Table Town
TABLE TOWN
Tabletop community
Home · Hot games · Wargames
Birthday cake!
Twilight Council and Lilypad Diaspora Meeples
Cover
Artwork for the Freshwater Refugees Hireling
Goose vagabond reveal .. Subject to change.

Root: The Homeland Expansion (2026)

Players
2–6
Best: 4
Playing time
60–90 min
Age
10+
9.03
Average rating
415
Ratings
3.93/5
Weight
Designer:Joshua Yearsley, S.W. Smith
Artist:Kyle Ferrin
Publisher:Leder Games
Average rating, ratings count, weight and rank are sourced from BoardGameGeek (BGG).
Game DNA
  • This game: Strategy 9, Luck 9, Interaction 10, Complexity 7.9, Theme 7
Strategy9.0
Luck9.0
Interaction10.0
Complexity7.9
Theme7.0

This game's strategy, luck, interaction, complexity and theme.

FantasyWargameNegotiationExpansion for Base-gameTerritory BuildingAnimalsPrint & PlayAction PointsVariable Player PowersHand ManagementArea MovementDice RollingPoint to Point MovementArea Majority / InfluenceTake ThatAction QueueAction RetrievalSudden Death EndingNegotiationMulti-Use Cards

Overview

Rediscover the Woodland with three brand-new factions and two new maps for Root!

Lilypad Diaspora Scattered long ago and suppressed ever since, the Lilypad Diaspora now hopes to call the Woodland home. While they work to integrate peacefully, peace is rare in the midst of civil war. As they train their warriors, they must ensure that their desire for safety does not tip into outright aggression. With weapons at the ready, a simple misunderstanding between the Diaspora and the Woodland can flare into vicious reprisals, hardening the Diaspora’s militancy and spreading resentment against their cause.

Twilight Council Sickened by the enduring conflict, the Twilight Council hosts assemblies to end the war, bringing together all the Woodland from the lowliest mouse-in-a-sack to the mightiest hawk with a royal claim. The assemblies emphasize political connections over pure numbers of warriors, pushing the factions away from bloody battle and toward heated debate. As the Council progresses in their mission, they can declare edicts to change how the assemblies work, manipulating their enemies’ incentives and actions.

Knaves of the Deepwood Nobody really knows how the Knaves of the Deepwood got together, but the myths are many. From the treeline these miscreants and ne’er-do-wells sally forth, raiding barracks and baggage trains and making off with warriors in tow as hostages. Why? For ransom, that’s why. Some say they give the proceeds to the needy. Some say they spend it lavishly. Either way, their celebrations ring out through the night, the music swelling from the forest depths where few dare to go.

Not available yet

Player reviews, retailers/pricing and rules videos have no real data source for this game yet.

View on BoardGameGeek ↗

Discussions

BGGView discussions on BoardGameGeek

Be the first to discuss

Reviews

No reviews yet
to write a review.