The cats are in charge. The noble birds are swooping from their roosts. A gathering of woodland smallfolk agitate in their holes and burrows, whispering, whispering. And a winsome raccoon packs his rucksack and sets out for adventure.
Adorable and ferocious in equal measure, Cole Wehrle’s Root is Redwall by way of A Distant Plain. And it’s both a total delight and the most accessible asymmetric experience Leder Games has produced thus far.
One of the things I appreciated most about Geoff Engelstein’s board game rendering of The Expanse was the way it took the venerable Twilight Struggle’s very serious, very wargamey card system and bolted it over the top of something that had nothing to do with real-world history or politics. It was, if you want to be dramatic about it, a democratizing move. Where any quantity of board gamers might shy away from engaging with “serious” topics in their leisure time, The Expanse boasted a deeply smart card system layered over a fictional world, right down to its dumber-than-a-bucket Captain James Holden. If the hero doesn’t bust his noggin over political statements and colonial implications, why should you?
Now, in a surprise alliance between political-game veteran Cole Wehrle (Pax Pamir, An Infamous Traffic, the forthcoming John Company) and one of the industry’s freshest publishers of asymmetric buffoonery Leder Games (Vast: The Crystal Caverns), we’re witnessing what just might shape up to be the next step in the process of bending the branch of wargame-style gameplay into reaching distance of a more general audience.
The game in question is Root. It’s still in playtesting, likely won’t be out for a good long while, and details are still subject to change. But my impressions of an early build have been almost entirely positive.