Playgridia
Thornwood
非对称森林战争——为喜欢 Root 的玩家准备的免费网页替代品:四个阵营在同一张地图上,用完全不同的规则竞速。2–4 人,三张地图,可与机器人和好友对战,无需下载。
Fernvale
规则
- 2–4 players; everybody picks a DIFFERENT faction and plays by completely different rules
- One shared goal: first to 30 victory points (22 in Quick) wins
- The map is twelve clearings; each has a terrain (marsh/grove/ridge) and building slots
- RULE: whoever has the most pieces in a clearing rules it — you cannot build where you do not rule
- Ironclaw Legion: sawmills make wood, workshops craft, barracks refill the line; each new building scores more but costs more
- Skyplume Court: you MUST add to the Decree every dawn and keep every promise every Evening — fail and it is TURMOIL
- Thistle Covenant: starts with nothing on the map; spreads sympathy, and OUTRAGE hands it a card from anyone who stamps on it
- Lone Drifter: one pawn; every action exhausts an ITEM — boots walk, torches open ruins, swords fight
- Battle: two dice (0–3); attacker takes the higher, defender the lower — but the Covenant takes the HIGHER when defending
- Every building or token destroyed pays the remover 1 point; a defender holding a matching Ambush deals 2 hits before the dice
- Three boards: Fernvale (default, an open lattice), Winterhold (two nested rings), Lakeland (a ring around a lake, with ferries)
How to play
- Pick your faction in the room — it is not a colour, it is your RULEBOOK
- A turn has three phases: Birdsong → Daylight → Evening
- The bottom bar shows what you can do right now; the game never offers an illegal action
- Pick an action, then tap a lit clearing on the map
- First to 30 victory points wins
Rule & battle
- Whoever has the most pieces in a clearing rules it; the ring takes their colour
- Rule is permission, not just strength: you cannot build where you do not rule
- Battle rolls two dice: attacker takes the higher, defender the lower
- Every building or token destroyed pays the attacker 1 point — bare warriors are worth nothing
- The Covenant takes the HIGHER die when defending
Cards & crafting
- Every card has a terrain; a bird card fits anywhere
- Craft power comes from your faction: workshops, sympathy, roosts or hammers
- An item card scores and leaves an item the Drifter can Aid you for
- Persistent cards sit in front of you: +1 hit, a shield on defence, an extra move
- A Wrath card wipes every enemy piece out of one whole terrain
The factions
- Ironclaw: occupies everything and scores by building — but stalls when the wood runs out
- Skyplume: automatic points every Evening per roost; the price is never promising more than you can keep
- Thistle: starts from nothing, takes a card from whoever hits it, and a revolt sweeps a clearing
- Lone Drifter: friend or enemy; opens ruins, finishes quests, spends a small satchel well
Looking for a Root alternative?
Thornwood is a free, browser-based take on the asymmetric woodland war. What people love about Root is here: four factions, four completely different rulebooks and one shared victory race. No download, no install — open a room, pick a faction, and start against bots or friends.
Picking a faction is not picking a colour. The Ironclaw Legion occupies the wood and scores by building; the Skyplume Court writes a Decree each dawn that it must then keep; the Thistle Covenant starts with nothing and grows on the violence done to it; the Lone Drifter walks with a single satchel. Four separate games happen at the same table.
Three boards, three different wars
Fernvale is an open lattice built for a first game: every clearing is one step from its neighbours, with a wide wood in the middle. Winterhold is two nested rings laced with twenty paths — armies collide early and the inner clearings are the whole game. Lakeland is a ring around a lake: one stack can cork a flank, and the two ferries are the only way to break a siege.
The boards genuinely shift the faction balance, and finding out which faction is comfortable where is part of the game.
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