Score 30 points through roosts, battling, recruiting, and crafting
Craft during Daylight by activating roosts (before resolving Decree). Disdain for Trade: items score only 1 VP
One corner clearing with 1 roost and 6 warriors, diagonally opposite from another faction's starting corner if possible
Overview
The Eyrie Dynasties must carefully program their decree each turn, growing exponentially more powerful but risking catastrophic turmoil if they cannot complete all mandated actions. They score points based on roosts and craft using them before resolving the decree.
Faction Board

Faction-Specific Cards
Builder Leader
Recruit & Move actions. Special ability: Ignore your Disdain for Trade when you craft.
Charismatic Leader
Recruit & Battle actions. Special ability: You place two warriors, not one, each time you recruit.
Commander Leader
Move & Battle actions. Special ability: As attacker in battle, you deal an extra hit.
Despot Leader
Move & Build actions. Special ability: Score a point if you remove at least one building or token in battle.
🎓 Step-by-Step Walkthrough
Comprehensive Eyrie Dynasties Walkthrough
Leader Selection
Early Game: Pareto-Efficient Decree
Turmoil Strategy
Mid-Game: Decree Management
Late Game: Maximizing Actions
💡 Tip: Hover over highlighted game terms to see detailed explanations and related mechanics.
Mechanics & Strategy
The Decree
Must add 1-2 cards each Birdsong. During Daylight, resolve the Decree by completing all actions in each column from left to right. Each card requires one matching action (Recruit, Move, Battle, or Build). If you cannot complete all actions, fall into Turmoil immediately. (3rd Printing Clarification)
Law of Root 7.4.2, 7.5.2
Turmoil
If unable to complete any Decree action, lose 1 VP per bird card in the Decree, discard all cards from the Decree except Vizier cards, remove all Eyrie pieces from the map except 1 roost and 5 warriors (place in clearing with roost), choose a new leader, then immediately play your Evening phase. (3rd Printing Clarification)
Law of Root 7.7
Lords of the Forest
Rule clearings when tied for most warriors/buildings (must have at least 1 Eyrie piece).
Law of Root 7.2.2
Loyal Viziers
Two special bird cards automatically placed in decree columns based on chosen leader. Remain in decree after turmoil.
Law of Root 7.3.4
Early Game
- Build 2-3 roosts for card draw
- Establish presence in multiple suit clearings
- Keep decree balanced across suits
- Choose appropriate leader for your strategy
Mid Game
- Maximize roost count (4-5 roosts)
- Execute powerful multi-action turns
- Pressure opponents with battles
- Maintain decree sustainability
Late Game
- Score 4-5 VP per Evening from roosts
- Maintain dominant board position
- Avoid turmoil at all costs
- Control key clearings
Strengths & Weaknesses
- +Exponential growth when decree managed well
- +Powerful turns with multiple actions
- +Lords of the Forest helps control clearings
- +Strong card draw from multiple roosts
- +Can dominate late game with proper setup
- +Four different leaders provide flexibility
- -Turmoil is devastating and hard to recover from
- -Predictable actions (opponents see your decree)
- -Limited flexibility once decree is committed
- -Weak immediately after turmoil
- -Difficult to maintain balanced decree
- -Vulnerable to clearing control disruption
- • Riverfolk services help maintain decree
- • Works well when others focus on each other
- • Woodland Alliance (sympathy blocks building)
- • Corvid (plots disrupt movement/battling)
- • Anyone who can control specific suit clearings

