Root Vagabond Guide: Mastering the Marquis de Cat

So, you’ve delved into the captivating world of Root and explored the diverse strategies within the Woodland. Excellent! Assuming you’re familiar with the basics and perhaps even ventured into some advanced tactics, let’s talk Vagabonds and, more specifically, how to effectively use them to challenge the formidable Marquis de Cat. If you’re new to Root strategies, maybe check out some introductory guides first to get your bearings.

There are already great guides focusing on playing as the Marquis. Here, our focus shifts to disrupting their well-oiled machine when you’re playing as one of the resourceful Vagabonds. We won’t rehash Marquis strategy here; instead, we’ll dissect how each Vagabond can throw a wrench into their plans and tip the Woodland balance in your favor.

A crucial element, regardless of your chosen Vagabond, is understanding game balance. Consider how your actions against the Marquis impact the broader game. Will it benefit you directly? Could it inadvertently empower another faction, perhaps even temporarily? This strategic awareness is paramount, especially against the Marquis, who, frankly, are the most tempting target – the juicy center of the Root power structure.

Across all Vagabonds, remember two key things when facing the feline forces: card management and sawmill locations. Avoid feeding the Marquis Bird cards, as they readily convert them into Overwork, fueling their relentless expansion. Similarly, be mindful of their Sawmill placements. Don’t expect them to craft items for you even if you offer them craftable cards; they are far more interested in maximizing their own production.

Ranger

As the Ranger, your starting position is key. Aim for a woodland clearing that grants access to multiple Ruins and ideally crosses the River. This central location gives you maximum flexibility to assess the board and decide your early game actions.

A bold, early tactic for the Ranger is to attempt to destroy the Keep in the first or second turn. Even a failed attempt forces the Marquis to expend actions and potentially cards (if they use Field Hospital) to defend it. While risky – failure can make destroying the Keep harder later as defenses strengthen – early Keep destruction offers a significant advantage. It prevents the Marquis from utilizing their Field Hospital ability for the rest of the game, making point farming from attacking them much easier.

Don’t underestimate the Ranger’s Torch! It’s a vital tool often overlooked in the heat of the game. The Torch provides a crucial tactical advantage, allowing for swift movement and negating the need to spend valuable daylight actions resting in woodlands.

If you opt not to immediately target the Keep, be cautious about aiding the Marquis. Your goal is to maintain balance, preventing any single faction, including the Marquis, from snowballing ahead. Keep everyone in check.

Should you choose to Ally with the Marquis (a potentially risky but sometimes rewarding strategy), leverage this alliance aggressively. Pillage vulnerable clearings alongside your feline allies before sending them off to distant areas far from their Sawmill support.

Remember a key point about alliances: attacking undefended buildings of an allied faction does not harm your relationship. It’s free points! Exploit this, especially targeting Sawmills, as the Marquis can quickly rebuild structures, turning your acts of “betrayal” into a consistent point source.

Thief

The Thief Vagabond might initially seem like a weaker version of the Tinker, but with cunning play, they can become a point-farming menace, especially against the Marquis. Again, keep your Torch handy and use it constantly for mobility and surprise attacks. Prioritize stealing valuable cards from any faction, hoarding the best for yourself while feeding less useful cards to the Cats.

For the Thief, Quests are often the most reliable path to victory. Focus on completing quests to accumulate points and outpace your opponents.

Tinker

Frankly, if you’re playing the Tinker against the Marquis and you’re actively engaged in the game, victory is highly probable. Your crafting prowess is simply too strong. Prioritize crafting that third Anvil as quickly as possible. Once you have it, you essentially unlock god mode. From there, tailor your actions to the specific game state and victory conditions, and you’ll likely outmaneuver the Marquis with ease.

Combat isn’t the Tinker’s primary strength. Therefore, avoid direct troop confrontations unless necessary. Consider forging an Alliance with the Marquis strategically, not for their combat strength, but to leverage their troop presence for your objectives, utilizing them as a shield or distraction while you focus on crafting and point accumulation.

Vagrant

The Vagrant presents a slightly more nuanced challenge against the Marquis. Instead of seeking alliance, the Vagrant excels at disruption. Continuously use your Torch to harass Marquis troop build-ups, keeping them beleaguered and hindering their expansion.

You start with a Coin stack, a significant early game advantage. Maximize its impact by consistently questing for two cards whenever possible. Card denial is a powerful tool for the Vagrant. By bogarding cards, you can starve everyone, including the Marquis, making their game much harder. This indirect approach can be very effective.

Arbiter

Smash! That’s the Arbiter’s motto against the Marquis. Embrace your inner Furry Punisher and unleash chaos. The Arbiter is built for aggression.

While not mathematically guaranteed, you have a very high probability (around 75%, give or take some dice rolls) of destroying the Keep within the first couple of turns if you commit to it. The Arbiter’s raw combat potential is immense.

However, consider the social game. Aggressive early actions can make you less likely to be Enlisted by other factions. Factions that are Indifferent or Allied are more inclined to enlist you, so factor that into your early game decisions. Immediate aggression comes at a social cost.

Your attack power is substantial. Even facing 4+ Marquis Warriors is manageable with the right cards and items, such as Swords and an Armorers card. The Arbiter is a combat powerhouse.

Once the Keep is rubble, shift your focus to Sawmills. Targeting Sawmills after crippling their central defense will cripple the Marquis economy and prevent recovery. Be aware though, any faction you aggressively attack creates a power vacuum, potentially benefiting other players.

Scoundrel

The Scoundrel thrives on alliances, and the Marquis can be a surprisingly effective partner. Ally with the Marquis and bide your time. As the game progresses and reaches its endgame, amass a sizable allied force. Then, strategically position your combined army in the most impactful location and unleash your “Torch Nukem” fury – using your Torch offensively to devastating effect alongside your allied troops. The Scoundrel’s endgame potential with a Marquis alliance is terrifying.

By understanding the nuances of each Vagabond and tailoring your approach, you can effectively challenge the Marquis de Cat and carve your own path to victory in Root. Experiment with these strategies, adapt to the game state, and enjoy the dynamic challenge of outmaneuvering the feline faction!

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