Knaves of the Deepwood

Band of miscreants who capture Hostages, use items via Captains, and score by holding prisoners

Advanced
Homeland (Coming 2025)
Hostage Capture
Captain-Item System
Forest Mobility
Complexity
5/5
🎯 Win Condition

Score 30 points by capturing and holding 6-9 Hostages across multiple factions

⚙️ Crafting Method

Craft with dens during Birdsong

🎲 Starting Position

Choose 3 Captain cards, collect their items (2 per Captain)

Overview

The Knaves of the Deepwood are a band of miscreants who seek to turn the Woodland war toward their own gain. By battling, they take enemy warriors as Hostages, hiding them in forests. Score victory points by holding Hostages (2-3 = 1 VP, 4-5 = 2 VP, 6-9 = 3 VP, 10+ = 4 VP per faction). Led by 3 unique Captain warriors who rotate each turn and take actions by exhausting items from your Stash. Captains can't be removed - they retreat to adjacent forests. Build dens to increase Hostage capacity in adjacent forests (1 per faction per den). Dens act in Evening to Trap (move Skunks + battle) or Hire (place Skunk in forest). Cannot coexist with Vagabond.

Faction Board

🎓 Step-by-Step Walkthrough

Knaves of the Deepwood Walkthrough

Understanding Captain-Item System & Starting Strategy

The Knaves are led by 3 unique Captain warriors who act using items from your Stash. Each turn you reveal one Captain (chosen in previous Evening), refresh items matching their card's icons, and take 3 items from your Stash into the Captain's Item slots. Captains can take 1 standard action (Dash, Battle, or Recruit) plus any number of item actions by exhausting items. Key items: Boot (Dash), Sword (Battle), Bag (Capture Hostage), Hammer (Build Den), Tea (Revel - place 2 Skunks), Coins (Bribe - replace enemy with Skunk), Crossbow (Harass - roll die to remove pieces). Your 10 Skunk warriors support Captains. Both can move in/out of forests ignoring rule, giving unique mobility. Start by choosing your first Captain and planning which items to prioritize.
3 Captains rotate each turn - choose strategically based on board state
Each Captain refreshes specific item types in Birdsong
Take 3 items from Stash into Captain slots each turn
Captains can't be removed - they retreat to adjacent forest instead
Forest movement ignores rule - use for mobility and surprise attacks

Raiding & Hostage Capture Mechanics

As attacker in battle, you take enemy warriors you hit as Hostages - place them in adjacent forests (split them up if desired). This is your primary scoring method. Use Capture item action (Bag) to take 1 enemy warrior as Hostage without battling. When you remove enemy buildings/tokens in battle, take 1 item from their crafting box as loot. You score based on total Hostages per faction: 1 = 0 VP, 2-3 = 1 VP, 4-5 = 2 VP, 6-9 = 3 VP, 10+ = 4 VP. Focus on capturing 2-3 Hostages from multiple factions rather than stockpiling from one. Forests can hold 1 Hostage per faction per adjacent den - build dens to increase capacity.
Raiders ability: take warriors you hit as Hostages in adjacent forests
Capture (Bag) item: take 1 warrior as Hostage without battle
Score based on Hostages per faction (2-3 = 1 VP, 4-5 = 2 VP, etc.)
Forests hold 1 Hostage/faction/adjacent den - build dens for capacity
Loot items from enemy crafting boxes when removing buildings/tokens

Den Network & Evening Actions

Dens are your buildings that act in Evening. Each den can Trap (move Skunks from adjacent forest, then battle) OR Hire (place 1 Skunk in adjacent forest with no Skunks). Establish dens by giving matching card to any enemy in clearing (or spend card if no enemies). Dens serve three purposes: increase Hostage capacity in adjacent forests (1 per den per faction), provide crafting pieces, and generate warriors/battles in Evening. Build dens adjacent to forests where you're holding Hostages. Use Trap to ambush enemies who enter den clearings. Use Hire to spread Skunks into new forests for future raids. Balance between building dens and keeping cards for other actions.
Dens act in Evening: Trap (move Skunks + battle) OR Hire (place Skunk in forest)
Establish dens by giving matching card to enemy (or spend if alone)
Dens increase Hostage capacity in adjacent forests
Build dens near Hostage-holding forests to prevent escapes
Craft with dens in Birdsong

