Root
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Root strategy guide for 25 wins Achievements
By Burkeboy
These are a few basic set of principles that can help you on the quest for completing the 25x4 wins achievement (25 games won with each faction). This means: 100 games at least - if you don't loose any.
   
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Overview
These are a few basic principles that can help you on the quest for completing the 25x4 wins achievement (25 games won with each faction). This means: 100 games at least - if you don't loose any of them.


Number 1: Game of chance

Number 2: Styles make fights

Number 3: Games are always shorter than you think

Number 4: Card Counting is legal


Number 1: Game of chance
Root is highly dependent on chance.
More that we would like it to.

Not only the dices roll on each battle, but the other players movements and initial card suits and types can change the whole game, even if you are on the way of playing the game of your life. You could have a perfect game going with the Eyrie Dynasty but then three 2-2 rolls as an attacker and a well played ambush card from your opponent could end your steamrolling victory ( ending your turn in a Turmoil, slowing you for at least 2 turns.)

So, it's important not to lose your temper and remember that, if you want to have consistency on the long haul, you have to close the gap so that "luck" does't play such a leading role on your strategy.

But if you want to take your chances, remember that:

4/16 of the possible rolls will be even,
6/16 of the rolls will result in 1 extra hit on the highest dice
4/16 of the rolls will result in 2 extra hits,
and 2/16 of the rolls will result in 3 extra hits,
with an average of 1.25 extra hits.
Number 2: Styles make fights
The beauty of Root its the fact that every faction is different, so the game is unbalanced from the start.

But there is some unbalance on top of that original unbalance. And that's the fact that playing any faction in a 4 player game is a whole different song than playing a 1v1. The Woodland Alliance is a perfect example of this, since they are stronger and decisive in a 3 or 4 player game.

Take a few minutes to think that the strategy that have worked on the past on a 1v1 or 3 player game may not work that well on a 4 player game.
Number 3: Games are always shorter than you think
This is a general rule for me, since 90% of the game I loose I was a turn from wining. It's, generally, a very well balanced game so the game always end with players having very tight scores. So, unlike chess, you have to star strong from turn 1. Unless you are the woodland, a very defensive/reactive faction, your should be recruiting and battling (winnable battles) as soon as possible.
Number 4: Card Counting is legal
Suits are very important in Root, VERY.
A four Bird suit hand for the Eyrie Dynasty is a CRAZY start.

So take this into consideration:

There are 4 suits> Fox, Mouse, Rabbit, Bird (this last one being the wildcard suit)

There are 3 card types> Crafting, Ambush, Dominance

Card Type FOX / MOUSE / RABBIT / BIRD

Crafting 12 / 11 / 11 / 11
Ambush 1 / 1 / 1 / 2
Dominance 1 / 1 / 1 / 1

TOTAL 14 / 13 / 13 / 14
3 Comments
Sigasher Oct 25, 2021 @ 10:12am 
thx this will surely help
starlightmeteor Aug 30, 2020 @ 5:09am 
Thank you for taking the time to make this! This is some good info!
Langweilig Aug 25, 2020 @ 8:42am 
Yeah I can agree on that