Score 30 points through recovering relics (aim for 24pts from 3 columns + 6pts from other sources)
Craft by activating waystations during Daylight
2 warriors in edge clearing, 12 relics in forests (4 each: Jewelry, Tablets, Figures valued 1,2,3,3), 8 waystations in supply
Overview
The Keepers in Iron are a relic-recovery engine faction that thrives on building a massive action economy through their Retinue system. Unlike the Eyrie Decree, the Retinue is forgiving—you never lose cards unless you choose risky actions. Your goal is to delve relics from forests, then recover them at waystations for points. With up to 35 points available from relics (27 from relics + 8 from column bonuses), proper relic management and the "hit-and-run" tactic (move-battle-delve-move-recover) are key to success. Devout Knights makes you nearly unkillable when you have relics, but Prized Trophies means enemies get bonus points for destroying your relics—never stack more than 1-2 relics in a clearing! Build your retinue to 8-10 cards by turn 3, then execute powerful multi-action turns to recover relics efficiently.
Faction Board
🎓 Step-by-Step Walkthrough
Keepers in Iron Walkthrough
Understanding the Golden Path
Retinue Management - The Heart of Your Action Economy
Early Game (Turns 1-4) - Filling the Retinue
Avoiding Dog Jail - The Determining Factor of Success
End Game - Cross the Map and Fondle Relics
💡 Tip: Hover over highlighted game terms to see detailed explanations and related mechanics.
Mechanics & Strategy
Relics
12 tokens (4 Jewelry, 4 Tablets, 4 Figures) worth 1-3 VP each. Complete columns for +2VP bonus. Total potential: 27VP relics + 8VP column bonuses = 35VP
Retinue
Cards placed in 3 columns (Move, Battle & Delve, Move or Recover). Unlike Eyrie Decree, you only lose cards if you CHOOSE risky delve/recover actions. Can hold 10 cards max. Start with 3 Faithful Retainers (bird cards)
Devout Knights
In battle, if you have 1+ relic and 1+ Keeper warrior, ignore first hit. Ambushes still apply. Keepers can move 1 relic per warrior moved
Prized Trophies
When enemy removes your warrior with relic, they score relic value +1 VP and place relic in any forest. NEVER keep more than 2 relics in one clearing!
Waystations
Buildings for crafting, recruiting, and recovering. Each waystation = +1 card draw in Evening. Has two sides showing different relic types. Ideally have waystations in 2 different suits
Live off the Land
In Evening, if 4+ Keepers in clearing, remove down to 3. Spread warriors to avoid this!
Early Game
- Add 2-3 cards to retinue per turn (reach 8-10 by turn 3)
- Place 2 waystations by T1 (one recovery suit, one off-suit for recruiting)
- Don't discard retinue cards in turns 1-3
- Spread warriors to avoid Live off the Land
- Build retinue engine before aggressive delving
Mid Game
- Execute hit-and-run: move to edge, battle+delve center, move back, recover
- Rule 3 clearings of same suit for safe recovery
- Complete 1-2 relic columns (17-18 pts)
- Maintain 8-10 card retinue
- Spread relics across multiple clearings (max 1-2 per clearing)
Late Game
- Complete 2-3 relic columns (24+ points)
- Score remaining 6 points from enemy pieces/crafts
- Defend waystations and relics
- Use burst scoring to close game
Strengths & Weaknesses
- +Massive action economy (up to 10 actions per turn)
- +Forgiving retinue system (unlike Eyrie—you choose when to risk cards)
- +High VP potential (35 points from relics alone)
- +Devout Knights makes you nearly unkillable with relics
- +Excellent card draw (up to 5 cards per turn)
- +Hit-and-run tactics allow safe relic recovery
- +Can burst score 6-10 VP in single turn
- +Waystations provide multiple benefits (craft, recruit, recover, draw)
- -Most complex faction in Root
- -Slow start (weak turn 1-2)
- -Prized Trophies makes stacked relics huge liability
- -Vulnerable without relics (no Devout Knights)
- -Experienced tables will target you aggressively
- -Waystations are vulnerable buildings
- -Requires careful planning and calculation
- -Live off the Land can waste warriors
- -Must balance retinue, recruiting, and crafting card uses
- • Games with passive early factions
- • Maps with many connected clearings (Autumn, Mountain)
- • Patient tables that don't immediately target you
- • Lizard Cult (removes relics, gardens steal rule)
- • Woodland Alliance (spreads across edge, blocks recovery)
- • Corvid Conspiracy (snare/bombs disrupt movement)
- • Early aggressive factions (Eyrie, Marquise, Warlord)

