 2 VP per card and the warrior which makes you go hostile is not scored if killed), and a reminder of the control rules and how it impacts movement between clearings (more relevant with otters and lizards in the game).
But other than that, we knew what we were doing! XD
No though, this game was notable in that we finally had a group of people who more or less knew what they were doing and the result was a very tight game where everybody had a good chance to win right up until the end.
I played the Marquise, and I have to say their point earning potential right off the bat is explosive. I got out to 10 points by turn 2, but once you run out of building slots and have to fight for them things slow down really quickly. Critically, having the lizards and the otters in the game reduces the number of eligible clearings to be built in turn 1 by 5. Your first three buildings should almost always go on the two river slots to the west of your keep, I've decided; to take advantage of the slots before the lizards or otters place there. As always, you want to prioritize possessing the mill town in the center of the board. My very first turn I had to spend a bird card to build a second building in the mill town because Fish's otters chose to start there.
This is the first game we've seen in awhile where the Eeyrie didn't get hopelessly put behind from the start, and Hubert remained competitive right up to the end. Him and I fought a grinding battle over one of the southern river clearings, both of us using otter mercenaries, before both turning around to do better things. In Hubert's case, it was stopping the southward advance of the lizards. Daniel played another very "guns" heavy game with the lizards, and notably in the late game double-sanctified a clearing that had two of my recruiters in it just south of my keep. At the same time, Fish had stored up 12 funds as otters, inducing me to attack him to destroy the funds. The burning of the trading post was accomplished, but at the cost of having my southernmost garrison (fought over so hard with the birds) assaulted and destroyed by the vengeful otters.
While I was fighting the otters and lizards, Daniel finally turned on Danielle after she reached allied status with him and threatened to end the game in a turn or two. We narrowly averted a fifth Vagabond win in a row when Fish was able to marshal his Otter and go on the warpath the last turn, laying waste to all my buildings in the mill town for the win. I scored my own goal here a bit, along with Daniel, we both made too much use of the otters on the last turn trying to fill our depleted hands but at the cost of giving Fish 10 funds.
In sum, it was a hard fought back and forth game. And I'm now very curious to see the Woodland Alliance in action knowing what we know now. I thought not having them in would significantly benefit the cats, but honestly it's hard to tell. With the board as crowded as it was, I'm pretty sure their presence would have hurt the lizards, birds, and otters just about as much. The Otters feel really strong now that we understand the spend/commit distinction, although the fragility of their ability to earn dividends remained very much on display this game.
I still kind of want to try a seven player match, but concede that may be too much happening on the board. I definitely can't wait to get another game together though since now we have the rules more or less completely figured out (TM) and everyone has a good understanding of the dynamics of play. I want to give the cats another try, or the otters, hopefully the Woodland Alliance being there won't make things too difficult.
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