Welcome to our Quick Tips and Strategy section! We tried to lay everything out in a sort of chronological order of game play and categories. So, if you want to find something specific just scroll down the subheadings to find what you need!
Game set up
For those of you with Scythe Digital Edition, you need not worry about this step. However; those of you with physical tabletop games, this is definitely for you. After taking out all your game components, begin placing cards on their reserved areas. Then, place Encounter Tokens on their spots. Separate all the coins and resources. It’s recommended to put them in individual cups or small bowls so they’re easy to access.
When it comes time to set out the meeples, place them next to their individual faction logos beside the board. Do the same with faction player mats (the smaller gameboards with factions listed on them). Also, keep the player mats (the ones that have a bunch of options for actions and say things like “Engineering” or “Patriotic”) in a pile to hand out randomly or to pick from once everyone’s ready.
Factions
There are five standard factions in the game of Scythe and two additional in the Invaders from Afar expansion. Each faction is modeled after a unique culture and they all have their own abilities and advantages for gameplay. Let’s take a closer look at those.
Standard.
These are the standard factions that come in the base game of Scythe. They are the Crimean Khanate, Nordic Kingdoms, Republic of Polania, Rusviet Union, and Saxony Empire.
Crimean Khanate.
Crimea, as they’re fondly known by the majority of players, are the yellow token faction with a rearing stallion logo. Their Heroine is Zehra and her falcon is Kar. They are a self-sufficient faction whose strategies develop quickly and make them nearly unstoppable. Their faction ability “Coercion” allows them to use one Combat Card per turn in the place of a single resource. This ability gives them an edge in the early game if they’re able to Enlist to get those bonuses.
Additionally, Crimea has the unique mechs Wayfare and Scout. The Wayfare Mech is versatile, able to move to abandoned faction bases or Crimea’s in a single Move action. The Scout Mech is widely considered one of – if not THE – most powerful mech ability in the game. It allows a player to steal a Combat Card from an opposing player right before entering combat with them.
Simple Faction Strategies:
- Enlist as early as possible for the Enlist action and the Combat Cards reward. This will greatly help the early game with their Coercion ability.
- Utilize mech abilities as much as possible. Wayfare helps to spread units around the game board, while Scout is a Crimean must before any combat.
Check out our Crimea Strategy overview for more detailed strategies.
Nordic Kingdoms.
The presumed descendants of Vikings, Nordic are the blue token faction with what seems to be Thor’s Hammer as their logo. Leading them is their Hero Bjorn and his massive ox, Mox. They’re considered a hearty faction who can engage in early game fighting while building strong economies. Their faction ability “Swim” is the only ability that allows worker units to cross rivers unaided during Move actions. Because of this, Nordic can grab early territories outside of their base while other factions rely on mechs.
Along with that, Nordic have the unique mechs Seaworthy and Artillery. The Seaworthy Mech ability allows them to move onto and from Lake hexes. It also allows Nordic to retreat to Lake hexes after lost combats as well. While the Artillery Mech allows them to pay 1 Power to reduce an opponent’s Power by 2 before a combat.
Simple Faction Strategies:
- Take advantage of the starting Forest hex they start on. Nordic is one of the few factions that creates solid strategies with the Build action.
- Workers can move to either Village flanking Nordic’s starting hexes. Be cautious of Albion and Rusviet if they’re in the game. Make an early choice to disrupt or avoid them.
- Utilize mech abilities as much as possible. Artillery makes a big difference in the early game for combat. Meanwhile, Seaworthy grants fast access to the Factory and ensures Nordic doesn’t have to retreat all the way back to base on lost combat.
Check out our Nordic Strategy overview for more detailed strategies.
Republic of Polania.
Polania is the faction represented by the white tokens with an almost medieval fighting bear logo. At the head of their charge is Heroine Anna and her bear Wojtek. They’re a strong and mobile faction, often utilizing guerilla tactics to catch opponents off guard. Their faction ability “Meander” allows them to pick two options from Encounter Cards. This is instead of one choice for other factions. As such, Polania leans more heavily on moving about to Encounter tokens and thrives on the benefits gained from them.
Additionally, Polania has two unique mech abilities; Camaraderie and Submerge. The Camaraderie Mech allows Polania to chase opponents’ workers off hexes from combat without incurring loss of Popularity. Meanwhile, Submerge allows them to move onto Lake hexes, as well as transition from Lake to Lake (similar to Tunnels) on Move actions.
Simple Faction Strategies:
- Take advantage of the Meander faction ability in the early game. Getting to the first Encounter in 3 – 4 turns can make a huge difference in gaining an edge.
- Utilize mechs as much as possible. Camaraderie allows Polania to gain Popularity and not lose it in combat. More importantly, Submerge is one of the strongest mech abilities in the game. And, it gives a huge boost to mobility and reaching the hardest areas of the map.
Check out our Polania Strategy overview for more detailed strategies.
Rusviet Union.
Rusviet is considered the most overpowered faction. They’re represented by the red tokens with a big star logo. Leading them is their Heroine Olga and her tiger Changa. Their faction ability “Relentless” allows them to continuously repeat the same turn action in simultaneous rounds. Because of this ability, Rusviet can prioritize actions and finish them quickly. This allows them to move about the board faster than other factions as well.
Additionally, Rusviet has the unique mechs Township and People’s Army. The Township Mech ability allows them to transport to and from Villages they occupy and the Factory. Meanwhile, People’s Army is a very strong ability that allows them to utilize an additional Combat Card for workers that are on a hex during combat.
Simple Faction Strategies:
- Use Relentless often as it allows for getting things accomplished much faster than opponents. This in and of itself has built in advantages in all action rows.
