Scythe Prototype Rules
Scythe Prototype Rules
Scythe Prototype Rules
DESI G N E D BY J AM E Y S T E G M AI E R
A RT A N D WO R L D BU I L D I N G BY J AK U B R O Z AL S K I
Scythe (2-5 players, 115 minutes) is a board game set in an alternate-history 1920s.
It is a time of farming and war, broken hearts and rusted gears, innovation and valor.
BACKSTORY
The ashes from the first Great War still darken the snow in 1920s Europa. 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.
With characters from five factions converging onto a small but highly desired swath of land, who will gain fame and
fortune by establishing their empire as the leader of Eastern Europa?
eveal 1 completed
R
objective card
Win combat (x2)
Have 18 popularity
Have 16 power
GOAL
The goal is to have the greatest fortune at the end of the game.
A typical winning fortune is around $75. You can accumulate
coins during the game, but you will earn most of them during
end-game scoring in the following three categories:
Every star token placed
Every territory controlled
Every 2 resources controlled
The amount of coins you earn depends on your level on the
Popularity Track. The higher your popularity, the more coins
you will earn. Youll also get a few bonus coins based on where
you built structures.
TABLE OF CONTENTS
COMPONENTS
IMPORTANT CONCEPTS
TYPES OF UNITS
SETUP
GAMEPLAY
TOP-ROW ACTIONS
BOTTOM-ROW ACTIONS
FACTION ABILITIES
COMBAT
ENCOUNTERS
THE FACTORY
OBJECTIVES
ALLIANCES, BRIBES, & TRADING
PLACING STARS
GAME END AND SCORING
CHARACTERS
HIGHLIGHTED RULES
GLOBAL COMPONENTS
2 3
4
5
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10
11 13
14 20
21
22 23
24
25
26
26
27
28 29
30
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1 rulebook
30 x
1 box
20 x
1 game board
20 encounter cards (green)
20 x
80 wooden resource tokens
20 x
12 x
80 cardboard coins
2 Power Dials
2x
8 multiplier tokens
5 riverwalk cards
FRONT
CHARACTER
11 encounter tokens
11 x
BACK
ENEMY FACTION
RIVERWALK ACCESS TO
HOME AREAS
SECOND TURN: Work towards taking both a top- and bottom-row action on the same turn.
THIRD TURN: Use your faction ability (if possible).
FOURTH TURN: Look at your objective cards and pick one to pursue.
FIFTH TURN: Pick 1 of the 10 different ways to place a star and focus on accomplishing it.
Focus on being good at 6 specific things so you can place your 6 stars before anyone else.
6x
FPO
engage in combat
have encounters
FRONT
WORKERS
engage in combat
gain a Factory card at the Factory
MECHS
BACK
12 plastic bags
FACTION
SAXONY
BLU E
PRIMARY COLOR
POLANIA
BL ACK
CRIMEA
W H ITE
RUSVIET
Y E LLO W
RED
1 Faction Mat
1 Player Mat
*randomly selected
*randomly selected
1 action token
1 popularity token
1 power token
3
6 star tokens
6x
6x
6x
6x
6x
4x
4x
4x
4x
4x
4 structure tokens
4 recruit tokens
4 mech miniatures
4x
4x
4x
4x
4x
1 character miniature
8 workers
8x
8x
8x
8x
8x
6 technology cubes
6x
6x
6x
6x
6x
IMPORTA NT CO NCEPT S
TERRITORY
FARM
FOREST
LAKE
MOUNTAIN
TUNDRA
VILLAGE
FACTORY
HOME BASE
You have a home base that serves as a starting point and a place to retreat after losing
combat.
ITS NOT A TERRITORY: A home base is not a territory, so by default you cannot move units or
CONTROL
You control a territory if you have at least one unit there (a character, worker, or mech) OR
if you have a structure there with no enemy characters, workers, or mechs. Only one player
at a time can control a territory.
