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 a 4X board 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.
Contents: Global Components
2 Rulebooks (Regular and Automa)
1 Quick-Reference Guide
1 Achievement Sheet
1 Game Board
5 Dual-Layered Player Mats
80 Custom Wooden Resource Tokens
80 Cardboard Coins
12 Cardboard Multiplier Tokens
12 Cardboard Encounter Tokens
6 Structure Bonus Tiles
42 Combat Cards
23 Objective Cards
28 Encounter Cards
12 Factory Cards
2 Power Dials
5 Riverwalk Cards
5 Quick-Start Cards
31 Automa Cards
Faction-Specific Components
20 Mech Miniatures
5 Character Miniatures
5 Faction Mats
5 Custom Wooden Action Tokens
5 Custom Wooden Popularity Tokens
5 Custom Wooden Power Tokens
30 Customer Wooden Star Tokens
20 Customer Wooden Structure Tokens
20 Customer Wooden Recruit Tokens
40 Customer Wooden Worker Tokens
30 Wooden Technology Cubes
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