Could you tell us a bit of the WHY you felt this was needed ?As any expansion it is not necessary but brings a different flavor of game, the main motivation here is to bring an element of additional strong indirect interaction between the players, the second criterion being to have a unique monster type creature but with skills varied from one game to another (this avoids having the pitfall of adding a large number of monsters while keeping an interest and therefore a high replayability) i'm more focused for few but interesting monsters,currently The Root is the first creature of a kind of "Monster pack"...
Does the dominance cards are over or under played in your group ?No more and no less,the choice of placing the first dominance card is based on the deeper reflection criterias & tensions: Apart from choosing victory possibilities alone, each player asks the question whether it is currently worth the effort to trigger the appearance of a monster whose effects could turn against you.
What is the wanted /observed effect of your expansion on this ?What is interesting to note is that Root encourages diplomacy between players, this extension forces players to channel a problem subject so that it can sometimes be in contradiction with the diplomacy displayed, it creates a tension and tasty justifications
This nightmare creature, lifts a veil on the myths & legends of this universe, it also brings a visible flesh to the title of the game (Root) and on the gameplay level it poses a constant threat that greatly contributes to the tension and immersion
Although the decision-making process is simple and relatively fast (tap one card), it adds despite all the extra play time & reflection, I recommend it especially for games with a small number of players 2-3 players.
Always glad to answer questions, thanks urukwai