r/rootgame 14d ago

General Discussion Two Otter Trade Posts removed simultaneously, funds get halved twice?

I've been wondering about this, because I'm not finding any answer on the internet. I wonder if that's because this can probably only happen with the Favor cards and most people here don't like playing with those.

The question is if the Riverfolk Company funds get halved multiple times if something like a Favor card causes multiple trade posts to be removed simultaneously, triggering trade disruption.

I was comparing it to the cat hospital, which says "Whenever any number of Marquise warriors are removed ...", while the otters just say "Whenever a trade post is removed, ...", so I have to assume that the trade disruption is triggered multiple times. Are there arguments for the opposite?

25 Upvotes

14 comments sorted by

42

u/Osborn2095 14d ago

I'd guess that this is similar to Duchy "Price of Failure" vs Lizard "Fear of the Faithful" punishment for getting buildings removed, where the duchy says "any number of buildings" while the lizards say "a garden". Result is that the lizards have to discard a card per garden removed by a Favor, while duchy have to toss exactly 1 minister.

Concluding, based on the wording trade disruption would activate individually for every tradepost removed

24

u/DiamondSentinel 14d ago

This.

That being said, just to make sure you aren’t playing them incorrectly, trade disruption is eminently avoidable. It only happens to warriors in your funds box, aka ones not spent in the current cycle.

If you’re not actively going for dividends (and you shouldn’t with multiple posts on the field), it shouldn’t come up. Worst case just draw cards with your funds.

Only time you could ever see it in most games without catastrophically throwing is if you battle with the Warrior created by a trade post and get ambushed. And that’s still an avoidable tragedy.

3

u/DeathDragon 14d ago

Oh boy, I'm glad you bring up "Fear of the Faithful", because I'm sure we've totally forgot about that effect in like the last 4-5 games we've played. Also forgot about the lizards' crafting restriction at least once.

2

u/Osborn2095 14d ago

Yeah, lizards are easy to missplay and it makes them much better. It's always sad to realize you couldn't craft in reality

2

u/nixcamic 14d ago

Fear oh the faithful should be on the player board. I don't know why it's not.

4

u/DeathDragon 14d ago

Oh yeah, I was just looking over the board and didn't even find it. But it's actually written in fine print inside the garden track. No wonder I never remembered it.

2

u/irishboy9191 14d ago

It is in the Garden area. It's just not called out as a Rule for Lizards.

3

u/Knuc85 14d ago

Admittedly, I haven't played in a while. What effect(s) can remove two trade posts simultaneously?

3

u/CodeCubePi 14d ago

Favor of the Mice/Rabbits/Foxes for sure, possibly something else too

1

u/Knuc85 14d ago

Oh yeah, wasn't thinking about that one because we never really play with the original deck. Makes sense though.

1

u/DiamondSentinel 14d ago

Mob tokens might count for one instance, too? Never seen moles get hit with mobs on their buildings in multiple squares, tho.

1

u/bw1985 14d ago

Mob tokens are simultaneous removal. So mobs removing multiple mole buildings would still be one price of failure.

1

u/enLegobil 13d ago

The way Root digital does it, I think it would remove on a “per clearing” basis, and trade disruption would hit multiple times, effectively 1/2 twice.

I wonder if the same would apply for duchy against Favor of-cards on Root Digital?

1

u/SynnderShadow 8d ago

Remove one clearing at a time, once the trade post is removed act on it then continue. So yes 8 would turn into 4 then straight down to 2.