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Quiz about Root Board Game  The Riverfolk Expansion
Quiz about Root Board Game  The Riverfolk Expansion

Root (Board Game) - The Riverfolk Expansion Quiz


"The Riverfolk Expansion" was the first expansion released for the board game "Root." It adds two new playable factions: the Riverfolk Company and the Lizard Cult, as well as new Vagabond characters, and the components to play with two Vagabonds at once.

A multiple-choice quiz by qrayx. Estimated time: 3 mins.
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Author
qrayx
Time
3 mins
Type
Multiple Choice
Quiz #
409,331
Updated
Sep 23 22
# Qns
10
Difficulty
Average
Avg Score
7 / 10
Plays
132
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Question 1 of 10
1. The Riverfolk Company is a band of otters that sell their services to the other players. With what do players pay for services? Hint


Question 2 of 10
2. The river runs through the board of "Root," connecting some clearings, which are the only clearings the Riverfolk Company may place their trade post tokens.


Question 3 of 10
3. Vagabond players are not allowed to purchase which of the Riverfolk Company's services? Hint


Question 4 of 10
4. The Riverfolk Company will score dividends at the beginning of their turn for un-spent funds, but only if they meet which condition? Hint


Question 5 of 10
5. If the Riverfolk Company is just hoarding its wealth to score dividends instead of spending it on actions, how can other players make them lose their funds? Hint


Question 6 of 10
6. The Lizard Cult are a weird bunch who are always concerned about the outcast suit. What does the outcast suit dictate for the lizards? Hint


Question 7 of 10
7. What determines the outcast suit for the Lizard Cult? Hint


Question 8 of 10
8. What does the Lizard Cult's "Pilgrims" ability say? Hint


Question 9 of 10
9. The Lizard Cult pays for military actions with acolytes. They can reveal a bird card from their hand to turn a warrior from their reserves into an acolyte. What other method is used to get more acolytes? Hint


Question 10 of 10
10. The Scoundrel was one of three new Vagabonds added to the game. In addition to exhausting a torch, its special ability, "Scorched Earth," has which additional cost? Hint



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Quiz Answer Key and Fun Facts
1. The Riverfolk Company is a band of otters that sell their services to the other players. With what do players pay for services?

Answer: Warriors

When a player buys a service from the Riverfolk Company, they pass over warrior meeples from their supply to the otters' payments box. The Riverfolk player can set the price for each of their services between one and four warriors. Purchasing services can lead to future challenges if the Riverfolk Company never releases those warriors back to the original player.

Vagabonds pay for services by exhausting their own items, and then the Riverfolk player moves warriors from their own supply into the payments box.
2. The river runs through the board of "Root," connecting some clearings, which are the only clearings the Riverfolk Company may place their trade post tokens.

Answer: False

The Riverfolk Company starts the game by placing four warriors on clearings on the river, and can only recruit warriors to clearings on the river. However, when placing a trade post, they only need to spend warriors from the funds box belonging to the player who controls the target clearing, regardless of where it is on the board.

When placing a trade post, the Riverfolk player also places one of their own warriors from their supply, even if the clearing is not on the river.
3. Vagabond players are not allowed to purchase which of the Riverfolk Company's services?

Answer: Mercenaries

The "Law of Root" is the long-form, explicit version of the rules of "Root," covering all possible situations. It is often used as a rules reference when players encounter an edge case not covered by the simpler "Learn to Play" manual. 12.2.7.III.b of the "Law of Root" states "Vagabond Mercenaries. The Vagabond cannot buy Riverfolk mercenaries."

The Vagabond usually wants to use their items for their own actions, so are less likely to purchase services, unlike the other factions that usually don't need their reserve warriors on any particular turn.
4. The Riverfolk Company will score dividends at the beginning of their turn for un-spent funds, but only if they meet which condition?

Answer: They have a trade post on the board

The Riverfolk Company can build up to nine trade posts, three in each suit. They only need one on the board at the beginning of their turn to score dividends. By holding onto funds, the otters can score more dividends, but it also means the don't perform as many actions on their turn. Having just a few trade posts with some warriors defending them can be an inviting target.

