
About this product
New powers rise from below, while secrets spread through the Woodland.
Expand Root with two radically different factions and two new maps that reshape movement, territory and control.
A major Root expansion adding the Underground Duchy, Corvid Conspiracy and double-sided Lake and Mountain maps for even more asymmetric strategy.
Product Description
The Woodland opens into new territory in Root: The Underworld Expansion, introducing two distinctive factions and two new maps that change how players move, scheme and fight for control.
Lead the Underground Duchy, an ancient subterranean kingdom emerging from the Burrow to establish its influence above ground. Dig tunnels into strategically important clearings, construct Markets and Citadels, and sway powerful ministers to unlock additional actions and scoring opportunities. But expansion comes with political risk — losing buildings can cost you the support of your highest-ranking ministers.
Or embrace deception with the Corvid Conspiracy. Plant hidden Plots throughout the Woodland and keep your opponents guessing whether they are facing a Bomb, Snare, Extortion or Raid. Reveal your schemes at the right moment to score points and disrupt rival factions, but become too predictable and opponents may expose your plans before they unfold.
The expansion also introduces two new ways to experience the Woodland.
On the Lake Map, use the Ferry to travel between clearings bordering the lake and gain a card for making the journey.
On the Mountain Map, routes begin blocked. Clear paths as the game progresses, earn victory points for opening them and compete to control the central Pass for an additional scoring opportunity.
With two asymmetric factions and two new maps, The Underworld Expansion gives Root players entirely new faction matchups, tactical challenges and ways to shape the Woodland.
Root base game required. This expansion cannot be played on its own.
Need the base game? Play this expansion with Root: A Game of Woodland Might and Right Board Game.
View the Root: The Underworld Expansion Learning to Play Guide (PDF)
Why You’ll Love It
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Adds two completely different asymmetric factions
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Underground Duchy combines military expansion, tunnels, buildings and political influence
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Corvid Conspiracy rewards secrecy, deception and carefully timed Plots
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Four different Corvid Plot types keep opponents guessing
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Includes the Lake Map with its travelling Ferry
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Includes the Mountain Map with blocked routes and the valuable central Pass
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Expands Root games to support up to six players
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Creates many new faction combinations and strategic matchups
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Adds substantial variety while keeping Root's core asymmetric conflict intact
Quick Details
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Publisher: Leder Games
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Expansion Design: Patrick Leder
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Original Game Design: Cole Wehrle
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Artist: Kyle Ferrin
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Product type: Board game expansion
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Players: 2–6 when combined with Root
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Recommended age: 14+
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Playing time: Approximately 90–120 minutes
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New factions: Underground Duchy and Corvid Conspiracy
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New maps: Lake and Mountain
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Base game required: Root
What’s in the Box
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Learning to Play booklet
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6 Buildings — 3 Markets and 3 Citadels
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19 Tokens — 8 Plots, 8 Spare Plots and 3 Tunnels
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1 Burrow
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4 Relationship Markers
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2 Victory Point Markers
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6 Closed Path Markers
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35 Wooden Warriors — 20 Duchy and 15 Corvid
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1 Ferry
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1 Tower
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9 Crowns
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9 Minister Cards
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2 Faction Overview Cards
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Double-Sided Board — Lake and Mountain Maps
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2 Battle Dice
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2 Faction Boards — Underground Duchy and Corvid Conspiracy
Good to Know
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Root is required to use this expansion
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The Underground Duchy operates from the Burrow and can dig tunnels into Woodland clearings
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Swayed ministers provide the Duchy with additional actions and scoring opportunities
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Losing Duchy buildings can trigger the Price of Failure and cost minister support
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Corvid Plots include Bomb, Snare, Extortion and Raid
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Opponents can attempt to expose facedown Corvid Plots by correctly guessing their type
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The Lake Map's Ferry can transport a player between clearings touching the lake and rewards the move with a card
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Mountain Map paths begin closed and can be opened during play for victory points
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Controlling the Mountain Map's central Pass can score an additional victory point