Score 30 points by placing buildings (VP based on track position) and crafting items
Craft during Daylight by activating workshops
Keep in one corner clearing, 1 warrior in each clearing except diagonally opposite corner, 1 sawmill, 1 workshop, and 1 recruiter in keep clearing or adjacent
Overview
The Marquise de Cat is the perfect faction for new players. They start with the most pieces on the board and have a straightforward strategy focused on building and protecting their industrial engine. The Marquise wins by establishing sawmills and workshops across the woodland, generating consistent victory points through building and crafting.
Faction Board

🎓 Step-by-Step Walkthrough
Marquise de Cat Walkthrough
Setup & Control Region
Early Game Engine (Turns 1-3)
Passive Policing
Mid Game Building
End Game Cat Ball
💡 Tip: Hover over highlighted game terms to see detailed explanations and related mechanics.
Mechanics & Strategy
The Keep
Only you can place pieces in the clearing with the keep token. Other players cannot place pieces there. If the keep is removed, there is no way to place it again. (3rd Printing Clarification)
Law of Root 6.2.2
Field Hospitals
Whenever any Marquise warriors are removed, you may spend a card matching their clearing to place those warriors in the clearing with the keep token. This applies to warriors removed from battle, cards, or any other effect. (3rd Printing Clarification)
Law of Root 6.2.3
Wood Economy
Generate wood from sawmills each Birdsong. To build, spend wood from the target clearing, adjacent clearings you rule, or clearings connected through clearings you rule.
Overwork
Spend a card matching a sawmill's clearing to place one wood token there. Useful when you need extra wood but have no sawmills producing in the right locations.
Bird Card Bonus
During Daylight, spend bird cards (not as part of an action) to gain +1 action per bird card spent, beyond your base 3 actions.
Early Game
- Build 2-3 sawmills quickly for wood income
- Place buildings to score increasing VP (later buildings score more)
- Protect your keep at all costs
- Get 1-2 recruiters for warrior production
Mid Game
- Maximize VP by placing buildings (each new building scores more than the last)
- Craft items for VP and benefits
- Maintain military pressure
- Control key clearings with multiple buildings
Late Game
- Score VP through building placement and crafting
- Craft items for final VP push
- Maintain board presence
- Defend against kingmaker attacks
Strengths & Weaknesses
- +Strongest starting position with most pieces on board
- +Consistent VP generation through building placement (more buildings = more VP per build)
- +Straightforward, easy to understand mechanics
- +Field Hospitals provide resilience in combat
- +Strong military presence throughout the game
- +Can build multiple buildings per turn with enough wood
- -Vulnerable to guerrilla warfare (Woodland Alliance)
- -Predictable strategy makes you a target
- -Limited mobility compared to other factions
- -Heavily dependent on protecting buildings
- -Struggles in late game against established factions
- -Losing sawmills cripples your economy
- -Must control clearings to protect buildings and wood supply
- • Works well in games with passive factions early
- • Can leverage Riverfolk services effectively
- • Woodland Alliance (guerrilla warfare)
- • Lizard Cult (rule stealing with gardens)
- • Vagabond (surgical strikes on buildings)