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RESOURCES
Resources (wood, food, metal, and oil) remain on the board at all times. You may only spend resources from territories
you currently control.
SPEND RESOURCES FROM ANY TERRITORY YOU CONTROL: Regardless of the location of the thing youre spending resources on, you can
spend resources you control anywhere on the board. For example, you can spend 3 metal tokens you control on one
territory to deploy a mech on a different territory.
SUPPLY: When you spend a resource, remove it from the board and place it in the general supply at the side of the board.
When you produce or trade for a resource (details later in the rules), move it from the supply to the board. There are no
limits to the number of resource tokens in the gameuse multiplier tokens as needed.
WORKERS ARENT RESOURCES. Resources are wood, food, metal, and oil. Workers are not resources.
TYPE S O F U NIT S
Each of the three units in the gamecharacters, mechs, and
workersshare two key similarities:
hey can move around the board (by default, not over
T
rivers or onto lakes).
They can move any number of resource tokens.
Each type of unit also has some unique traits that arent
shared by the other units. These concepts will be explained
in detail later in the rules. This list corresponds with the
above graphic from left to right.
PLASTIC
WOOD
A visual cue in Scythe is that tokens not involved in combat are made out of wood
(workers, resources, and structures) and tokens involved in combat are made out of plastic
(characters and mechs).
SET U P
BOARD SETUP
ENCOUNTER TOKENS (GREEN COMPASS): Place
1 encounter token on each territory
marked with an encounter symbol
(green and gold hexagonal compass) on the board.
RESOURCES AND COINS: Place the resource tokens (wood, oil, food,
FACTION SELECTION:
Both the Faction Mat and Player Mat indicate your starting cards and track positions in the
boxes on far right of each mat.
FACTION MAT
COMBAT CARDS: Draw the
indicated number of
combat cards. The number
of combat cards you have
is public information,
but content of those
cards is kept secret from
opponents.
PLAYER MAT
POPULARITY TOKEN: Place your popularity token (heart) on the
indicated number of
objective cards (beige
back). The content of
those cards is kept secret
from opponents. After all
players have drawn their
objective cards, return the
deck to the box.
CHARACTER
Place your character (miniature with the person & animal)
on your factions home base.
WORKERS
Place 1 worker meeple on each of the territories connected
to your home base by land (a total of 2 workers).
SET U P
continued
PLAYER MAT
Your Player Mat is where youll be choosing actions during the game.
EXAMPLE
tokens (cylinders) go on
the circular spaces on the
bottom row of the Player
Mat
STARTING PLAYER:
If you have the Player Mat with the lowest number next
to the thematic label, you will take the first turn. Play
proceeds clockwise from there.
DESIGNERS NOTE: The higher-numbered Player Mats offer
slightly more lucrative starting track positions than the
others, as those players are more likely to have 1 fewer
turns by the end of the game than the player who goes first
FACTION MAT
Your Faction Mat is where you keep your mechs, stars, and coins. Each Faction Mat also shows a special ability in the
upper right corner.
STARS: Place your 6 star tokens at the upper
QUICK-START CARD
RIVERWALKCHARACTER
CARD
MECHS
FRONT
WORKERS
QUICK-START SUGGESTIONS
build structures
FPO
ENEMY FACTION
RIVERWALK ACCESS TO
HOME AREAS
FOLD HERE--DONT C
HORIZONTALLY!
G A M EPL AY
Scythe uses an ongoing action-selection mechanism (no rounds or phases). Players take
turns one after another until a player places their 6th star on the board, immediately
ending the game.
Your turn consists of placing your action token on one of
the four sections of your Player Mat, then doing one of the
following:
1. Take just the top action
2. Take just the bottom action
3. Take both the top and bottom actions, starting with the
top action. You can use resources gained from the top
action to take the bottom action.
The section of the Player Mat you choose for your turn must
be different than the section you chose for your previous
turn. Move your action token from its previous position to
a different section on your Player Mat.
