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Just some thoughts on the new stuff.
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Got a few plays with the new stuff and man is it good!

  • Lord of the 100's: Basically and angry mob that moved around the forest burning everything to the ground. The mob tokens (pitchfork and torch) will burn all the buildings in clearings. Every turn they will remove all the cardboard in each clearing scoring points and pretty much making sure no one builds there.... then they spread according to a dice roll. AWESOME..... BUT after playing with them you really want them off the board as fast as they're going on. It got to a point in the late game that all my mob tokens were on the board and I couldn't spread them.  The Hundreds really depend on crafting Items (has to do with recruiting and actions the more you have, the more you can do), and in this game... no one really crafted much. So the entire game I was limited and that made things tricky. The hundreds score points by owning clearings solo. The more clearings you own with no enemy pieces the more points you get. This was hard with 4 people so the main focus was to tromp around the board and attack the entire time.  I ended up winning in the end by the skin of my teeth... like most games of Root.
  • Keepers in Iron: Slow and methodical. They get points in big chunks... but not every turn. You really have to make every action count. You need to max out cards (10 total) in your Retinue if you want to succeed. The Retinue functions much like the Eyre's decree... but you can skip cards if you want. My one play with the Keepers was fun. It was 2p vs. the 100's with 3 promoted hirelings. I was able to keep my Retinue full and was pretty free to move around the board and collect my relics. The key to keeping your Retinue in tact is making sure you own the clearings around your relics when you delve... That... was tricky. BUT after playing a go with them I realized It's really easy to draw cards with them and it's really easy to restock your Retinue so worrying about losing cards in the Retinue is silly. Overall they were pretty awesome! Final score of the game 29-30 I lost. My keepers were wiped off the board in a last ditch effort to score points. Fun faction.
  • Hirelings: Hirelings are awesome ya'll. Man they just mess up everything...in a good way! The best part about them is when you have to pass them off to the next person. When you gain a hireling you roll for control. Rolling dictates how long they are in your possession. When your time with the hirelings runs out, they remain on the board and you pass them to a player of your choice! WHAT? Hirelings are pretty much mercenaries that are constantly changing sides and you have to plan your turns with them knowing that they're probably going to be working against you in the next couple turns. The otters Flotilla granted cards to people... but then moved down the river and broadsided the next settlement, The Cats granted the field hospital ability to the player, and The Porcupines gave a players extra warriors, The Covid spies could steal cards or battle, the Last dynasty (Eyre) where just there to bust skulls, The popular band (my favorite) pulled warriors from all clearings to their concert and they couldn't leave HA! The hirelings granted some cool abilities to the players and really mixed up some gameplay.
  • Landmark: I'm 50/50 on landmarks, probably the weakest module so far.

feel free to AMA

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2 years ago