Scythe Complete Bundle:
Deze bundel omvat het basisspel Scythe, evenals de drie uitbreidingen Scythe: Invaders from Afar, Scythe: The Wind Gambit en Scythe: The Rise of Fenris aan een voordelige prijs. Het gebruik van kortingscodes is uitgeschakeld voor gebundelde producten.
It is a time of unrest in 1920s Europa. The ashes from the first great war still darken the snow. The capitalistic city-state known simply as “The Factory”, which fueled the war with heavily armored mechs, has closed its doors, drawing the attention of several nearby countries.
Scythe is an engine-building game set in an alternate-history 1920s period. It is a time of farming and war, broken hearts and rusted gears, innovation and valor. In Scythe, each player represents a character from one of five factions of Eastern Europa who are attempting to earn their fortune and claim their faction’s stake in the land around the mysterious Factory. Players conquer territory, enlist new recruits, reap resources, gain villagers, build structures, and activate monstrous mechs.
Each player begins the game with different resources (power, coins, combat acumen, and popularity), a different starting location, and a hidden goal. Starting positions are specially calibrated to contribute to each faction’s uniqueness and the asymmetrical nature of the game (each faction always starts in the same place).
Scythe gives players almost complete control over their fate. Other than each player’s individual hidden objective card, the only elements of luck or variability are “encounter” cards that players will draw as they interact with the citizens of newly explored lands. Each encounter card provides the player with several options, allowing them to mitigate the luck of the draw through their selection. Combat is also driven by choices, not luck or randomness.
Scythe uses a streamlined action-selection mechanism (no rounds or phases) to keep gameplay moving at a brisk pace and reduce downtime between turns. While there is plenty of direct conflict for players who seek it, there is no player elimination.
Every part of Scythe has an aspect of engine-building to it. Players can upgrade actions to become more efficient, build structures that improve their position on the map, enlist new recruits to enhance character abilities, activate mechs to deter opponents from invading, and expand their borders to reap greater types and quantities of resources. These engine-building aspects create a sense of momentum and progress throughout the game. The order in which players improve their engine adds to the unique feel of each game, even when playing one faction multiple times.
Scythe Invaders from Afar:
Scythe: Invaders from Afar: While empires rise and fall in Eastern Europa, the rest of the world takes notice. Two distant factions, Albion and Togawa, send emissaries to scout the land and employ their own distinct styles of conquering.
This expansion to Scythe, Invaders from Afar, adds 2 new factions. Each faction contains the following:
- 5 miniatures
- 31 custom wooden tokens
- 1 faction mat
- 4 cardboard tokens
It also includes these components, which allow for Scythe to be played with as many as 7 players:
- 2 new player mats
- 6 Automa cards
- 1 custom plastic insert designed to fit into the expansion box or the original Scythe box.
- 2 cardboard tokens to replace the Wayfare and Meander abilities in 6-7 player games
- 1 rulebook
- 7 cardboard coins ($50)
The expansion works seamlessly with any version of Scythe (i.e., if you have special resource tokens, that’s fine–the expansion doesn’t have any resource tokens).
Originally the game was to be capped at 5 players, but I wanted to include 2 new player mats in the expansion. I realized that some people were going to use the mats to play 6-7 player games no matter the what the box says, so I needed to make sure the game worked for them! To scale up, the expansion includes alternate abilities for some of the original factions.
Scythe The Wind Gambit:
Mankind has long been confined to travel by land and sea, but a new technology has emerged from the greatest minds in Eastern Europa: airships. These steam-driven behemoths sail freely across the sky, aiding their empire’s expansion through innovation and confrontation.
As the years pass, the world has come to understand that no single faction will rise above the rest for any span of time. In the hope of decreasing the conflict and increasing the peace, leaders of Europa begin to gather each year to declare a new way for the factions to resolve their differences.
Scythe: The Wind Gambit, an expansion for Scythe, adds two new modules that can be played together or separately at any player count and with either the base game on its own or with other Scythe expansions:
• Airships: (1 miniature per faction; 16 tiles) An airship is a new type of unit that is distinctly different from characters, mechs, and workers. Unlike those units, airships never control territories. Airships are moved via a Move action, and rivers and lakes do not constrain their movement. Each airship has two randomly combined abilities (1 aggressive and 1 passive ability; same combo for all players).
• Resolutions: (8 tiles) The resolution module changes the way a game of Scythe ends. If you play with this module, ignore the standard end-game trigger (when a player places their sixth star, everything stops and the game ends). Instead, the resolution tile for the current game will determine when and how the game ends.
Scythe The Rise of Fenris:
Empires have risen and fallen in the aftermath of the Great War, and Europa stands on the precipice of a new era.
The economy is robust, morale is high, and defenses are strong. There are reports from the countryside of strange soldiers with glowing eyes, but they seem distant and harmless.
Scythe: The Rise of Fenris, the conclusion to the Scythe expansion trilogy, enables two different options for any player count (1-5 if you have Scythe; 1-7 players if you have Invaders from Afar):
- Campaign (8 games): The story of Scythe continues and concludes with an eight-episode campaign. While the campaign includes surprises, unlocks, and persistent elements, it is fully resettable and replayable.
- Modular (11 modules): Instead of—or after—the campaign, the new modules in The Rise of Fenris can be used in various combinations to cater to player preferences. These modules are compatible with all Scythe expansions, and they include a fully cooperative module.
While the exact nature of the episodes and modules will remain a mystery (most of these components are in 5 secret tuckboxes and on 6 punchboards), the components in this expansion include a detailed episodic guidebook, 13 plastic miniatures, 62 wooden tokens, 2 custom dice, 25 tiles, and 100+ cardboard tokens.