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BOLSTER ACTION
(with structure zbelow it)
UPGRADE ACTION
(with recruit bonus on
the right)
TOP-R O W A CT IO NS
The top-row actions appear in a different order on each Player Mat, though each action is identical. Each top-row action
has a structure associated with itwell discuss how structures work in the Build section.
MOVE
RIVER
TUNNEL
LAKE
RIVERS AND LAKES: By default, units may not move across rivers
nel (red icon on the board), to any other tunnel. This is the
same as moving from one territory to another.
to move any unit from the board into any home base
(including yours).
ENCOUNTERS: If you move a character into a territory with an
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TOP-R O W A CT IO NS
continued
BOLSTER
in combat (you may spend up to 1 combat card per character/mech in combat). If a combat
card would need to be drawn from an empty deck, first shuffle the discard pile to create a
new deck. If there is no discard pile, no cards are drawn.
TRADE
RESOURCES: Gain any 2 resource tokens (any combination of oil, metal, food, and/or wood)
and place them on a territory you control with a worker on it.
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STRATEGY TIP: While producing with workers will provide the bulk of most players resources, trading has some
benefits over producing that should not be underestimated. For example, trading for a desired resource
is sometimes preferable to moving a worker to a territory that provides that resource. The action that you
would have spent on movement can now be used for something more productive. Trading also allows players
to access resources that arent available in their homeland.
PRODUCE
Pay the cost (depends on what is shown on all exposed red rectangles before taking the Produce action), choose up to X different territories you control as shown on the exposed green
boxes, and all workers on those territories may produce.
On the territories you selected for production, each worker may produce 1 token. The
resource goes on the territory where it was produced. If you produce a worker (Villages
produce workers), after paying the Produce cost, pick up the worker on the far left of the
Produce action on your Player Mat and place it on the Village.
TERRAIN TYPE
MOUNTAIN
WHAT IT PRODUCES
METAL
EXAMPLE: If you
FARM
FOOD
TUNDRA
OIL
FOREST
WOOD
VILLAGE
WORKER
choose to produce
on two territories
(a farm with 1
worker and a
mountain with
2 workers), you
would produce 1
food on the farm
and 1 or 2 metal
on the mountain.
LAKE
FACTORY
P AYMENT IS REQUIRED: As is the case with any action, you must be able to pay the full cost to take
the Produce action. If you dont have the coins, popularity, and/or power, you must take
other actions instead.
N O LIMITS: Any number of resource tokens or workers can be on a territory. There are no
limits to the number of resource tokens in the game. If necessary, place multiplier tokens
on resources on the board.
W ORKERS ARE PERMANENT: Once you have a worker on the board, you cannot return it to your
Player Mat.
It is possiblealbeit very rarethat a player may find themselves in a position where they cant take any actions (if they
last took a Move action and have no coins, resources, power, or popularity). If that happens, the player must take a dead
turn where they choose another section of the Player Mat and not take any of the actions. We recommend being thrifty
with coins early in the game to prevent this from happening.
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BOT TOM-R O W A CT IO NS
The bottom-row actions are in the same order on all Player Mats, but the costs and benefits vary. A few notes about bottomrow actions are as follows:
OVERLAPPING TURNS: Usually when a player starts to take the
bottom action (which isnt interactive but may take a few
seconds to figure out), the next player can start to take their
turn.
COINS: Most of the bottom actions give you at least one coin
UPGRADE:
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row action (e.g., with the Upgrade action, at some point you
may have nothing more to upgrade). After that point you may
continue to pay the cost of the action to gain the coins (and
the recruit bonus, if applicable).
RECRUITS: Each of the bottom actions has a Recruit Ongoing
Bonus (green circle). If it is exposed, it rewards a player when
they or adjacent opponents take this action. See the Enlist
section for details.
