Score 30 points through sympathy tokens, revolts, and officer abilities
Craft during Daylight by activating sympathy tokens
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)
Mid Game - Expansion (Turns 3-5)
Managing Containment Threats
Late Game - One-Cost Sympathy (Turn 5+)
Victory Conditions and Dominance
💡 Tip: Hover over highlighted game terms to see detailed explanations and related mechanics.
Mechanics & Strategy
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
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
- +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
- -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
- • Benefits from chaotic games with multiple conflicts
- • Works well when opponents focus on each other
- • Marquise de Cat (lots of pieces to remove sympathy)
- • Eyrie (can deny clearing control)
- • Early aggression before bases established

