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Quiz about Root Board Game 3
Quiz about Root Board Game 3

Root (Board Game) [3] Trivia Quiz


"Root" is a 2018 board game designed by Cole Wehrle, illustrated by Kyle Ferrin, and published by Leder Games. This is my third quiz about this cute assymetrical war game.

A multiple-choice quiz by qrayx. Estimated time: 3 mins.
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Author
qrayx
Time
3 mins
Type
Multiple Choice
Quiz #
409,541
Updated
Aug 28 22
# Qns
10
Difficulty
Average
Avg Score
7 / 10
Plays
146
- -
Question 1 of 10
1. When a player has tokens or buildings in a clearing without warriors, it is considered defenceless. What effect does this have? Hint


Question 2 of 10
2. The suited dominance cards (mouse, fox, rabbit) change a player's victory condition to control three of that type of clearing at the beginning of their turn. What is the requirement of the bird dominance card? Hint


Question 3 of 10
3. Which pieces are counted when determining who rules a clearing? Hint


Question 4 of 10
4. Which faction has the "Hawks for Hire" ability, letting them take additional actions on their turn? Hint


Question 5 of 10
5. Which faction performs military actions (moving and attacking) during Night instead of Daylight? Hint


Question 6 of 10
6. The favour cards (mouse, fox, rabbit) remove all enemy pieces in the clearings of the associated suit. Will the favour cards remove the Marquise de Cat's keep token?


Question 7 of 10
7. What does the Marquise de Cat player do when they run out of lumber tokens to place on the board? Hint


Question 8 of 10
8. If the Eyrie Dynasties player starts their turn with no roosts on the board, what happens? Hint


Question 9 of 10
9. What limitation is placed on the Woodland Alliance before they have a base on the board? Hint


Question 10 of 10
10. Dominance cards change a player's victory condition from earning enough points to controlling a specific set of clearings. The Vagabond cannot control clearings. What do dominance cards do for Vagabond? Hint



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Quiz Answer Key and Fun Facts
1. When a player has tokens or buildings in a clearing without warriors, it is considered defenceless. What effect does this have?

Answer: Attackers deal one extra damage

When attacking a defenceless tokens and buildings, the attacker is guaranteed to score at least one hit (even when they roll a 0). If there are lots of buildings or tokens in the clearing (e.g. a Marquise de Cat's lumber camp), it may take multiple attacks to destroy all the tokens and buildings.
2. The suited dominance cards (mouse, fox, rabbit) change a player's victory condition to control three of that type of clearing at the beginning of their turn. What is the requirement of the bird dominance card?

Answer: Control two clearings on opposite corners

Controlling two corners on the opposite sides of the board is difficult, especially for the four factions that come in the base game of "Root." Some factions that were introduced in expansions (e.g. the Riverfolk Company or the Lizard Cult) have an easier time placing warriors and buildings in specific clearings, making the bird dominance card easier for them to accomplish.

In the base game, the Marquise de Cats always start off controlling two opposite corner clearings (with one warrior each), but players need at least 10 points before they may play a dominance card.
3. Which pieces are counted when determining who rules a clearing?

Answer: Warriors and buildings

A requirement to build for the Eyrie Dynasties and the Marquise de Cat is that they rule the clearing they want to build in. They usually do this by having the most warriors there, but buildings also count. Two players can have buildings in the same clearing, if control switches between the build actions.

Tokens do not count towards control, so the Woodland Alliance's sympathy tokens, and the cats' stacks of lumber tokens don't help them here.
4. Which faction has the "Hawks for Hire" ability, letting them take additional actions on their turn?

Answer: Marquise de Cat

The Marquise de Cat can perform three actions on their turn, but can add an additional action by discarding a bird card from their hand. The cats start the game in a strong position, which means they also start on the defensive and are expected to "police" the other factions from getting out of control. Controlling the board while pursuing their own scoring goals becomes untenable in the late game with only three actions.
5. Which faction performs military actions (moving and attacking) during Night instead of Daylight?

Answer: Woodland Alliance

The Woodland Alliance are the partisan resistance group of the forest. They use their birdsong phase to use their supporters to spread sympathy and foment revolts, and then recruit more supporters during the daylight phase. Once the sun goes down, they recruit warriors, move them, and initiate battles.
6. The favour cards (mouse, fox, rabbit) remove all enemy pieces in the clearings of the associated suit. Will the favour cards remove the Marquise de Cat's keep token?

Answer: Yes

The keep is a token designating the Marquise de Cat's home clearing. No other players may place pieces in that clearing (but they can move warriors into it). Like all other tokens, it is vulnerable to attack. Losing the keep usually means the cats are in a very tough position.

The keep is where the Marquise de Cat returns warriors to the board when using their Field Hospital ability. Without it, they can no longer revive fallen warriors.
7. What does the Marquise de Cat player do when they run out of lumber tokens to place on the board?

Answer: They don't do anything

The components in the box are the limit of what may be played. If a player uses all of one type of token or building, they may not place any more. There are eight lumber tokens in "Root," and the only way to take them off the board is by the cats constructing buildings, or by other players attacking them.
8. If the Eyrie Dynasties player starts their turn with no roosts on the board, what happens?

Answer: They place a new roost and three warriors

This is the Eyrie Dynasties' "A New Roost" ability. It reads: "If you have no roosts on the map, place a roost and three warriors in a clearing with the fewest warriors where all those pieces can be placed." If they have to use this ability, they're usually having a pretty bad game.

Once a new roost is placed, it's still possible for the Eyrie player to complete their decree, meaning they won't necessarily enter turmoil.
9. What limitation is placed on the Woodland Alliance before they have a base on the board?

Answer: They may only have five supporters

As the Woodland Alliance places more, higher-value, sympathy tokens, they cost more supporters. It is hard to do this when limited to only five supporter cards (discarding any more that would be acquired by the Outrage ability). The alliance will want to get at least one base on the board as soon as possible, and defend it.

The other players can slow down the Woodland Alliance by destroying all their sympathy tokens before their next turn starts, because a base may only be placed in a clearing with a sympathy token.
10. Dominance cards change a player's victory condition from earning enough points to controlling a specific set of clearings. The Vagabond cannot control clearings. What do dominance cards do for Vagabond?

Answer: The Vagabond can make a coalition with another player

The Vagabond, just like other players, needs to have at least 10 points before it can play a dominance card. When it does, it forms a coalition with the player with the fewest points. Those two players will then win or lose the game together. Often the Vagabond is one of the strongest factions in the game, so allying themselves with the weakest is a rare occurrence.

The Vagabond may only play a dominance card if there are at least four players in the game.
Source: Author qrayx

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

A series of quizzes on the board game "Root" published by Leder Games in 2018.

  1. Root (Board Game) [1] Average
  2. Root (Board Game) [2] Average
  3. Root (Board Game) [3] Average
  4. Root (Board Game) [4] Average
  5. Root (Board Game) - The Riverfolk Expansion Average

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