Score 30 points by placing trade posts (VP on faction board) and Dividends (1 VP per 2 funds in Birdsong)
Craft during Daylight by committing funds to empty spaces on Trade Posts tracks matching card suits
4 warriors in any clearings touching the river, 3 warriors in Payments box
Overview
The Riverfolk Company is a mercantile faction that profits by selling services to other factions. They establish trade posts along rivers to gain permanent presence and score points. Their unique economy allows them to score from both trade posts and accumulated funds.
Faction Board

🎓 Step-by-Step Walkthrough
Riverfolk Company Walkthrough
Setup & Early Sales
Card Draw & Crafting Engine
Stingy vs. Friendly Approach
Service Pricing Strategy
Death Ball & End Game
💡 Tip: Hover over highlighted game terms to see detailed explanations and related mechanics.
Mechanics & Strategy
Riverfolk Services
Offer three services buyers purchase at start of their Birdsong: Hand Card (take any card from Riverfolk hand), Riverboats (treat rivers as paths this turn), Mercenaries (treat Riverfolk warriors as yours for rule/battle). Buyers pay by placing their warriors in your Payments box.
Law of Root 11.2.6-11.2.7
Funds
Warriors in Funds box used to commit/spend for actions. Commit = move to Committed box. Spend = return to owner's supply. Score Dividends: 1 VP per 2 funds if trade posts on map (Birdsong).
Law of Root 11.2.4
Trade Posts
Score VP when placed. To establish: spend 2 funds of the player who rules target clearing, place trade post + 1 warrior. Trade Disruption: when removed, lose half funds (rounded up), trade post removed permanently.
Law of Root 11.2.5
Swimmers
Treat rivers as paths. May move along rivers ignoring rule requirements (can still use normal paths).
Law of Root 11.2.2
Public Hand
Hand placed face up above faction board. If random card taken, flip down, shuffle, draw, flip up. Opponents see your cards when buying Hand Card service.
Law of Root 11.2.3
Early Game
- Establish 2-3 trade posts
- Set competitive service prices
- Build fund reserve
- Control key river clearings
Mid Game
- Maximize trade post count (4-5 total)
- Generate consistent fund income
- Score from Export action
- Control major rivers
Late Game
- Score 3-4 VP per turn from trade posts
- Export consistently for VP
- Craft remaining items
- Maintain fund generation
Strengths & Weaknesses
- +Can profit from opponent actions
- +Flexible action economy with funds
- +Strong river mobility
- +Multiple paths to victory
- +Trade posts hard to remove
- +Can craft without clearing control
- -Dependent on opponent purchases
- -Limited to river clearings for trade posts
- -Must balance funds vs spending
- -Vulnerable if opponents boycott services
- -Commitment means can't retreat easily
- -Slow if services underpriced
- • Benefits from military-heavy games
- • Strong when opponents need cards
- • Profits from others' strategies
- • Service boycotts by all players
- • Heavy pressure on trade posts
- • Eyrie (can dominate rivers)

