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Root Riverfolk Expansion – The Riverfolk Company Review

There is always room for more when it comes to Root, and the Riverfolk Company faction from the Riverfolk Expansion are adding yet another little change to the world of Root. As with all wars, there is someone looking to profit commercially from a war, and that about sums up what the Riverfolk are looking to do. Can you balance the needs of the different factions and score points? Is it worth having? Let’s take a look!

I’ve really come to enjoy Root, but I understand that others are A-OK with having the base game and nothing else. I enjoy when I get to try new factions, and the Riverfolk Company was no exception. I’ll bury the lead here – this is by no means a required faction to really enjoy the game of Root, but if you are looking for something a bit different to keep your interest in the game and keep it coming to your table, then this is a fantastic addition to your collection, especially when you factor in the Lizard Cult addition as well.

While I prefer the way the Lizard Cult plays, I do think the Riverfolk Company is adding something a bit different to the experience that’s worth dabbling in. There is a bit of a learning curve here, especially as new players are likely to confuse spending money versus committing funds. Sounds similar, but is wildly different. The issue is that if other players aren’t familiar with how the Riverfolk Company plays, they might not pick up on potential rules mistakes, which were not infrequent in our time with this faction.

What this faction does bring to the table is the need to play a social game. Other factions do require a bit of a social game which is why Root is so enjoyable. Sometimes convincing others players that one player at the table is more dangerous than you is key to putting a bow on your victory. With the Riverfolk Company, however, you want people buying your wares so you WANT a good relationship with them all. It’s a unique dynamic as well, as you balance providing other players with what they need while you in turn score points and move towards victory. It’s a delicate balance, and at times it can feel like your fate is controlled by other players.

If you are doing to well, folks might not buy from you. If your prices are too high, folks might not buy from you. There are so many reasons why someone might not invest in your goods, and every time you provide someone with a reason to not purchase – whether factual or fictional – you won’t be scoring points, and you won’t be doing well.

The Riverfolk Company provides other benefits to the table as well, of course at a cost. They can allow passage by the river on the riverboats, and provide mercenaries for other players to take advantage of. They are a sneaky bunch, for sure!

Thankfully, there are other ways to score points as the Riverfolk Company, but you will need a good social game to pull out the victory. As with all Root factions, the closer you get to 30 points, the less others are going to help you out. Crafting can help you score points regardless of your opponents, but that’s a slow burn towards 30 points. Striking at a key moment is how you’ll win here, and knowing when to do this will take more than a few games to master.

If you are willing to put a lot of work into really learning the Riverfolk Company well then this is a great addition to your collection. If you only plan to play once or twice, you can probably pass on this one!

 

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blank Adam Roffel has only been writing about video games for a short time, but has honed his skills completing a Master's Degree. He loves Nintendo, and almost anything they have released...even Tomodachi Life.

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