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Eyrie Dynasties

The proud avian lords bound by their ever-growing decree

Intermediate
Base Game
Programming
Exponential Growth
Risk Management
Complexity
3/5
🎯 Win Condition

Score 30 points through roosts, battling, recruiting, and crafting

⚙️ Crafting Method

Craft during Daylight by activating roosts (before resolving Decree). Disdain for Trade: items score only 1 VP

🎲 Starting Position

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 Board
Official player board reference from Root Wiki • Hover over phase sections for details
Eyrie Dynasties faction board
Hover to learn about each phase

Faction-Specific Cards

Essential cards unique to Eyrie Dynasties

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

Choose between Despot and Charismatic leaders - the best two by a wide margin. Commander has the worst viziers and struggles to sustain warrior count. Builder has weak viziers (recruit + move). Despot offers the safest vizier combination and is a nightmare against uncertain factions. Charismatic is the strongest leader but hardest to play - halves recruiting cards needed but requires consistent battles to avoid turmoil.
Despot and Charismatic are best leaders by wide margin
Commander struggles with warrior count
Charismatic requires consistent battles to avoid turmoil

Early Game: Pareto-Efficient Decree

Your goal is to reach a point where you can sustain an action from every column ASAP. A Pareto-Efficient Decree balances every column with as few cards as possible. Prioritize: (1) Recruit - enough to keep up, defend roosts, and rule to build, (2) Move - reach opponents and new clearings, (3) Battle - open build sites and hamstring opponents, (4) Build - at least once per turn to score.
Starting hand matters more than position
Want suited cards matching starting clearing plus bird cards
Balance all columns with minimum cards

Turmoil Strategy

The ideal number of turmoils is zero or one. Most factions have 7-8 actions per turn; Eyrie with a full decree has more, giving superior board control. Each turmoil loses this advantage and forces a rebuild. Intentional turmoil can mitigate leader weaknesses and help with bad RNG, but sacrifices action economy and draws attention.
If turmoiling intentionally, do it very early
Each turmoil sacrifices action economy
Avoid unwanted turmoils at all costs

Mid-Game: Decree Management

Playing Eyrie is like riding a shopping cart down a hill - start slow and shaky, then go as fast as you can without swerving into traffic. Plan your winning strategy based on opponents, pick the right leader, and stabilize your decree quickly. Have patience to build it right without inviting disaster. Maintain enough roosts to outscore opponents, then stack your decree to absolute limits and maintain it there.
Plan strategy based on opponents
Stabilize decree quickly but carefully
Stack decree to limits once stable

Late Game: Maximizing Actions

Focus on exponential growth through careful decision-making. Build your decree solidly to avoid turmoil, maintain your roost network for scoring, and use your superior action economy to dominate the board. Balance all decree columns for maximum efficiency while preparing to recover if things go south. Your outrageous scoring and action economy should ride you to the finish line.
Maintain roost network for consistent scoring
Use superior action economy to dominate
Prepare recovery plan if turmoil occurs

💡 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

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

Turn Order
Actions available in each phase

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

💪 Strengths
  • +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
⚠️ Weaknesses
  • -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
🤝 Synergies
  • • Riverfolk services help maintain decree
  • • Works well when others focus on each other
🛡️ Hard Counters
  • • Woodland Alliance (sympathy blocks building)
  • • Corvid (plots disrupt movement/battling)
  • • Anyone who can control specific suit clearings

🎬 Video Guides

Watch & Learn (2 videos)
Expert tutorials to master Eyrie Dynasties