Blake Ramsey

Board Game

Root

★★★★☆

February 4, 2026 · by Blake Ramsey

Cover art for Root

I love COIN-style asymmetric war games in theory and almost never get them to the table, they’re dense, the rulebooks are intimidating, and convincing a casual group to learn one is a hard sell. Root is the game that finally cracked that problem for me, it borrows the bones of that system and makes it something I can actually get four people to sit down for.

The asymmetry is real, not cosmetic. The cats are playing an economic engine game, the birds are managing a turn order that punishes them for not acting, the woodland alliance is quietly building toward a sympathy uprising, and the vagabond is off doing something closer to a solo questing game in the corner of everyone else’s map. Learning your own faction is one thing, learning to read what the other three are actually doing to you is the real curve, and it’s steep. My first four-player game needed a resident expert at the table walking everyone through their board, and the shared item deck confused people well past the point I expected.

Once it clicks, the combo-click moment is watching your faction’s engine start compounding, birds chaining decrees, cats expanding warrens faster than anyone can contest, and realizing the table has quietly split into two very different conversations happening on one board. That’s an immersion I don’t get from symmetric games, four different war stories layered on top of each other.

Two players works but loses some of the chaos. Three to four is the sweet spot where the asymmetry actually creates the tension it’s designed for. Replayability variance is high just from faction combinations alone, before you even touch an expansion.