45 minutes ago
A Lizard Cult faction overview for Root, a game of woodland might and right!
One of the two factions from ‘The Riverfolk Expansion’, the lizard cult are an advanced faction themed around a religious cult catering to the woodland creatures who are below the attention of the other factions.
Setup begins by placing four warriors, along with one of their faction buildings, a Garden, in the corner opposite either the Marquise’s Keep or the Eyrie’s Roost, or one of the other two corners if both are in play. Make sure the garden matches the clearing’s suit, as seen in picture 1/10 (1 of 10). To finish, select a starting Outcast suit, as in picture 2/10.
Your player board’s starting Garden setup will look like 3/10 at first, but as you expand your goal is to get something more like 4/10, as spreading your Gardens is the key to victory! Interestingly, the different suits are not equal in how many Gardens it takes before hand size increases, something to note while playing!
This is where things get complicated. The Outcast impacts your Conspiracies, seen in picture 5/10. As you play, your defending warriors as well as those you sacrifice (we’ll get to sacrifices) become Acolytes, a special currency to fuel Conspiracies during your Birdsong (first portion of your turn) phase. Conspiracies are your only method of moving your warriors and battling, and you can also Convert enemy warriors and even Santify enemy buildings, removing them and placing a suit-matching Garden instead. This is vital because the Lizard Cult is considered to ‘rule’ any clearing in which it has a Garden.
But after the initial setup, the Outcast is decided at the start of each turn by the most common suit in your Lost Souls pile (6/10), essentially a temporary discard pile. Cards discarded or spent each turn go here, deciding the Outcast suit for the following turn. Then, once the Outcast is set for each new turn, the Lost Souls pile is fully discarded so it’s refreshed again for the new turn.
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