This is the last in my series of 2018 “of the Year” posts. This one covers my Game of the Year. The first post looked at boardgames, the second was wargames, and the third was game expansions. The game had to be published and acquired in 2018.
Looking back over the candidates for my Boardgame / Wargame / Game Expansion of the Year there is one game that I left off the list. That is because it is my Game of the Year.
Although I am a grognard wargamer at heart, my Game of the Year is not a wargame. Well, not in the traditional sense of a hex & counter wargame. Some people call my Game of the Year a wargame, others a Eurogame with combat (waro).
Root by designer Cole Wehrle and published by Leder Games is unlike other boardgames or wargames. Some people claim it is a Eurogamer-version of the GMT Games COIN-system. In part this claims comes from the fact both games feature asymmetric factions each with different victory conditions. To take that comparison any further is unfair because Root carries the asymmetric powers to another level.
In a typical COIN game, each faction has an asymmetric selection of actions to choose from. The actions themselves have a subtle difference but for the most part factions are distinguished by which actions they can take. On the other hand, factions in Root have almost entirely different game mechanisms as to how they operate. While basic movement and combat rules are common across every faction, each faction plays differently from the others. From the Marquis de Cat that plays a resource game and builds to the Eyrie that use a programmed turn or the Woodland Alliance (Communists, not Star Wars Rebels mind you) who subvert the others with influence and the lone Vagabond who can be a pure soulless thief or White Knight, each faction plays differently. Even the Otters and Lizards in Root: The Riverfolk Expansion play differently.
That is what makes Root such a special game. From a game design perspective it is impressive to see the seamless integration of all these different game mechanism on the table at the same time. The artwork – whimsical yet functional – fits the game perfectly.
I will be one of the first to admit Root is not easy to learn. It takes time to learn the basics of the game and how each faction operates. Players in early games often spend their time “heads down” on their own tableau figuring out how to play and miss looking at the other players. As time goes on that skill emerges and the interaction between different players becomes the making of many tales of woe – and victory.
Root occupies a special place in my game collection; a game that I can play against other serious gamers or solo. It is a game that I want to get expansions for because I want to play on different terrain (boards) and with different factions.
For its innovative blending of theme, artwork, and game mechanisms, I can see no other game than Root for my Game of the Year.