I just want to say thank you. I appreciate anyone who reads this and hope that you get both enjoyment and helpful information from it.
So thank you!
I’m taking a short break from writing this and may consider easing back on my. Originally, I was able to push out an article once a week! But now, I’ve got a lot on my plate. I’m heavily into developing my game and working on design/artwork as well as trying to organize playtesting cycles.
Finally, I knew you’d quit. It was just a matter of time
I’m not quitting! I’m just taking a break and then reducing my posting frequency.
I’m also trying to finish a short sci-fi story in time for an upcoming contest. (Wish me luck!)
Break a leg
I think you’re only supposed to say that to actors who are about to go on stage, right?
Root and its expansion were an impulse buy. So far, it’s been the best tabletop game purchase that I’ve ever made. I’ve played it twice—once with two players and another time with five. Let me tell you: the rules of this game are fucking hard to understand.
This isn’t just a difficult game to understand, I believe this was an insanely difficult game to develop. Imagine taking four different area control games and smashing them together. Then imagine developing an expansion where you take two more area control games and smash those into that game as well. Root is six different games bundled into one experience.
Is that a good thing or a bad thing?
I like to think of it as a book that you’re compelled to read multiple times in order to understand. There’s both good and bad in that. The good—well, you want to keep playing this game. When you’ve finished, you want to play again from the perspective of a different faction. The bad—you fuck up a lot AND no matter how many different rule books, walkthroughs, overview cards, how-to-play-the-game quick guides are thrown at you (Root has all of these), you’ll forget or completely cock up a rule.
Wait, I’m confused…
I understand, let me back up a bit and explain the game.
Root is an asynchronous area control game. I mean asynchronous in every sense of the term. A player controls one of six factions, each with completely different assets, rules, mechanics during their turns, and methods of scoring points.
When playing with more than two people, expect to take a lot more time than the 90ish minutes advertised. Most of that time is spent thinking about your moves, consulting the multiple rulebook to see if your play is valid, and figuring out how other players work. Even if you’ve played a few times, remembering the rule sets of six asynchronous factions is difficult.
Oh, never mind that sounds easy, carry on!
Exactly. It’s not only difficult to understand how your own faction fits in with the game, let alone understanding how your competition plays their game. And that’s just it, each player in Root plays their own game. Some more than others. (I’m looking at you, Vagabond.)
Players typically only attack one another when they need to own a clearing. I’m positive that that’s the entire point of Root: figure out how you score points and only be aggressive when you need to be.
One small gripe that I have is on precisely that, though. I wish that there were more strategic reasons to claim a clearing other than “I need more resources and building spots.” I think that would force more challenging (in a good way) player interactions.
One larger tribe that I have is with how difficult it is to explore the rules and find the answer that you need. Simple set-up things that I would’ve hoped would be on the back of the faction boards are buried deep in the core rulebook. Sometimes rules are a little too vague, other times rules are overtly complicated in their wording. I think another pass or two over these rules would’ve fixed that right up. (I hear that a new edition of the rulebook is being released, so these issues may be fixed!)
This is too much…I need a drink
Then might I suggest that you go with a 2011 Pike Place Brewery Barleywine.
This is a complex, strong (as in, high ABV) drink. Can you see why I chose it to pair with Root? Pike Place is a brewery local to Seattle, currently nestled in the heart of the Pike Place market.
Also, the artwork of this game seems inspired by novels like Redwall—in which there are moments where cute, anthropomorphic animals guzzle down barleywine by the cask.
So do you like this game or not?
Yes, yes, a thousand times yes. Root has the best kind of complexity. It takes several sessions for you to get down the logistics of each faction, let alone to try and think of complex strategy. But you still want to be a mastermind and learn the rules.
I have the core game and the expansion. Leder Games, makers of Root, have already announced a second expansion that they’re kickstarting in a matter of days and I’m going to back it on day one.
Root is the first game in a long time that compels me to play it. I can hear Root whisper, “play me” when I see it on my shelf. I want to try and play a faction again just to pin down those amazing plays. I want to play different factions to figure out how to master them. When I don’t have time to play, I just stare at the box and think about what could be…then I have a drink.
In my last pairing, I voiced disappointment with the form of cultural appropriation that happens in tabletop games with giving games that have a market, buying, or trading system a generic “middle eastern” or “Indian” theme. Century: Spice Road is one of many games which fall into that category, so I was pleased to see this game fitted with a new skin.
Really? Another scalding on cultural appropriation?
I love Century: Spice Road. It’s another European-style (lovingly referred to as a Eurotrash game) game which focuses on gameplay mechanics, balance, and having multiple strategies to gain the most victory points and win. The game focuses on collecting and upgrading different spices in your caravan that you’ll sell to merchants to gain victory points. At its core, Century: Spice Road is a resource management game. You must make decisions on whether to keep or upgrade resources to get that merchant card that you want. Merchant cards are your key path to victory in the game. Using your spices to buy 5 merchant cards ends the game, and the player with the most victory points wins.
Century: Golem Edition’s mechanics are no different from the original. The game is a “retheme,” meaning that the only difference between Spice Road and Golem Edition is the artwork and core story.
In Century: Golem Edition, you collect gems (equivalent to Spice Road’s various spices) which you can use to power golems (Spice Road’s merchant victory point cards). Here’s my recommendation if you’re wondering whether to buy this game or not:
If you already own Century: Spice Road, I’d recommend against purchasing Golem Edition unless you prefer different artwork.
Golem Edition is a great retheme. I didn’t own Century: Spice Road, although I have played it a few times, so I leapt at this game when I saw it at friendly local game store (FLGS). I think that the artwork on the cards (especially the golems) and replacement of spices (which were painted, wooden cubes) with gems (which are translucent hard plastic) is for the better. I’m glad to see this resource management and trading game take on a new life with these fantasy elements.
I played this game with one other person—this game works well with two players but can support up to six.
What is Field to Ferment and why did you pair it with Golem Edition?
Just as Century: Golem Edition is a retheme of a tabletop game, Field to Ferment is a retheme, of sorts, of a beer. It’s a beer with three different variations, which are each brewed the same way but with different types of hops added! We performed a tasting of all three variations.
Field to Ferment has three variants: one made with Centennial hops, another with Simcoe, and one with Citra hops. I love all three versions of this beer. Field to Ferment is a nice, well-rounded (but on the lighter side) ale with a great finish that reflects hops from the Pacific Northwest region. It’s brewed by Fremont Brewing, which I consider to be one of the best breweries in the PNW. This beer is interesting, because the only difference in flavor is the hop variation.
Each variation brings unique notes to the taste:
Centennial hops have a smooth, slightly herbal taste with a clean finish
Simcoe—my favorite of the three—has a strong pine flavor but also with a clean finish
Citra hops, to me, had a similar taste to the Centennial but with interesting citrus notes
Just as Century: Golem Edition is the same game with a new skin, Field to Ferment is the same beer with a different flavor.
I get it. But why care so much about these variations on the same thing?
You can gain a lot of insight by looking at the same thing with a different perspective. Making slight variations on the same thing, whether it’s making a small change to something that you’re creating or making a minor change to your daily routine for the better, you can stimulate yourself such that you think outside of the box. To me, this can turn a fun game with a common, Indian goods and spices trading theme into a fun, whimsical game about powering friendly golems with gems.
In the same vein, hop farmers who dared to innovate on selectively cultivating their hops have produced interesting flavors which create a trademark for a great beer three times over.