Synergy in the Woodland: Analysing almost 3000 games of Root
One of the best parts about Root as a game is the dynamic interaction between factions. Most factions, and certainly the factions with more expansive design goals, will cause games to feel fundamentally different than games that do not feature them. One of the best examples in my opinion is the Riverfolk Company. Having the Otters in a game fundamentally changes how many factions play, as they gain access to much more card selection, with some policing power and movement options thrown in. Some of the relationships are a bit more subtle, like Lizards or Woodland Alliance limiting movement and locking down clearings with their rule/sympathy. The impact a faction can have sometimes extends to the map as well, with Vagabond and Rats both changing the board by removing ruins. I find this interaction fascinating, and one of the main reasons I enjoy returning to Root over and over again. By analysing recorded game data, I intend to codify and define some of the faction relations statistic