Defensive Play & Smoke Signals

Hostages Escape in Evening: each forest holds 1 Hostage per faction per adjacent den. Excess Hostages return to owner's buildings/tokens (or removed if none). Build dens adjacent to forests to increase capacity. When defending in battle, use Smoke Signals: before roll, move Skunks to battle clearing from one adjacent forest. This reinforces your defense and protects Hostages. Enemies can use Negotiations once per Evening: give you a card to release Hostages from adjacent forests into a matching clearing. If they rule that clearing, they release 1 Hostage from EACH adjacent forest. Accept Negotiations when you need cards or when Hostages would escape anyway.
Hostages escape if forest capacity exceeded (1/faction/adjacent den)
Smoke Signals: move Skunks from adjacent forest when defending
Negotiations: enemy gives card to release Hostages (once per Evening)
Build dens to prevent Hostage escapes
Captains retreat to adjacent forest if removed (discard random card)

Captain Selection & Long-Term Strategy

In Evening, choose which Captain acts next turn (place card face down). Each Captain refreshes different item types, so plan ahead based on what you need. Aggressive turns: choose Captain that refreshes Swords/Crossbows for battles. Expansion turns: choose Captain that refreshes Hammers/Boots for building/movement. Hostage-capture turns: choose Captain that refreshes Bags/Coins. Your goal is to maintain 6-9 Hostages across 2-3 factions (3 VP/turn) or 10+ from one faction (4 VP/turn). Use item actions liberally - you refresh 3+ items per turn. Harass (Crossbow) is powerful for removing pieces without taking Hostages. Bribe (Coins) converts enemy warriors into your Skunks instantly.
Choose Captain in Evening based on next turn's needs
Each Captain refreshes specific item types
Target 6-9 Hostages across factions for 3 VP/turn
Harass (Crossbow) removes pieces without creating Hostages
Bribe (Coins) converts enemies to Skunks instantly
Draw 1 card per turn, discard down to 5

💡 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

Raiders

As attacker in battle, take enemy warriors you hit as Hostages in adjacent forests. Take 1 item from crafting box when removing buildings/tokens.

Law of Root Homeland Expansion

Captains & Skunks

3 unique Captain warriors lead 10 Skunk warriors. Choose one Captain to act each turn. If Captain removed, place in adjacent forest and discard random card. Warriors move in/out of forests ignoring rule.

Law of Root Homeland Expansion

Items & Stash

Captains take actions by exhausting items (flip face down). Each turn, take 3 items from Stash into Captain's Items slots. Refresh exhausted items in Birdsong based on Captain.

Law of Root Homeland Expansion

Smoke Signals

When defending in battle, before roll, may move Skunks to battle clearing from one adjacent forest.

Law of Root Homeland Expansion

Negotiations

Once per Evening, enemy may give card to release Hostages from adjacent forests into matching clearing. If they rule clearing, release 1 from EACH adjacent forest.

Law of Root Homeland Expansion

Turn Order
Actions available in each phase

Early Game

  • Capture 2-3 Hostages from multiple factions
  • Build 1-2 dens adjacent to Hostage-holding forests
  • Establish item economy

Mid Game

  • Maintain 6-9 Hostages across 2-3 factions
  • Score 3 VP per turn
  • Use dens to Trap/Hire

Late Game

  • Reach 10+ Hostages from one faction for 4 VP/turn
  • Maintain den network
  • Use item actions aggressively

Strengths & Weaknesses

💪 Strengths
  • +Unique scoring method (holding Hostages, not destroying cardboard)
  • +Captains can't be removed (retreat to forest)
  • +Forest mobility ignores rule
  • +Item actions provide versatile toolkit
  • +Dens act in Evening for extra battles/recruiting
⚠️ Weaknesses
  • -Only 10 Skunk warriors total (low warrior count)
  • -Hostages escape if forest capacity exceeded
  • -Enemies can use Negotiations to release Hostages
  • -Cannot coexist with Vagabond
  • -Dependent on item refresh patterns
🤝 Synergies
  • • Games without Vagabond
  • • Maps with many forests
  • • Factions that spread warriors thinly
🛡️ Hard Counters
  • • Vagabond (cannot play together)
  • • Marquise de Cat (overwhelming warrior count)
  • • Eyrie Dynasties (rapid expansion makes capturing difficult)