Score 30 points by spreading 9-12 Enclaves and spending matching cards via Integrate
Craft with Enclaves during Birdsong (Militant Enclaves can only craft Frog or Wild icons)
5 warriors and 1 Peaceful Enclave in a river clearing
Overview
Scattered long ago and suppressed ever since, the Lilypad Diaspora now hopes to call the Woodland home. While they work to integrate peacefully, peace is rare in the midst of civil war. You score by spreading Enclaves (one per clearing) and spending matching cards via Integrate. Each Enclave provides multiple benefits: adds Frog suit to clearing, enables crafting (Peaceful only), spawns warriors (Militant), and boosts card draw. Balance between Peaceful Enclaves (scoring/crafting) and Militant Enclaves (recruiting/battling). When enemies attack Peaceful Enclaves, Fears Come to Pass triggers: flip all Peaceful Enclaves with attacker's pieces to Militant. You can place 3 Enclaves per turn and score 6-8 VP/turn when fully established.
Faction Board
🎓 Step-by-Step Walkthrough
Lilypad Diaspora Walkthrough
Understanding Enclave Economy & Starting Position
Birdsong Preparation & Crafting Priority
Daylight Expansion - Settle Over Provoke
Evening Scoring & The Integrate Engine
Defensive Play & Fears Come to Pass
💡 Tip: Hover over highlighted game terms to see detailed explanations and related mechanics.
Mechanics & Strategy
Frog Culture
Clearings can hold one Enclave, adding Frog suit if Peaceful or replacing clearing's suit if Militant.
Law of Root Homeland Expansion
Fears Come to Pass
After enemy removes Peaceful Enclave or battles at one, flip all Peaceful Enclaves with that enemy's pieces to Militant and place 1 warrior at each.
Law of Root Homeland Expansion
Peace Talks
Once per turn, enemy at Militant Enclave can spend card to flip it Peaceful. Ruler draws 1 card.
Law of Root Homeland Expansion
Swimmers
When moving, treat rivers as paths, ignoring rule.
Law of Root Homeland Expansion
Early Game
- Establish 2-3 Enclaves in adjacent clearings
- Build economic engine
- Craft mobility and card draw cards
Mid Game
- Reach 9-12 Enclaves total
- Score 2-3 VP per turn minimum
- Balance Peaceful and Militant Enclaves
Late Game
- Score 6-8 VP per turn via Integrate
- Maintain Enclave spread despite attacks
- Convert all excess cards to VP
Strengths & Weaknesses
- +Exceptional card economy (up to 4 cards/turn)
- +Rival Woodland Alliance in crafting
- +Rapid recruiting via Provoke
- +Scales scoring exponentially (6-8 VP/turn)
- +Flexible coexistence with militant factions
- -Vulnerable to early aggression before Enclaves established
- -Retaliate forces battles at Militant Enclaves (risky if under-defended)
- -One Enclave per clearing limits concentration
- -Depends on card suits matching Enclave locations
- -Weak to factions that can remove buildings quickly
- • Games with multiple passive factions
- • Maps with corners and defensible positions
- • Low player counts where policing is less critical
- • Underground Duchy (matches battle actions, tunnel mobility)
- • Marquise de Cat (overwhelming field presence)
- • Lord of the Hundreds (aggressive counter-insurgent)
