Root Print and Play Kit #1
The Great Underground Duchy
Introduction
Hello everyone! Welcome to the first print-
and-play kit for Root: The Underworld Ex-
pansion. This kit contains all of the printed Citadels
components you need to add the Great Un-
derground Duchy to your games.
Assembly Instructions Factories
First, print out this document (sized at US
Letter, at actual size). Cut out the compo-
nents. Then, gather 20 extra meeples or cubes
of a single color (these are warriors), then
Tunnels
gather 9 other wooden pieces of a different
shape or color (these are lords).
Suggested Faction Mixes
The Duchy can square off in two player games
against the Marquise. For a three player
game, try adding the Duchy to Marquise/Ey-
The Burrow
rie, Marquise/Lizard, or Eyrie/Lizard.
For four, five, or six player games, use any
viable three player combo and just add the
Duchy like any other faction!
Feedback
As with our other print-and-plays, this kit
should be understood as a work-in-progress.
At this point we do not need additional proof-
readers, so don’t worry about any typo you
stumble into.
That said, if you’d like to report your plays,
we’d be happy to have your help. You can
submit data using this link:
https://goo.gl/forms/lxubiXvcepbroVea2
12. Underground Duchy
12.4.2 Overpopulation. If there are seven or more war-
riors in the Burrow, remove all warriors from the
Burrow.
12.1 Overview
For generations the Duchy extended its reach through 12.5 Daylight
the caverns below the roots of the great woods. Now, Your Daylight has three steps in the following order.
newly elected lords in the Duchy’s Parliament have 12.5.1 Assembly. You may take up to two actions, as fol-
raised a call to explore the lands above. Armies have lows, in any order and combination.
been mustered and new tunnels prepared for the
coming struggle. The creatures of the woods will soon I Recruit. Place one warrior in the Burrow.
learn to fear the great power beneath their feet. II Build. Spend one card to place a citadel or fac-
tory in any matching clearing you rule.
12.2 Faction Rules and Abilities
III Move. Take a move.
12.2.1 Crafting. The Duchy crafts during Daylight by
activating citadels and factories in clearings they IV Battle. Initiate a battle.
rule. (Citadels and factories are identical for crafting V Dig. Spend one card to place a tunnel in any
purposes.) To craft, the Duchy must have their matching clearing without a tunnel. Then, you
Craftsman lord elected. must move at least one warrior from the Bur-
12.2.2 The Burrow. The Burrow is a clearing with no suit row to that clearing. (If all tunnels are already on
or slots. It is adjacent to each clearing with a tun- the map, you may first remove a tunnel.)
nel. Only the Duchy can place or move pieces into 12.5.2 Parliament. You may take the action of each elect-
the Burrow. The Duchy always rules the Burrow ed lord once in any order, as follows.
(even with no pieces there). I Foreman. Spend one card to place a citadel or
12.2.3 The Price of Failure. Whenever an enemy removes factory in any clearing you rule.
any number of citadels, factories, and tunnels, the II Marshall. Take a move and initiate a battle.
Duchy must return their rightmost elected lord to
the box; if there are multiple rightmost lords, the III Craftsman. Craft cards by activating citadels
Duchy chooses one to remove. Then, the Duchy and factories in clearings you rule. (Citadels and
discards one card at random. factories are identical for crafting.)
12.2.4 Tunnels. The Duchy has three tunnel tokens it IV Mayor. Take two moves or initiate two battles.
can place with dig. If the Duchy digs but all three V Chief. Place two warriors in the Burrow.
tunnels are already on the map, the Duchy may
VI Controller. Draw one card.
first remove any tunnel from the map.
VII Duke of Mud. Score one victory point per tun-
12.3 Faction Setup (Priority H) nel on the map.
12.3.1 Step 1: Gather Warriors and Tunnels. Form sup- VIII Lord of Dirt. Score one victory point per fac-
plies of 20 warriors and 3 tunnel tokens near you. tory on the map.
12.3.2 Step 2: Prepare the Burrow. Place the Burrow IX Earl of Stone. Score one victory point per cit-
board near the map. adel on the map.
12.3.3 Step 3: Surface. In the corner clearing diago- 12.5.3 Election. Once per turn, you may reveal cards to
nally opposite from the Marquise’s keep or Ey- elect a lord, as follows.
rie’s starting roost, place 4 warriors and 1 tunnel
I Choose Lord. Choose an unelected lord (from
matching the clearing; if both the Marquise and
a space showing victory points) to elect.
Eyrie are in play, choose one of the two other cor-
ners; if the Lizard Cult is also in play, choose the II Reveal Cards. The cards must match in suit,
remaining corner. Then, place 1 warrior in each and you must reveal the number of cards listed
adjacent clearing. in the Lords box of the chosen lord.
12.3.4 Step 4: Fill Buildings Tracks. Place your 3 cita- III Discard Birds. Discard any bird cards revealed
dels and 3 factories on your matching Buildings in this way.
tracks, filling every space. IV Elect Lord and Score. Take the chosen lord
12.3.5 Step 5: Fill Lords Spaces. Place 1 lord on each and place it on an empty crown space in its col-
Lords space showing victory points on your umn. Score the victory points revealed on the
board. space from which it was removed.
12.4 Birdsong 12.6 Evening
Your Birdsong has two steps in the following order. Draw one card, plus one card per built factory. Then,
if you have more than five cards in your hand, discard
12.4.1 Reinforcements. Place one warrior, plus one war-
cards of your choice until you have five.
rior per built citadel, in the Burrow.
The Great Underground Duchy
You are a Mole. e Burrow Price of Failure Crafted Items
All clearings with Tunnels are Whenever you lose a Building or Tunnel,
Now you must be a Mole adjacent to e Burrow. remove a rightmost elected Lord and Vagabond can give you cards to take these items.
worthy of your Mole name. Only Moles can enter e Burrow. remove it from the game.
You always rule e Burrow.
en, randomly discard 1 card.
Birdsong Buildings
Place 1 Warrior +1 for each showing into e Burrow
If there are 7 or more warriors in e Burrow, return all warriors in e Burrow to the supply.
Citadels
Daylight
1st Take up to 2 actions.
Build Recruit Dig Factories
Discard a card. Place 1 Warrior Discard a card. Place a Tunnel in any
Place a building in a into e Burrow. matching clearing without a Tunnel. en
matching clearing you rule. you must move atleast 1 Warrior into that
clearing from e Burrow.
Move Battle You may remove a Tunnel from the map before taking
this action if all Tunnels are on the map.
2nd May perform each action with an elected Lord once each.
Foreman
Mayor Duke of Mud
Discard a card. Place a
Move twice OR Battle twice. Score per Tunnel in play.
building in a clearing you rule.
Chief
Marshal Lord of Dirt
Place 2 Warriors in e
Move and Attack. Score per Factory in play.
Burrow.
Crasman
Controller Earl of Stone
Cra cards using buildings in Draw 1 card. Score per Citadel in play.
clearings you rule.
Lords Lords Lords
2 matching 3 matching 4 matching
3rd Once per turn, reveal cards to elect a Lord. Discard any bird cards revealed this way.
Evening
Draw 1 card, plus 1 card per showing. Discard down to 5 cards.