How to Set Up and Play Root: The Underworld Expansion – A Step-by-Step Guide
By Leder Games | Published: 2026-07-26
Category: How-to Guides
Learn how to set up Root: The Underworld Expansion with clear step-by-step instructions, new faction rules, and tips for integrating it with the base game.
Root: The Underworld Expansion adds two new factions—the Corvid Conspiracy and the Underground Duchy—along with new maps and mechanics that deepen the asymmetrical warfare of the Woodland. Whether you're a seasoned Root player or just expanding your collection, setting up this expansion correctly is key to a smooth and enjoyable game. In this guide, we'll walk you through the entire setup process, explain the new faction rules, and offer tips for integrating the expansion with the base game.
Before you start, make sure you have the base Root game (or the Root base game plus the Riverfolk Expansion if you want to play with more than four players). The Underworld Expansion is designed to be added to the base game, not played standalone. You'll also need a flat surface large enough to accommodate the new map boards and faction boards.
What’s in the Box?
The Underworld Expansion includes two faction boards (Corvid Conspiracy and Underground Duchy), two map boards (the Mountain Map and the Lake Map), new wooden meeples for each faction, a deck of 54 new event cards, and a rulebook. The event cards replace the standard deck's events for the new maps, adding dynamic weather and subterranean effects. The expansion does not include a new deck of base cards; you'll use the same base deck from Root.
- Faction boards: Corvid Conspiracy (plot tokens) and Underground Duchy (sway and ministers).
- Map boards: Mountain Map (with tunnels) and Lake Map (with ferry routes).
- Event cards: 54 cards specific to the new maps.
General Setup Steps
Start by choosing which map to play on. The Mountain Map features tunnels that allow rapid movement between clearings, while the Lake Map uses ferry routes that require warriors to move via boats. Place the chosen map board in the center of the table. Shuffle the event cards and place them face down in the designated event deck slot on the map board. Then, set up the base game items: place the clearing markers, ruins, and the base deck as usual.
Next, each player selects a faction. You can use any combination of base game factions and expansion factions, but note that some factions (like the Vagabond) may have different interactions with the new maps. For a first game with the expansion, we recommend using only one new faction to keep complexity manageable. Distribute the faction boards and components to each player, and place the corresponding wooden meeples on the faction board's starting clearings as indicated in the rulebook.
- Choose a map: Mountain (tunnels) or Lake (ferries).
- Set up event deck and base deck as per map instructions.
- Select factions; for new players, add only one expansion faction.
Setting Up the Corvid Conspiracy
The Corvid Conspiracy is a faction that relies on plotting and deception. Their setup begins with placing the Corvid faction board and the 12 plot tokens (4 each of three types: Bomb, Snare, and Extortion). Shuffle the plot tokens face down and place them in a stack near the faction board. The Corvid player starts with 4 warriors in the clearing indicated on the faction board (usually the clearing with the highest number of adjacent clearings). They also place their sympathy tokens (if any) as per the base game rules for the Marquise de Cat? No, the Corvid do not use sympathy; instead, they use plots. Place the Corvid's decree board and set the turn order markers. The Corvid player draws 3 cards from the base deck as their starting hand.
- Place 12 plot tokens face down on the faction board.
- Start with 4 warriors in the designated clearing.
- Draw 3 cards from the base deck.
Setting Up the Underground Duchy
The Underground Duchy is a faction that controls the tunnels and uses a system of sway and ministers. Their setup involves placing the Duchy faction board and the 6 minister cards (each with a unique ability). Shuffle the minister cards and place them face up in a row on the faction board. The Duchy player starts with 3 warriors in the clearing that has a tunnel entrance (on the Mountain Map) or a ferry landing (on the Lake Map). They also place the Duchy's stronghold token in that clearing. The Duchy player draws 2 cards from the base deck as their starting hand. Additionally, they place the sway track marker on the 0 space of the sway track.
- Place 6 minister cards face up on the faction board.
- Start with 3 warriors and a stronghold in the tunnel/ferry clearing.
- Draw 2 cards and set sway track to 0.
New Rules and Mechanics
The Underworld Expansion introduces two key new mechanics: tunnels (on the Mountain Map) and ferry routes (on the Lake Map). Tunnels allow any faction to move warriors from one tunnel entrance to another as a single move action, but only if they control the clearing with the tunnel entrance. Ferry routes require a warrior to be on a ferry landing to move along the route; the ferry can be blocked by other factions' warriors. Additionally, event cards replace the standard events for the new maps. Each event card has a seasonal effect (Spring, Summer, Autumn, Winter) that triggers at the start of a player's turn if they are in that season. The event deck is shuffled and drawn from each turn, adding unpredictability.
- Tunnels: move between tunnel entrances if you control the clearing.
- Ferries: move along routes but can be blocked.
- Event cards: seasonal effects that trigger based on the current season.
Integration with Base Game Factions
The Underworld Expansion is fully compatible with all base game factions (Marquise de Cat, Eyrie Dynasties, Woodland Alliance, Vagabond) and other expansions (Riverfolk, Clockwork). However, some factions may have unique interactions with the new maps. For example, the Woodland Alliance's sympathy tokens cannot be placed on tunnel entrances or ferry landings, as those are considered special clearings. The Vagabond can use tunnels and ferries as normal. The Clockwork Expansion (for solo play) also works with the new maps, but you'll need to adjust the bot behaviors per the Clockwork rulebook. If you own the Root Hirelings Storage Box Art Print, it's a great way to keep all your faction meeples organized during setup.

- All base factions work with new maps; check rulebook for special interactions.
- Woodland Alliance cannot place sympathy on tunnel/ferry clearings.
- Clockwork Expansion compatible with adjustments.
Tips for a Smooth First Game
If you're playing with the Underworld Expansion for the first time, consider using the Lake Map, as its ferry mechanic is more straightforward than the tunnel network. Also, limit the number of new factions to one to avoid overwhelming players. Read through the event cards before starting so everyone understands the seasonal effects. Finally, ensure you have enough table space: the two map boards are larger than the base map, and each faction board takes up significant room. If you're a collector, pairing the expansion with the Root Keepers in Iron Meeple Pullover Hoodie makes for a cozy game night outfit.

- Start with the Lake Map for simpler ferry rules.
- Use only one new faction per game initially.
- Pre-read event cards to avoid surprises.
Setting up Root: The Underworld Expansion is straightforward once you understand the new components and map-specific rules. By following this step-by-step guide, you'll be ready to dive into the tunnels and ferries of the Woodland in no time. For even more Root-themed fun, check out the Root Riverfolk Meeple Crewneck Sweatshirt to stay warm during your next game session. Happy gaming!



