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Woodland Alliance

The insurgent rebellion spreading sympathy and sparking revolts

Advanced
Base Game
Guerrilla Warfare
Card Management
Area Denial
Complexity
4/5
🎯 Win Condition

Score 30 points through sympathy tokens, revolts, and officer abilities

⚙️ Crafting Method

Craft during Daylight by activating sympathy tokens

🎲 Starting Position

No pieces on board; 3 supporters in hand

Overview

The Woodland Alliance is a guerrilla warfare faction that spreads sympathy tokens across the woodland to gain supporters. When enough sympathy is present, they can incite revolts to establish bases and military presence. They score points from sympathy spread and have powerful officer cards that provide unique abilities.

Faction Board

🎓 Step-by-Step Walkthrough

Woodland Alliance Revolution Guide

Early Game - First Base Setup (Turns 1-2)

Set up first base by turn 2 (ideal) or turn 3 (rough). Place multiple sympathy in middle of board. Mobilize entire starting hand as supporters (treat as sacrificial). Need 2 bird supporters or 2 suited plus matching sympathy to revolt. Place bait sympathy to drain opponent actions targeting important buildings or well-connected locations.
Most vulnerable without base - lowest card draw, capped at 5 supporters
Avoid corner bases like beside Marquise keep with one path out
Only keep Propaganda Bureau, Covert Planners, maybe Boat Builders

Mid Game - Expansion (Turns 3-5)

Spread far across map quickly. Establish second base in well-connected location 2+ clearings from first base (never adjacent). Place all two-cost sympathy in as few turns as possible. Avoid getting trapped by martial law, token denial, or choke points at all costs.
Bridge entire two-cost track in single turn if possible
Use supporters for far-away low-cost clearings
Use evening actions for nearby martial law clearings

Managing Containment Threats

Watch for martial law (factions with many warriors), token denial (snares, keep, mobs), choke points (only one clearing to spread to), and battle-heavy factions trading cards for your VP. Escape by dancing through choke points before they close (cheapest), defending sympathy with warriors, or stocking supporters to burst through defensive lines (expensive/risky).
Two-cost sympathy track is highest cost relative to scoring
Opponents will try to keep you on two-cost track
Stock supporters and defend bases harder during this phase

Late Game - One-Cost Sympathy (Turn 5+)

Once on one-cost track, Alliance becomes terrifying. Place sympathy for 1 supporter each, gaining 2-3 VP per sympathy. Opponents must commit significant resources to stop you. Focus on maintaining bases, spreading sympathy efficiently, and leveraging superior card draw for crafting and revolts.
Prioritize base defense - losing base sets you back significantly
Use superior card draw for powerful crafting
Watch for opportunities to place game-ending sympathy bursts

Victory Conditions and Dominance

Alliance can win through traditional VP or dominance. Traditional: Maintain sympathy spread and base network. Dominance: Stock supporters and warriors, then play dominance card when you control enough clearings. Dominance is risky but can catch opponents off-guard if they focus on removing sympathy instead of bases.
Dominance requires controlling clearings, not just sympathy
Traditional victory more consistent but slower
Always have revolt supporters ready for emergency base placement

💡 Tip: Hover over highlighted game terms to see detailed explanations and related mechanics.

Mechanics & Strategy

Unique Mechanics
Special abilities and rules that define this faction

Sympathy

Place sympathy tokens to score VP and enable revolts. Opponents must pay cards to remove your pieces in sympathetic clearings.

Law of Root 8.2.1

Supporters

Cards placed face-down in your Supporters stack. Spend supporters matching a clearing to spread sympathy or trigger revolts. Whenever any Alliance piece is removed from the map, draw 1 card from the deck and add it to your Supporters stack. (3rd Printing Clarification)

Law of Root 8.2.3

Revolt

Spend supporters matching a sympathetic clearing to place base and warriors, removing all enemy pieces.

Law of Root 8.5.1

Guerrilla Warfare

As defender in battle, Alliance deals hits equal to the HIGHER roll, and attacker deals hits equal to the LOWER roll.

Law of Root 8.2.2

Outrage

Whenever another player removes a sympathy token OR moves any warriors into a sympathetic clearing, they must add one card matching that clearing from their hand to your Supporters stack. If they have no matching cards (including birds), they show their hand and you draw a card from the deck to add to Supporters.

Law of Root 8.2.1

Officers

Special warriors placed in Officers box that provide powerful ongoing abilities and enable Military Operations.

Law of Root 8.6

Turn Order
Actions available in each phase

Early Game

  • Spread 2-3 sympathy tokens without revolt
  • Build supporter card stack to 4-6 cards
  • Avoid early confrontation
  • Plan revolt locations carefully

Mid Game

  • Establish 2-3 bases through revolts
  • Maintain sympathy network
  • Train officers for abilities
  • Score consistent VP from sympathy

Late Game

  • Maximize bases (all 3 on map)
  • Complete sympathy network
  • Score massive VP from sympathy track
  • Use officers to dominate board

Strengths & Weaknesses

💪 Strengths
  • +Extremely difficult to remove once established
  • +Opponents must pay cards to act in sympathy clearings
  • +Powerful officer abilities
  • +Strong card economy
  • +Can score many VP quickly when spreading sympathy
  • +Revolts devastate opponents' positions
⚠️ Weaknesses
  • -Extremely slow start with no board presence
  • -Vulnerable to early aggression
  • -Only 3 bases total - losing one is devastating (Removing Bases: If a base is removed from the map, discard all matching supporters including birds, and remove half of officers rounded up - 3rd Printing Clarification)
  • -Predictable sympathy spread patterns
  • -Must carefully manage supporter cards
  • -Weak military until bases established
🤝 Synergies
  • • Benefits from chaotic games with multiple conflicts
  • • Works well when opponents focus on each other
🛡️ Hard Counters
  • • Marquise de Cat (lots of pieces to remove sympathy)
  • • Eyrie (can deny clearing control)
  • • Early aggression before bases established

🎬 Video Guides

Watch & Learn (2 videos)
Expert tutorials to master Woodland Alliance