Score 30 points by successfully flipping plots and extorting opponents
Craft during Birdsong by activating plot tokens (face up or down)
3 warriors scattered (1 warrior in any clearing of each suit)
Overview
The Corvid Conspiracy is one of the most complex and psychologically demanding factions in Root. They place face-down plot tokens that opponents must guess to expose. The key to success is the "counter-insurgent" strategy: secure a corner clearing as your base, flip Extortion early for cards, then chain two major plot reveals (first for 3-5 VP, second for 9-15 VP). The final 5-7 points come from combat, not plots. With the fastest recruitment in the game (4 warriors/turn), embedded agents for crafting, and the Informants ability, Corvids can transition from sneaky plotters to scrappy fighters. Success requires managing table politics, staying under the radar mid-game, and timing your reveal chains perfectly.
Faction Board
🎓 Step-by-Step Walkthrough
Corvid Conspiracy Walkthrough
Understanding Your Constraints
Three Core Jobs
Plot Protection Philosophy
Optimal Plot Placement
Social Engineering & End Game
💡 Tip: Hover over highlighted game terms to see detailed explanations and related mechanics.
Mechanics & Strategy
Plots
Place face-down plot tokens (Bomb, Snare, Raid, Extortion). Each clearing can hold only one plot token. Opponents must guess correctly to expose. Successfully flipped plots score VP.
Law of Root 13.2.1
Nimble
The Corvids can move regardless of who rules their origin or destination clearing.
Law of Root 13.2.1b
Exposure
Anytime before drawing cards in Evening, an enemy player in a clearing with a facedown plot may show you a matching card to guess the plot type. If correct, they remove the plot and ignore its effect. If incorrect, you say "no" and they give you that card.
Law of Root 13.2.2
Embedded Agents
In battle as defender with a facedown plot token in the clearing, you deal an extra hit.
Law of Root 13.2.3
Informants
When opponents roll same number in battle, you draw 2 cards regardless of who wins.
Law of Root 13.2.4
Early Game
- Secure corner clearing as base of operations
- Get first Extortion flipped for card draw
- Establish 2-3 plots on board
- Build warrior presence in 1-2 suits
- Don't antagonize Marquise/Lizards early
Mid Game
- Chain first plot flip for 3-5 VP
- Maintain 3-4 revealed plots
- Craft Partisan and Propaganda Bureau if possible
- Build embedded agent network
- Stay under 15 points to avoid being targeted
Late Game
- Chain second plot flip for 9-15 VP burst
- Reach 23-25 points through plots + crafting
- Transition to combat for final 5-7 points
- Have all 15 warriors on board
- Slow down leader with attacks
Strengths & Weaknesses
- +Plots create fear and uncertainty
- +Can score massive VP from single plot flip
- +Embedded agents hard to dislodge
- +Informants provide card advantage
- +Opponents waste actions exposing wrong plots
- +Multiple paths to victory
- -Extremely high complexity
- -Obvious plots get exposed easily
- -Limited actions per turn
- -Vulnerable to early aggression
- -Must maintain plot presence
- -Predictable patterns are fatal
- • Benefits from chaotic games
- • Works well when opponents distrust each other
- • Profits from battle-heavy games (Informants)
- • Organized opposition tracking patterns
- • Vagabond (Strike removes plots)
- • Early focused aggression