DEPLOY:
SAXONY
15
RUSVIET
16
NORDIC
CRIMEA
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POLANIA
BUILD:
You can build structures (structure tokens) to enhance your actions, control territories,
and get end-game bonuses. The resource used to build structures is wood.
To build a structure, pay the cost, pick up any structure from your Player Mat, and place it
on a territory you control with a worker on it.
LIMIT 1 PER TERRITORY: Only 1 structure can be built on each territory. So if youre the first
player to build a structure on a specific territory, neither you nor any opponent may
build another structure there.
STRUCTURE CONTROL: Opponents cant use your structure abilities. You always get the abilities
from your structures even if you dont control the territories theyre on.
TERRITORY CONTROL: A territory with one of your structures on it is under your control. If
an opponents unit is on a territory with your structure, that territory is under their
control. A structure gives you control of a territory unless an opponent unit is there.
PERMANENCE: Structures cannot be destroyed or moved.
PLACES YOU CANT BUILD: Your home base isnt a territory, so you cant build there. You also
you will gain from now on when taking the top-row action.
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END-GAME BONUS: At the end of the game, players will gain coins for achieving the
goals shown on the structure bonus tile that was randomly selected during
setup. You gain this bonus even if you dont control the territories the structures
are on. This bonus represents how property values have strengthened your
expanding empire.
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Number of tunnels
adjacent to your structures.
Only count each tunnel
once. Mines dont count,
and rivers do not break
adjacency.
Number of encounters
adjacent to your structures.
Only count each encounter
once. These count whether
or not the encounter
tokens are still therethey
probably wont be; rivers do
not break adjacency.
ENLIST
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turn(s).
The Rusviets push their people hard, day after day, to achieve their ultimate goal. While
other factions let their infrastructure take a break from turn to turn, the Rusviet faction
may choose the same section of their Player Mat as the previous turn(s). This ability
also applies to a Factory card if you have one (see Factory section).
CRIMEA (COERCION): Once per turn, you may spend 1 combat card as if it were 1 resource.
The Crimean faction has a longstanding tradition of selling information to the highest
bidder. They may spend 1 combat card per turn as if it were a resource to pay for
something (1 combat card = any 1 resource, regardless of the number on the combat
card). Combat cards are still worth nothing at the end of the game.
NORDIC (SWIM): Your workers may move across rivers.
Nordic workers are accomplished swimmers who refuse to complain even when wading
through the coldest of waters. They may move across rivers onto any type of terrain
(except lakes). This ability applies only to workers, not characters and mechs.
POLANIA (MEANDER): Pick up to 2 options per encounter card.
Thanks to Annas charismatic bear companion, Wojtek, the pair tend to stretch short
encounters into longer adventures. Instead of picking just 1 option per encounter card,
the Polish faction may choose up to 2 different options per encounter card in any order.
The benefit from the first selected option may be used to pay the cost for the second
selected option. Only one encounter card is drawn.
SAXONY (DOMINATE): There is no limit to the number of stars you can place from completing
objectives or winning combat.
Saxonys methodical approach to conquering the eastern lands surrounding the Factory
is all about asserting force and completing specific missions. While there is no limit
for completing objectives for Saxony, you still only have two total objectives you can
complete (and sometimes they may contradict each other).
DESIGNERS NOTE: One of the subtle benefits of some of these faction abilities is that they
help to teach and remind players of the global rules of Scythe...by breaking those rules.
For example, when you read that the Rusviet faction can choose the same section of their
Player Mat on subsequent turns, you also learn that under normal circumstances, you
cant choose the same section twice in a row. In a game with lots of rules to remember, I
found that these subtle reminders really help.
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CO M B AT
Combat happens at the end of a players Move action (after all units have moved but before
the player takes a bottom-row action) if that players character and/or mechs share a
territory with an opponents character and/or mech. Its possible for this to happen on
multiple territories; in that case, the active player (the attacker) chooses the order in
which these combats occur.
