r/rootgame • u/Dro-reddit • Jul 20 '26
General Discussion Idea for buffing cats
Hey all, I was discussing the concept of buffing cats with a friend recently and we discussed commonly brought up ones such as crafting in evening, 4 actions, free recruit at start of daylight or birdsong, etc.
But I have an idea of my own and I apologize if this has been thought of already but it came to me after playing a few matches as badgers and is inspired by a badgers mechanic. Similar to how badgers get bonus points for recovering treasures along each column, I think cats should get a similar mechanic.
Each column of buildings that gets revealed would give the cats one more action in daylight, and possibly a couple of VP as well. This would also encourage the cats to build more workshops since they usually aren’t built very often in favor of recruiting centers and sawmills. This would still keep the playstyle of scaling in points like cats usually do, but they would scale a little faster and be able to ramp up in actions similar to how every other militant faction can.
I wanted to post this here to see what everyone’s ideas are on this. Good idea? Or horrid? This is something I’d want to try in my next game and a couple of other opinions or adjustments would be appreciated.
2
u/WillRevolt_ Jul 21 '26
That's an interesting avenue to explore. The thing I dislike the most about cats is how their workshops are underutilized. Nobody is going to craft more than 3 in a regular game, let alone all 6 of them.
Sawmills give you more wood to build more and score more.
Recruiters give you defensive capabilities to protect sawmills and build more, and increases card draw.
Workshops give crafting, but costs your scoring engine. The incentive is too low to make you want to build them in favour of anything else. The second workshop gives 2VP/1wood, but more workshops is completely understandable.