Score 30 points through Oppress and destroying enemy cardboard
Craft by activating strongholds (Contempt for Trade: score half VP rounded up)
4 warriors + Warlord in corner, 16 warriors in supply, 1 stronghold placed, 5 strongholds in reserve
Overview
The Lord of the Hundreds (Warlord) is the most aggressive counter-insurgent faction in Root, with exceptional battle actions but the worst card draw in the game. You are the SLOWEST scoring faction—Oppress typically nets only 2pts/turn, so you CANNOT win by racing. Instead, you must use your massive army (21 warriors) and superior action economy to police the entire table and score from enemy cardboard. Your success hinges on building strongholds early (they passively recruit every turn) and managing your mood selection. Each mood enhances your actions but locks out once you take the corresponding item type. The Warlord himself is powerful but killable—smart opponents will target him. You are weakest at game start and strongest once you hit 2 Command + 2 Prowess, becoming a terrifying "ratball" that can take multiple Advance actions (move+battle) per turn.
Faction Board
Faction-Specific Cards
Stubborn Mood
In battle with your warlord, you ignore the first hit you take.
Relentless Mood
Whenever you advance your warlord and both move and battle, you may move or battle with your warlord (like half of an advance).
Bitter Mood
In battle with warlord, before the roll, place one warrior in the battle clearing per mob you choose to remove from the battle clearing and adjacent ones.
Grandiose Mood
Swap your Advance the Warlord step and Command the Hundreds step.
Jubilant Mood
After you incite your warlord's clearing, you may roll the mob die to place a mob (as described in your Rage step) up to four times.
Rowdy Mood
In Evening, draw one more card. If your warlord's clearing has three or more enemy pieces, draw two more cards instead.
Wrathful Mood
As attacker in battle with your warlord, you deal an extra hit (When looting, you do deal this hit).
Lavish Mood
At the end of Birdsong, you may remove any items from your Hoard to place two warriors per item removed into your warlord's clearing.
🎓 Step-by-Step Walkthrough
Lord of the Hundreds Walkthrough
Starting Position & First Three Clearings
Mob Token Mind Games & Soft Pressure
Mood Management & Ability Optimization
Scoring Curve & Consistency (3-2-1 Rule)
Avoiding Overextension & Victory
💡 Tip: Hover over highlighted game terms to see detailed explanations and related mechanics.
Mechanics & Strategy
The Hoard
Items placed in Command or Prowess tracks provide permanent benefits. Command = extra command actions, Prowess = extra Advance actions and Warlord recruiting
Moods
8 moods enhance actions: Stubborn (defense), Grandiose (build), Rowdy (card draw), Relentless (recruit), Wrathful (battle), Jubilant (score), Contempt for Trade (craft), Lavish (draw). Mood locks out when you take corresponding item
Mob Tokens
Place on clearings with Incite. When you battle in clearing with mob, you loot an item from opponent or explore ruin. Defensive mobs deter enemy expansion
Strongholds
Recruit 1 warrior per stronghold per turn automatically. Building early is critical for sustainable army
Early Game
- Build 2-3 strongholds by turn 3
- Reach 2 Command + 2 Prowess ASAP
- Craft Tea (boot) or Bag for extra Command action
- Keep Warlord and strongholds defended (5+ rats each)
- Start in double-slot clearing that allows T1 crafting
Mid Game
- Maintain 2/3 or 3/2 Command/Prowess
- Police table threats aggressively
- Score 2-3 VP per turn minimum
- Protect stronghold backbone
- Build "ratball" presence (6-10 rats in key clearings)
Late Game
- Score 4+ VP per turn from enemy destruction
- Maintain board presence despite losses
- Use ratball to eliminate victory threats
- Craft remaining items for VP
- Leverage stronghold passive recruiting
Strengths & Weaknesses
- +Exceptional action economy once hoard is filled
- +Massive army (21 warriors) provides staying power
- +Multiple Advance actions create terrifying offensive presence
- +Strongholds provide passive recruiting every turn
- +Mood flexibility for different situations
- +Can police entire table effectively
- +Difficult to fully eliminate
- -Slowest scoring faction in the game
- -Worst card draw in game (1-2 cards per turn)
- -Vulnerable early game before hoard is built
- -Warlord is killable—losing him is devastating
- -Cannot win by points racing
- -Predictable strategy invites table coordination
- -Stronghold destruction is crippling
- -Must balance policing with own progression
- • Games with multiple passive factions
- • Maps with corners and defensible positions
- • High player counts where policing is valuable
- • Underground Duchy (matches battle actions, tunnel mobility)
- • Charismatic Eyrie (overwhelming decree)
- • Lizard Cult (conspiracies bypass combat)
- • Vagabond (competes for ruins/items)