Combat happens only between the two players whose units share a territory. Other players
may try to influence the combating players by bribing them with coins (see Alliances,
Bribes, and Trading section).
SELECT POWER
POWER
QUANTITY
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4
DESIGNERS NOTE: You might be surprised by how few combats happen in
a game of Scythe, especially given the universal presence of mechs in
Jakubs art. However, if you look at all of the illustrations, youll notice
that very few of the mechs are actually fighting. In that way, Scythe is
just as much about the threat of combat as it is actual combat. If your
neighbor has built up a big pool of power and combat cards, youre less
likely to attack them. Similarly, you might position workers on key
territories to dissuade more aggressive players from attacking you there
due to the loss of popularity if they win. It is this tension that exemplifies
the core theme of Scythe: The intersection of farming and war.
REVEAL
At the same time, both players reveal their Power Dials and combat cards. The value provided by any combat cards
provides an additional bonus to the power you spend from the Power Track as indicated on your Power Dial.
The player with the highest total power wins the combat (ties go to the attacking player). Both players then pay the amount
of power they selected on their Power Dials, and they discard any combat cards they used face-up (you dont adjust the
Power Track for combat cardstheyre just a temporary boost).
WINNER: The winner gains (or maintains) control of the
STRATEGY TIP: Just because an opponent has a lot more power than you doesnt necessarily mean theyll
win combat against you. They dont know how much power you will spend or the amount of power
your combat cards will add (combat cards arent worth anything at the end of the game, so spend them
early and often). The puzzle of combat is outwitting your opponent, especially when they think theyre
going to win.
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ENCO U NT ER S
As your character treks across Eastern Europa, they will
encounter a number of local people and situations. Each of
them will present you with a few choices to determine how
you want to interact with the people. The choice you make
will often impact the peoples view of you, represented in
the game by your popularity.
When you move your character onto a territory with an
encounter token on it, their movement ends and they
cannot move again this turn. When your Move action
is completely over and youve resolved all combats (but
before you take a bottom-row action, if applicable), discard
the encounter token and draw an encounter card.
Show the art to the other players and read the thematic text (the text in all caps) out loud.
Then read through the various costs and benefits on the options and choose one (you must
choose one and pay the cost if applicable, though you may gain as much of the benefit as
youd like). After you make your selection, discard the encounter card to the bottom of the
encounter deck.
REQUIRED COST AND OPTIONAL BENEFIT: If you dont have popularity or coins to pay for certain
options, those options arent available. You may gain as much of the benefit as you like.
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BENEFIT LOCATION: Any resources, structures, mechs, or workers you gain from the encounter
card go on the same territory as your character (i.e., where the encounter took place).
ISOLATED COST AND BENEFIT: If an encounter card instructs you to gain something or perform an
action, you do not pay any additional costs or gain additional benefits beyond those on the
encounter card, nor do you trigger any ongoing recruit Recruit Ongoing Bonuses.
COMBAT: If a character moves onto a territory with an encounter token and an opponents
mech, thus initiating combat, the encounter only happens after the character wins combat.
Otherwise the encounter token remains on the territory.
NUMBER: The number in the upper right corner is just for referencing the card for questions
DESIGNERS NOTE: We made a specific design decision with the beautifully illustrated
encounter cards: Rather than tell the players what theyre seeing through a label or
flavor text, well let you use your eyes to see the scene youve stumbled upon. Theres
often a lot happening in these scenes (its usually not just one specific thing thats
happening), and the three options explain the various ways in which you can act.
Encounter cards are shown to all players when theyre drawn, so your gaming group
can integrate as much or as little of the story into the way they play Scythe as they like.
Were giving you the same visual freedom youd experience if you stumbled upon these
scenes in real life rather than restricting you to the limitations of flavor textafter all, a
picture is worth a thousand words.
THE FA CT O R Y
The Factory is the centerpiece of the Scythe board. It is a place of technological innovation
and untapped power. Unlike most other territories, the Factory does not produce any
resources. At the end of the game, the Factory is worth a total of 3 territories (instead of
just 1) to the player who controls it.
