It drives me crazy personally, I think Arcs abandoned this for good reason. Root has a major rules sprawl issue IMO. Many rules are spread throughout the cards, the "Learning to Play" guide, the "Law of Root", the player mats, etc. I don't actually think you can really learn the game unless you have the board and player mats right in front of you. Wehrle's predilection for thematic names with clearer/plainer synonyms I think makes this hard as well.
People who praise the game by saying "the board teaches you how to play" are technically correct, but I think this glosses over how difficult it is to internalize turn structure before sitting down to play the game.
That being said, it's not the worst game I've ever had to learn. That dubious distinction probably belongs to Wehrle's John Company (scowling at you "Events In India" rules).