Score 30 points through Governing assemblies overseeing enemy pieces and Empowering
Standard crafting with card suits
Place warriors and assemblies according to setup card. Start with 4 Loyalists on player board.
Overview
The Twilight Council seeks to end the Woodland civil war by convening assemblies that govern clearings and limit enemy actions. They gain legitimacy by overseeing enemy buildings and tokens, supported by Loyalists. Assemblies can be Closed or Governing, with Governing assemblies restricting enemy actions and providing victory points.
Faction Board
Mechanics & Strategy
Assemblies
Double-sided tokens (Closed/Governing). Governing assemblies prevent enemies from crafting, flipping, placing, or removing pieces (except in battle) and score VP from enemy buildings/tokens.
Law of Root Homeland Expansion
Loyalists
Special warriors stored on player board. Gained when enemies Entreat or through actions. Can be placed freely when needed.
Law of Root Homeland Expansion
Entreating
Enemies can Entreat to flip assemblies to Closed. Council gains 1 Loyalist OR places Loyalists at the assembly.
Law of Root Homeland Expansion
Early Game
- Establish assemblies
- Gain Loyalists
- Control key clearings
Mid Game
- Flip to Governing
- Oversee enemy pieces
- Score through Empower
Late Game
- Maximize Empower scoring
- Maintain assembly network
- Defend position
Strengths & Weaknesses
- +Controls enemy actions at Governing assemblies
- +Loyalists provide flexible warrior placement
- +Card-driven actions allow strategic planning
- -Vulnerable to Entreating
- -Requires card management
- -Assemblies can be removed
- • Factions that build many pieces (more to oversee)
- • Defensive factions (assemblies control areas)
- • Aggressive factions removing assemblies
- • Mobile factions avoiding Governing clearings