When your Move action is completely over (after winning combat if necessary), if your
character is on the Factory for the first time this game, look through the Factory cards on
the board. You must choose one card and return the rest to the board.
Thus, the first player to look at those cards will see cards equal to the number of players
+1, per setup; each subsequent player to visit the Factory with their character will see one
fewer cardits good to get there first.
FACTORY CARDS
Each Factory card is the equivalent of a fifth section of your Player Mat (place it next to
your Player Mat).
USING FACTORY ACTIONS: The Factory card is treated as any other section on your Player Mat. On
your turn, you may place your action token on the Factory card and take one or both actions
(starting with the top-row action if you choose to take both).
S EPARATE FROM PLAYER MAT BONUSES: Even if the Factory card action does something similar to
another action on your Player Mat, theyre completely independent of one another. So
you get neither get Recruit Ongoing Bonuses, Structure bonuses, nor coins from similar
actions on your Player Mat.
MOVE: All Factory cards have a bottom-row Move action. Its a little different than a standard
Move action, because it it says, Move one unit up to two times within the same Move
action.
C ONSISTENT WITH OTHER RULES: All other rules for movement still apply, especially those
that say that the entire Move action ends if your character moves onto a territory
with an encounter token or a character/mech moves onto a territory occupied by an
opponents character/mech.
M INE: If you have a Mine, you may move through the Mine with this Move action.
S PEED: If youve unlocked the Speed mech ability, a mech and character may move up to
STRATEGY TIP: Dont underestimate the power of being able to move every turn. Without a
Factory card, you can only move once every other turn, but once you get that card, you
become much more nimble and responsive than players without that capability.
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O B J ECT IVES
Each player starts the game with 2 objective cards that are kept secret
from the other players. You may only reveal a completed objective card on
your turn (any time during your turn). If you do, place 1 star token on the
upper left corner of the board, and discard the card along with your other
objective card (you can only achieve 1 objective star, unless youre the
Saxon player, who can achieve up to 2 objective stars).
Note: You may wait to reveal your completed objective if you wish, but you
must meet the entire objective requirements at the time you reveal it.
DESIGNERS NOTE: It may seem a little odd that each player has 2 objective cards but
may only complete one of them. There are a few reasons for this. The first is that the
alternative would be to have each player draw 2 cards at the beginning of the game and
keep 1. However, I prefer not to ask players to make decisions before the game begins,
as it makes the game more welcoming to new players and gives experienced players
more freedom depending on how the game starts to play out. The second is that it
gives players the flexibility to change strategies mid-game. Maybe you were pursuing
one strategy, but that strategy didnt end up working out. No problemyou still have
another objective card to use.
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PL AC ING STA R S
Stars represent achievementswhen you show your faction that youve maxed out a certain
aspect of empire building, you are rewarded with a star. Stars are worth coins at the end of
the game.
Here are the ways to place stars, as shown at the Triumph Track:
Complete all 6 upgrades
Deploy all 4 mechs
Build all 4 structures
Enlist all 4 recruits
Win combat
Win combat
Have 18 popularity
Have 16 power
When you achieve one of these goals, place a star on the Triumph Track. You cannot lose a
star after youve placed it. For example, if you place a star for reaching 18 popularity and
you later drop below 18, the star remains on the track.
By default, each player may complete each of these goals exactly one time. Having a star on
a goal does not prevent other players from placing their stars on the same goal.
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EDGE CASES
The first time you play Scythe, we recommend that you run
a sample scoring round during the game so players have
a feel for the actual end-game scoring in advance. After
any player places their first star, pause the game to let
players calculate their current score. This is just for sake
of examplethis scoring does not actually happen until the
end of the game.
