# Root: Marauder Hirelings Pack & Hireling Box ## General Info - **Year Published**: 2022 - **BGG Rating**: 8.5 - **BGG Rank**: — - **Players**: 2-4 (Best with: 2) - **Duration**: 60-90 min - **Weight**: 3.91 / 5 - **Designers**: Cole Wehrle, Joshua Yearsley, Nick Brachmann, Patrick Leder - **Artists**: Kyle Ferrin - **Publishers**: Leder Games, 2Tomatoes Games, CMON Global Limited, CrowD Games, Fox in the Box, Matagot, MeepleBR, Portal Games, Spielworxx, Tower Tactic Games, YOKA Games - **Categories**: Animals, Expansion for Base-game, Fantasy, Wargame - **Mechanics**: Action Queue, Action Retrieval, Area Majority / Influence, Area Movement, Dice Rolling, Hand Management, Point to Point Movement, Race, Variable Player Powers, Variable Set-up ## Verdict A must-have for Root fans seeking deeper tactical depth and organized chaos. Its biggest strength is how it adapts to different player counts.New layers of asymmetric strategyImproves dynamics for 2-3 player gamesPowerful special abilities in larger gamesExcellent organization boxRequires mastery of the base gameSome components may need translationRECOMMENDED ## Description Ever looked at the Root map and felt like you needed that extra 'spark' to mess with your opponents' plans? That's exactly where the Hirelings come in. This expansion introduces fierce and fiery allies to the woodland, adding tactical layers that shift the game's dynamics based on your player count. It's not just about adding more pieces; it's about introducing new ways to manipulate the board. In smaller games, hirelings fill the void, creating new friction points and forcing players to rethink their movements and positioning. In larger games, the experience evolves: certain hireling cards flip over to reveal powerful special abilities, unlocking unique strategies and high-impact combos that can swing the momentum of the match. The pack features a variety of new recruits, including Flame Bearers, Rat Smugglers, Vault Keepers, Badger Bodyguards, and both the Popular and Street Bands, each bringing their own brand of chaos to the struggle for forest dominance. Beyond the gameplay additions, the set comes with a lovely storage box to keep all your hirelings organized, putting an end to the chaos of loose bags. It's the perfect upgrade for those who have mastered the base game and want to explore deeper nuances of asymmetry and area control. If you enjoy meticulous planning but love it when an unexpected ally arrives to cause some havoc, this pack is a must-have. Get ready to make the woodland wilder and more competitive than ever! ## How to Play Goal of the Game In Root: Henchmen Box, players compete for control of the forest, using factions and recruiting henchmen to strengthen their positions. Henchmen are mercenaries that change loyalty as the game progresses, adding a strategic layer of temporary alliances and betrayals. The objective is to be the first to reach 30 victory points (or another agreed-upon value) through territory control, combat, and the use of henchmen's unique abilities. Setup Gather and Position Pieces: Place the 12 control markers and the control die next to the map. Position the 3 henchmen markers ("4", "8", and "12") on the corresponding spaces on the scoring track. Choose the Henchmen: Shuffle the henchmen cards, reveal 3, and place their pieces in a supply. Discard the rest. Demote the Henchmen: Turn the cards randomly to the Promoted or Demoted side depending on the number of players: 2 players: 3 Promoted 3 players: 2 Promoted, 1 Demoted 4 players: 1 Promoted, 2 Demoted 5+ players: 3 Demoted Prepare the Henchmen: Starting with the last player in turn order, each player prepares one henchman following the instructions on the card (if any). Gameplay Flow The game follows the basic structure of Root, with turns divided into Day and Dusk. During the game: Henchmen start in the supply and are acquired upon reaching 4, 8, or 12 points first. At the end of the turn, the player who took a henchmen marker must: Take a henchmen card from the supply. Roll the control die to determine starting markers. Turn the henchmen marker as a reminder. Henchmen lose control markers at the end of each turn and can change owners when they run out of control. Actions and How to Play Henchmen offer special abilities: Acquisition Action (⚡): Performed immediately upon obtaining the henchman. Ability (★): Passive effects active while controlled. Dawn Start Action (🌄): Performed at the start of Dawn. Once Per Day Action (☀️): Can be used once during the Day. Key Rules: Henchmen pieces do not mix with yours (movement/combat). They count toward ruling as if they were yours. They do not grant points for removing enemy pieces. End of Game and Scoring The game ends when a player reaches the point limit (e.g., 30). Henchmen do not grant points directly, but they help control territories and disrupt opponents. Consult the manual for details on tie-breaking criteria. Tips for Winning Prioritize henchmen with control abilities: They can secure key territories early in the game. Monitor control markers: Henchmen with few markers may change owners soon – use them while you have them. Combine henchmen with your faction: Some have synergy with specific abilities (e.g., Forest Patrol for defense). ## FAQ ### Do I need the base game to use this pack? Absolutely! This is an expansion, so you'll need the Root base game to play. ### Do the hirelings significantly change the gameplay? Yes, they introduce new tactical options and abilities that can shift how you manage territory control. ### Does it work with any player count? Yes! They are versatile: in smaller games they add map presence, and in larger games they unlock special abilities. ### Does it make the game much more complex? Complexity increases slightly due to the new abilities, but it's nothing daunting for anyone already familiar with Root's mechanics. ### What's in the box besides the cards? 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