Root: the art shift that changed everything
Root kept the war game’s structure and changed only its art. Calvin Ross Carl on how one bold aesthetic shift reshaped how a whole genre is seen.
Summary
Calvin Ross Carl points to Root, the board game from Leder Games, as an innovation that was all about art. Its structure resembles traditional war games, but illustrator Kyle Ferrin built a world of anthropomorphized woodland animals fighting over territory in a forest, billed as a game of woodland might and right. The game has blown up, and that single art shift changed how everyone thinks about the genre. Traditionalists complained it wasn’t a war game, even though the only thing that changed was the setting.
Highlights
- Root kept war-game structure and changed the setting.
- Kyle Ferrin’s anthropomorphized animals created a whole new world.
- One aesthetic shift changed how people see the genre.
Key insights
Change the wrapper, change the category
Root didn’t reinvent the mechanics. A new world and art style were enough to make it feel like something nobody had done.
Insiders wouldn’t have suggested it
The genre’s loyal fans pushed back. The idea came from someone willing to take a risk, not from asking the existing audience.
Detailed analysis
This is a clean example of innovation that doesn’t require starting from scratch. For brands, the lesson is that the way something looks and feels can redefine a category even when the product underneath is familiar. It also shows why best practices from the existing audience rarely produce that kind of leap.
Conclusion
Sometimes the boldest move is a new setting for something familiar, and the courage to take that risk.
By them doing that art shift, it changes the way everyone thinks about it, and no one was doing anything like this.
And then along came this great board game called Root, and their huge innovation is all art-related. Their innovation was they pulled in an illustrator named Kyle Ferrin, and he created this whole world—as it says, “a game of woodland might and right”—with this whole aesthetic of anthropomorphized animals fighting over territory in a forest. This game is massive now. It’s blown up like crazy. Just by doing that art shift, it changes the way everyone thinks about it, and no one was doing anything like this.
They were like, “This isn’t a war game.” And you’re like, the only thing that changed is the setting. This was all in someone’s head who dared to take a risk, and that is good.

