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|Designer||Jamey Stegmaier and Morten Monrad Pedersen|
|Number of Players||1-5|
|Mechanics||area control, grid movement, player powers|
|Theme||Economic, Science Fiction|
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 (1-5 players, 115 minutes) is a 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 fallen leader attempting to restore their honor and lead their faction to power in Eastern Europa. Players conquer territory, enlist new recruits, reap resources, gain villagers, build structures, and activate monstrous mechs.
Each player begins the game with different resources (strength, victory points, movement capabilities, and popularity), their choice of several faction-specific abilities, and a hidden goal. Starting positions are specially calibrated to contribute to each faction’s uniqueness and the asymmetrical nature of the game.
Scythe gives players almost complete control over their fate. Other than each player’s individual hidden objective cards, the only elements of luck are encounter cards that players will draw as they interact with the citizens of newly explored lands and combat cards that give you a temporary boost in combat. 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, there is no player elimination, nor can units be killed or destroyed.
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, deploy 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.
- 2 rulebooks (regular & 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 custom wooden star tokens
- 20 customer wooden structure tokens
- 20 custom wooden recruit tokens
- 40 custom wooden worker tokens
- 30 wood technology cubes
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If you require the 50 "Lost Cities" sized, 54 standard american, and 42 mini european sleeves needed for the cards in this game, we recommend: One pack of Ultimate Guard Premium Soft Sleeves Lost Cities (60 @ 72 x 112mm), One pack of Ultimate Guard Card Sleeves Premium Soft Standard American Clear (59mmX91.5mm), and one pack of Ultrapro Card Sleeves Mini European Clear (44mmX68mm).
Other options include:
One pack of Mayday Card Sleeves Magnum Ultra Fit Clear (100 @ 70x110mm), one pack of Mayday Card Sleeves Standard American Clear (56mmX87mm), and one pack of Mayday Card Sleeves Mini European Clear (45mmX68mm).