Corvid Conspiracy logo

Corvid Conspiracy

The shadowy ravens executing hidden plots through deception and extortion

Expert
Underworld
Deception
Hidden Information
Psychological Warfare
Complexity
5/5
🎯 Win Condition

Score 30 points by successfully flipping plots and extorting opponents

⚙️ Crafting Method

Craft during Birdsong by activating plot tokens (face up or down)

🎲 Starting Position

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

Accept the harsh reality: 31 recruits, 21 actions, 8 plots in typical 7-turn game. Scoring engine is transparent and fragile. Only faction that can't gain VP from faction board during your turn. Opponents gain VP from guessing plots correctly. You must play the tightest optimization game in Root.
Yes, they're bad, but also very complex
Must get maximum value from every card and action
Flip your way to 26 VP (not 22) for safety margin

Three Core Jobs

Master the fundamentals: Flip as many plots as you can, get maximum value from every action, take as little damage as possible. Spam plots you know will survive a turn. Recruit every single turn without fail. Kneecap and manipulate opponents to keep them desperate and busy. Keep a low profile.
Make opponents desperate and busy
Eco to win on cardboard and crafting
Every action must count

Plot Protection Philosophy

Make destroying plots a huge pain in the ass. Embedded Agents is weak (arrives too late). Don't stack defenders - more defenders just convinces opponents to use Exposure. Best defense = good offense (45% chance no losses as attacker vs 12% chance 3-0 as defender). Plot in distant places opponents don't want to go. Target players who can't afford to throw cards for guesses.
For every enemy warrior below 3, plot survival increases ~15%
Exposure is overpowered - avoid giving easy targets
Make cost-benefit ratio god-awful
Avoid Eyrie/Alliance (play with no hand)

Optimal Plot Placement

2 defenders is the magic number (50/50 for second battle, triggers Embedded Agents twice). Turn 1-2 can use 0 defenders. Flip 3 early foundation plots: Extortion for cards, Snare to trick later, Raid left alone. Keep most plots face down until later (keeps Exposure at 25%, more targets to worry about). Use improvements to make plots look less appealing.
1 Defender = easy target
3 Defenders = nearly same value as 2
4+ Defenders = convinces Exposure use
Woodland Alliance in game = enormously beneficial

Social Engineering & End Game

Manipulate table perception and close out victory. Use plot placement to funnel opponents into each other's space. Plot in enemy backline when board fills up. Read the table: who would rather get blown up than pay plot tax? Coordinate with table threats to stay under the radar. Reach 26 VP through careful plot flipping and crafting advantage.
Plot for points in least obvious locations
Recruit every turn without fail
Perfect social game keeps opponents focused on wrong threat
Victory through careful optimization, not flashy plays

💡 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

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

Turn Order
Actions available in each phase

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

💪 Strengths
  • +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
⚠️ Weaknesses
  • -Extremely high complexity
  • -Obvious plots get exposed easily
  • -Limited actions per turn
  • -Vulnerable to early aggression
  • -Must maintain plot presence
  • -Predictable patterns are fatal
🤝 Synergies
  • • Benefits from chaotic games
  • • Works well when opponents distrust each other
  • • Profits from battle-heavy games (Informants)
🛡️ Hard Counters
  • • Organized opposition tracking patterns
  • • Vagabond (Strike removes plots)
  • • Early focused aggression

🎬 Video Guides

Watch & Learn (2 videos)
Expert tutorials to master Corvid Conspiracy