END-GAME SCORING
VARIANT
SCORING CATEGORIES
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Announce your coin total, and the player with the most
coins wins! The tiebreakers are:
1. Number of workers, mechs, and structures
2. Power
3. Popularity
4. Number of resource tokens controlled
5. Number of territories controlled
6. Number of star tokens placed on board
C H A R A CT ER S
You are represented on the board by your character, who has been sent on a mission to make your factions claim to the
uncharted lands surrounding the defunct Factory. Each character unit is comprised of a person and their animal companion.
Each of the characters appears to be functionally the same as the others, but their unique abilities are actually manifested
in the faction and mech abilities. A full backstory for each character can be found on the Stonemaier Games website, but
here is a short description of each one:
ANNA & WOJTEK (POLANIA REPUBLIC): An expert marksman and a helpful bear, Anna and Wojtek
traveled across the countryside during the first great war, becoming living legends as they
distinguished themselves in battle and showed compassion for even the poorest farmer.
When the Factory shut down and rumors swirled about a growing Rusviet force, Anna and
Wojtek accepted a mission to ensure the unity and independence of Polania by securing
the eastern border and patroling the lands around the Factory.
GUNTER VON DUISBURG WITH NACHT & TAG (SAXONY EMPIRE): In the war, Gunter and his wolves led elite
mech squads across the forests and mountains of Saxony and Europe. His name was both
feared and respected, and his jacket grew heavy with medals of honor. Afterwards, the
Saxon emperor asked Gunter to embark on a new adventure to the east, where he saw an
opportunity to expand their foothold on the unclaimed lands surrounding the Factory.
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ZEHRA& KAR(CRIMEAN KHANATE): The firstborn daughter of the Khan of the Crimean Tartars, Zehra
is able to see through her eagles eyes, aiding her skills with the bow and arrow. Though
her father was reluctant to adapt the new mech technologies developed by the Factory,
he realized that the world was changing whether or not he liked it, and he didnt want his
country to fall too far behind. So he asked Zehra and Kar to go on an expedition to the north
for the purpose of learning modern technology and ensuring peace for their people.
BJORN& MOX (NORDIC KINGDOM): Bjorn, the descendant of a renowned Viking family, was saved
from perishing in a blizzard by a kindly muskox. After surviving the ordeal, Bjorn took the
creature as his mount and named him Mox. They later embarked on a series of adventures
across the land. They served as ambassadors to other tribes, went on war missions, and
sought to find new oil reserves. The King eventually asked them to go on a mission to the
south to add new villages and farms to their kingdom by diplomacy or by force, as well as to
explore the Factory to give them a technological advantage in future wars.
OLGA ROMANOVA & CHANGA (RUSVIET UNION): When Viktor, Olgas first love, went missing during the
great war, Olga vowed to find him. She joined the Rusviet military intelligence service with
Changa, her Siberian tiger, at her side. With her intelligence and ambition, she quickly
climbed the ranks, and she finally got the chance to search the western lands for her
beloved Viktor with the full strength of the Rusviet military at her back.
HIGHLI G HT ED R U L ES
RESOURCES: All unitscharacters, mechs, & workerscan carry
around resources (any number).
TURNS AND PLAYER MATS: On your turn, you must choose a different
section of your Player Mat than the previous turn. Take either
the top-row action, the bottom-row action, or both (starting
with the top action). First pay the full cost of the action (all
icons on exposed red boxes), then gain the benefit (exposed
green boxes). If you select a specific bottom-row action,
the player to your left may start to take their turn while you
decide exactly which upgrade, mech, structure, or recruit you
will gain. Remember to take the coins from the bottom-row
actions!
MOVE ACTION: You must move different units (not the same unit
If the combat card deck runs out, shuffle the discard pile to
form a new deck.
BOTTOM-ROW ACTIONS: You may continue to pay to take a bottom-row
action for the coin(s) even after youve achieved a star for that
action. This will continue to trigger Recruit Ongoing Bonuses.
UPGRADE: Pick up a technology cube from any green box on your
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