When the otters use their funds instead to perform actions, they reduce the incentive to attack them, and can set up a stronger board position for themselves.
5. If the Riverfolk Company is just hoarding its wealth to score dividends instead of spending it on actions, how can other players make them lose their funds?

Answer: Destroy the trade post tokens

Each time a trade post token is destroyed, the Riverfolk Company loses half of its funds (the payments and commitments boxes are untouched). The Riverfolk Company chooses which warriors it returns, so if one player attacks a trade post, the Riverfolk player may return the warriors of other players first.

Not only will removing funds reduce the amount of points the Riverfolk Company scores for dividends, but if the last trade post is removed from the board, then the company won't score any points for dividends.
6. The Lizard Cult are a weird bunch who are always concerned about the outcast suit. What does the outcast suit dictate for the lizards?

Answer: Crafting items and performing military actions

The Lizard Cult is one of the trickiest factions to play. During birdsong, the lizards can perform military actions (battle, convert, move (from), or sanctify) in clearings matching the outcast suit. During the evening they can craft items that require the outcast suit (they can never craft items that require multiple suits).

Recruiting warriors, placing buildings, recruiting acolytes, and scoring points are all governed by the cards in the Lizard Cult's hand, and are not limited by the outcast suit.
7. What determines the outcast suit for the Lizard Cult?

Answer: Discarded and played cards

When the Lizard Cult is in the game, all players discard cards into the Lost Souls box on the lizards' player board instead of the discard pile. At the beginning of the lizards' turn, whichever non-bird suit has the most cards in the Lost Souls box becomes the exile suit, and then the cards are moved to the discard pile. If there's a tie, then the outcast suit does not change. If the outcast suit stays the same as the previous turn, it becomes the "hated outcast," which makes military actions cost one fewer acolyte.

All players can try to influence the Lost Souls pile to guide where the Lizards are able to perform military actions (e.g. Sanctify to remove buildings and replace them with lizard gardens) or craft cards (e.g. Favour cards that remove large numbers of pieces).
8. What does the Lizard Cult's "Pilgrims" ability say?

Answer: The Lizard Cult rules clearings with a garden

Usually whoever has the most warriors and buildings in a clearing rules it. The Lizard Cult's Pilgrims ability trumps this, meaning they can rule clearings even when they have fewer pieces. This can be a good way to disrupt the lumber supply lines for the Marquise de Cat, or to throw the Eyrie Dynasties into turmoil by reducing their movement options.

It also makes it slightly easier for the lizards to pursue a dominance victory (rule three clearings of a particular suit) instead of the classic 30 victory point victory.
9. The Lizard Cult pays for military actions with acolytes. They can reveal a bird card from their hand to turn a warrior from their reserves into an acolyte. What other method is used to get more acolytes?

Answer: Friendly warriors lost in defensive battles

The Lizard Cult is strongly incentivized to play a defensive game. Warriors are only turned into acolytes when they are lost as the defender; not when the lizards attack. The lizards can then spend any acolytes to convert the warriors of other players into their own warriors, or even replace buildings with their own gardens.

This is similar to the Woodland Alliance that gain a supporter card (used to place sympathy tokens) whenever they lose a sympathy token.
10. The Scoundrel was one of three new Vagabonds added to the game. In addition to exhausting a torch, its special ability, "Scorched Earth," has which additional cost?

Answer: Discard the torch

The Scoundrel is a cute cat with a jack-o-lantern mask. The Scorched Earth ability removes all pieces in a clearing (which can score a lot of points if there are a lot of tokens and buildings), and then renders that clearing impassible for the remainder of the game. Such an ability is too powerful to be used more than once in a game, so the Scoundrel discards its torch onto the clearing to indicate it has been burned.

The Vagabond only ever has one torch, used for exploring ruins, completing some quests, and performing its special ability. All of these are no longer available to the Scoundrel after performing Scorched Earth.

The torch still needs to be ready (not exhausted or damaged) for the Scoundrel to use its ability, so it cannot explore a ruin and scorch a clearing in a single turn.
Source: Author qrayx

This quiz was reviewed by FunTrivia editor Bruyere before going online.
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This quiz is part of series Root (board game):

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  5. Root (Board Game) - The Riverfolk Expansion Average

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