I came to Root relatively late compared to some of my other favorite asymmetric games. It was 2019, almost a year after release, when my friend Kevin brought it to game night, dumped this box of adorable woodland creatures on the table, and proceeded to utterly confuse us with four completely different sets of rules. I remember staring at the Woodland Alliance board, then at the Eyrie board, then back at the Alliance, wondering if we were even playing the same game. By the end of that first session (I was the Marquise de Cat, naturally the recommended faction for first-timers), I was simultaneously exhausted, bewildered, and completely hooked.
Since then, I’ve logged 68 plays of Root, and the Woodland Alliance has become my go-to faction—there’s something deeply satisfying about playing the underdog rebellion that can explode onto the board and leave the other factions wondering what the hell just happened. But I’ve also seen countless Alliance players flame out spectacularly because they became too threatening too quickly. The key to Alliance victory isn’t just understanding your own mechanics—it’s understanding the psychology of the table.
The Woodland Alliance is fundamentally a momentum-based faction. You start with nothing on the board, slowly build sympathy and supporters, and eventually transition to a physical presence that can challenge the established powers. The natural impulse is to race toward getting your warriors on the board, but this is often a fatal mistake. The moment you establish your first base, you’ve painted a target on your back.
I still wince thinking about a game from last summer when our new player, Justin, was so proud of establishing a base in the first round, using a lucky draw of matching supporters. The table’s reaction was immediate and merciless—within two rounds, his base was gone, his supporters depleted, and he spent the rest of the game wondering why his “powerful” faction felt so wimpy. The Woodland Alliance isn’t powerful in spite of its slow start—it’s powerful because of the explosive transition from apparent weakness to sudden strength.
The art of playing the Alliance effectively lies in appearing perpetually one or two steps behind the leading factions while actually setting up an unstoppable engine. I call this the “Third Place Strategy”—you want the table perception to be that you’re trailing but still in contention, never the immediate threat that needs addressing.
So what does this look like in practice? First, sympathy placement is not just about board control or generating supporters—it’s about creating psychological pressure on specific players. I typically start by spreading sympathy in a way that mildly inconveniences all factions rather than significantly hampers any one player. Place sympathy in clearings where the Marquise wants to build, where the Eyrie needs to fulfill its decree, or where the Vagabond might want to explore—but don’t create a situation where any single player feels they must remove your sympathy at all costs.
Your first few supporters should usually be hoarded rather than spent. This serves two purposes: it creates a reserve for reactive plays (like Guerrilla War if someone attacks your sympathy), and it disguises your actual capability. Nothing causes other players to reevaluate their threat assessment like revealing you have 8 supporters of various suits when they thought you had 2 or 3.
I’ve found the ideal timing for your first base is usually mid-game rather than early or late. Too early, and you become an obvious target before you have the infrastructure to defend yourself. Too late, and you’ve likely fallen too far behind in scoring. My personal rule of thumb is to establish a base when: 1) I have at least 5-6 supporters remaining after placing the base, 2) I’ve scored at least 5-6 points from sympathy placement, and 3) there’s a more immediate threat at the table drawing attention.
Base location is crucial and often misunderstood. New Alliance players gravitate toward central, high-connectivity clearings for their first base. This is usually a mistake! Central bases are easy for multiple factions to attack. I prefer establishing first bases in corner clearings with exactly two connections—ideally bordering clearings where you already have sympathy. This makes them harder to reach and less tempting to attack, while still allowing you to spread your revolt.
The officers you recruit shape your strategic options dramatically. While conventional wisdom suggests balancing your officers, I’ve had more success specializing based on the specific game state. If the board is cluttered with other factions’ pieces, prioritize military officers for Guerrilla War and Ambush capabilities. If clearings are more open, recruiters help you swarm the board rapidly once you revolve. If you’re playing against factions good at removing sympathy (especially Birds or Cats), organizers help you rebuild your network quickly.
My most successful Alliance games typically involve what I call the “double revolt turn”—using your first revolt to establish a base in a defensible position, building up supporters again while appearing weakened, then launching a second revolt that places a base and immediately scores 4-5 points through military operations. This creates a scoring spike that can vault you from apparent mediocrity to potential victory in a single turn.
The Woodland Alliance’s greatest weapon isn’t its mechanics—it’s the table’s perception of its threat level. You need to carefully manage how other players view you, sometimes even taking suboptimal mechanical plays to maintain the facade of struggling. I’ve literally passed turns with perfectly good options available just to reinforce the narrative that I’m falling behind and need time to recover. The table’s collective sigh of relief as they focus on “real threats” is music to an Alliance player’s ears.
There was this one game—probably my most satisfying Root victory ever—where I convinced the table I was essentially kingmaking between the Eyrie and the Marquise. I kept placing sympathy that seemed to hurt the Eyrie more than the Cats, leading the Marquise player (Linda, who knows me too well and should have been suspicious) to basically ignore me. Meanwhile, I was carefully accumulating bird supporters that matched the martial law clearings. When I finally revealed my hand and established two bases on the same turn, mobilizing enough warriors to score 7 points in one go, the looks of betrayal around the table were priceless. I’d been the actual threat all along, hiding in plain sight.
Of course, experienced Root players won’t fall for these tricks forever. Against savvy opponents who understand the Alliance’s potential, you need to embrace the target on your back and lean into defense. This means prioritizing Guerrilla War capabilities, carefully timing your Rapid Response when sympathy is removed, and sometimes establishing bases primarily for their defensive capabilities rather than offensive potential.
The Partisans card deserves special mention as perhaps the most powerful single card for the Alliance. Drawing it early shapes your entire strategy, as it essentially gives you a wild supporter for revolt purposes. I’ve found that keeping Partisans secret until the critical moment often wins games—opponents calculate your capabilities based on visible sympathy and clearing types, only to be surprised when you revolt in a clearing they thought was impossible for you.
Against aggressive opponents who understand the Alliance’s threat, sometimes the best approach is to lean into your faction’s martyrdom potential. The “Sacrifice Play” involves placing sympathy specifically to invite attacks, generating supporters through martial law while your opponents waste precious actions removing sympathy instead of scoring points. This is particularly effective against the bird Dynasty, whose rigid decree can be manipulated into spending multiple expensive actions dealing with easily-replaced sympathy tokens.
I once played a game against Jim (our group’s Eyrie specialist) where I never established a base until the final round—I simply accumulated supporters, placed sympathy strategically to disrupt his decree, and scored through martial law violations. By the time I finally established bases, I was already at 24 points and just needed a final military operation to claim victory. He spent the entire game effectively doing my work for me, generating supporters through martial law faster than I could have through organizing sympathizers.
The recent expansions have changed the Alliance’s positioning somewhat. Against the Underground Duchy, you’re competing for similar spaces on the board but with very different timing windows. I’ve found success focusing on clearings the Duchy hasn’t yet reached but plans to—forcing them to either delay their build-out or generate supporters for you. Against the Riverfolk Company, selective purchasing of their services can be both beneficial for you and misleading to the table about your actual intentions.
Ultimately, playing the Woodland Alliance effectively requires a level of table awareness and psychological manipulation unlike any other faction in Root. You’re not just playing the board—you’re playing the players. Success comes from understanding when to appear weak, when to play the victim, when to seem cooperative, and precisely when to reveal your actual strength.
The most satisfying Alliance victories aren’t the ones where you dominate from the beginning—they’re the ones where the table collectively realizes, too late, that the revolution they’ve been dismissing has already won. Nothing beats that moment when the dominant faction suddenly counts your victory points, recounts them in disbelief, and then says those beautiful words: “Wait, how are you at 28 points already?”