Root - The Underworld (Expansion)



Return to the world of Root with The Underworld Expansion. Tunnel through the land as The Great Underground Duchy. Infiltrate the hands of your opponents with the Corvid Conspiracy. And, with two additional maps, new and experienced players have never had so many ways to explore Root 

  • Number of Players: 2-6
  • Gaming Time: 60-90 mins
  • Suggested Age: 10+
  • Complexity to Learn/Play: Average to Challenging

    This is not a standalone game. A copy of Root core game is required to play.

    Enhance game experience with the Clockwork expansion, Vagabond pack and Exiles and Partisans deck.

    New factions and battlefields join the world of Root!

    The Underworld Expansion includes:

    • The Great Underground Duchy: an imperial faction that mixes the flexibility of the Marquise with the escalating Eyrie Dynasties.
    • The Corvid Conspiracy: a secretive faction that hatches plots directly into the hands of their opponents.
    • Two new maps: dig tunnels on the mountain map or fight to control the ferry on the lake map.

    Delve deeper into the world of root with the Underworld Expansion, which adds two new factions and a new board.

    Play as the:

    The Moles - “The Great Underground Duchy” 

    An ancient kingdom ascending to the surface. The Moles like the Cats, Birds, and Lizards will be about putting large amounts of Warriors on the map, while controlling clearings.

    For generations the Duchy extended its reach through the caverns below the great woods. Now, newly elected lords in the Duchy's Parliament have raised a call to explore the lands above. Armies have been mustered and new tunnels prepared for the coming struggle. The creatures of the woods will soon learn to fear the great power beneath their feet.

    The Crows - "The Corvid Conspiracy"

    Espionage masters, they will have a smaller presence on the board. They score points by manipulating the other player's hands.

    The Corvid Conspiracy ransoms the hands of their opponents by filling them with their agents. Using these agents, the Corvids can trigger insidious plots and advance their own agenda. But as each plot comes to fruition, their hideout must move to a different forest in the Woodland before their great conspiracy is unmasked!   


    Play on two new maps:

    The Mountain Pass Map – Trek across outcroppings, clear blocked routes, and hold the mountain pass to show you are an effective leader. Battle for control of a couple of mountain passes. The struggle for dominance continues in the great mountains to the northeast of the Woodland. Fight for control of the narrow mountain pass or dig new tunnels to the great mountain caverns.   

    The Lakeside Map – Whisk yourself across the map by travelling on the ferry, meeting new friends and allies along the way. Battle around a lake. The conflict moves west to the homeland of the Riverfolk! Battle for control over the great lake by skillfully managing the ancient riverboat. Shore up your coastal clearings or explore the hinterland in the hills beyond. 


    What's in the box:

    • Rule booklet
    • 6 Buildings (Cardboard Pieces)
    • 19 Tokens ( Cardboard Pieces)
    • the Burrow ( Cardboard Piece) 
    • 4 Relationship Markers ( Cardboard Pieces)
    • 2 Victory Point Markers  (Cardboard Pieces)
    • 6 Closed Path Markers  ( Cardboard Pieces)
    • 35 Warriors (Wooden Pieces)
    • 1 Ferry (Wooden Pieces)
    • 1 Tower (Wooden Pieces)
    • 9 Ministers cards
    • 2 Overviews cards

    Other. Board (Lake and Mountain Maps), 2 Dice, 2 Faction Boards (Duchy, Corvid)

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