- Take advantage of mech abilities. The Township Mech makes the Factory within reach at all times, as well as any combat between opposing factions presently occupying. Meanwhile, People’s Army is extremely powerful, allowing workers to be more useful than just territory holders.
Check out our Rusviet Strategy overview for more detailed strategies.
Saxony Empire.
Saxony is represented by the black tokens with the wolf logo. They are led by their Hero Gunter and his direwolves, Nacht and Tag. They’re widely considered the bullies of Scythe and as a faction they seem to have no qualms getting their hands dirty. Saxony’s faction ability is “Dominate” and it allows them to have no cap on Stars gained from combats or Objectives. Because of this, Saxony is prone to favor moving around looking for fights and completing Objectives.
Additionally, Saxony has the unique mech abilities Disarm and Underpass. The Disarm Mech ability forces their opponents to lose 2 Power before combat on a Tunnel hex. Meanwhile, Underpass gives them free reign to move between any Mountains they control as well as from Mountains to Tunnels.
Simple Faction Strategies:
- Get out there and fight! Saxony can gain all their victory Stars from combat, so why not make the most of it?
- Plan seriously on trying to complete both Objective cards. That combined with combat can make for an easy game for Saxony.
- Utilize mech abilities as much as possible. Saxony’s mechs make them the lords of the Mountains and Tunnels and gives them extremely good mobility.
Check out our Saxony Strategy overview for more detailed strategies.
Invaders from Afar.
These are the expansion factions that come in the Invaders from Afar (IAFA) expansion for Scythe. While they bring a lot of unique aspects to the game, their mobility is a glaring issue. This, of course, due to the lack of either faction having a Speed Mech.
Clan Albion.
Albion is represented by the green tokens with the golden boar logo on a green field. They are led by their Hero, Conner and his faithful giant boar, Max. Clan Albion does well clustering together on hexes, and though they may not move much, they’re hard to root out. Their faction ability is “Exalt.” This allows their Hero unit to place flag tokens on occupied territories that count as double points for end game scoring. As such, Albion doesn’t need to worry too much about spreading their units out to more territories.
Along with that, Albion doesn’t have the Speed or Riverwalk Mech abilities that all the standard factions have. Instead, they have four unique mech abilities in Burrow, Rally, Shield, and Sword. Burrow gives them the ability to move across rivers to or from adjacent Tunnel hexes. Rally allows them to move to any hex that has a worker or flag token in a single move. Shield gives them 2 Power on any combat where they’re being attacked. And Sword forces their opponent to lose 2 Power before combat where Albion is attacking.
Simple Faction Strategies:
- Use the flag tokens! Don’t forget to place them at the end of a Hero’s Move action. Albion’s movement is hampered by lack of a Speed Mech; however, with their flag tokens and workers, the Rally Mech ability can make up for a lot of lost mobility.
- Enlist early, at least once! Albion starts with zero Combat Cards, which makes them a very easy target for early game combat. Enlist to get Combat Cards even if the player never Enlists again.
- Make the most of the mech abilities. Albion can “turtle” very well – this means having a lot of combat units on a single hex. Because of their slow movement, they have the ability to camp on hexes and move in a unified phalanx. This makes them hard to attack and it makes it difficult to defend against.
Check out our Albion Strategy overview for more detailed strategies.
Togawa Shogunate.
Togawa are represented by the purple tokens and have the sort of Pisces twin fish logo. They’re led by their heroine Akiko and her monkey ally Jiro. Togawa excels at slowly moving about the board in solo units, while intimidating opponents looking to attack them. Their faction ability is “Maifuku” which allows their Heroine unit to leave trap tokens on hexes she occupies. These traps can be one of four disadvantages to opponents (-3 Power, -2 Combat Cards, -2 Popularity, and -4 Coins). Additionally, armed trap tokens count toward end game scoring as occupied territories.
As additionally, Togawa doesn’t get the Speed and Riverwalk Mech abilities that the standard factions get. However, they get four unique mech abilities with Ronin, Shinobi, Suiton, and Toka. Shinobi allows them to move to any territory with a trap token in a single move. Suiton allows them to move to and from Lakes as well as use an additional Combat Card in Lake combats. Meanwhile, Toka allows a single unit per turn to move across any river. And Ronin gives them 2 Power for any combat where they have only a single unit.
Simple Faction Strategies:
- Move around solo with Akiko and lay trap tokens as much as possible. Traps make it tough for opponents to be willing to attack and allow quick movement with Shinobi.
- The types of traps put down should depend on the game and opponents. Overall, losing 4 Coin is one of the harshest traps as it counts against end game scoring; however, different factions suffer more or less with specific traps.
- Popularity trap: Most effective against Polania as they need Popularity for Encounters and/or scoring.
- Combat Card trap: Most effective against Crimea because they need Combat Cards for their faction ability.
- Power trap: Most effective against Saxony as they start with so little Power and may need it for Production.
- Coin trap: Most effective against everyone.
- Make the most of mech abilities! Ronin alone can increase Power gains throughout the game which is like a free Bolster action.
Check out our Togawa Strategy overview for more detailed strategies.
Faction Mats.
Each faction has its own player mat that shows their unique starting resources and faction abilities. If you’re playing the tabletop game, it’s also used for ticking off your Enlistment rewards. As well as keeping track of what mech abilities have been unlocked. In general, there’s not a lot to them beyond that. Though, they’re cool to look at thanks to the amazing art of Jakub Rozalski.
Player Mats
Player mats are varying unique action tracking boards, no two are exactly alike. They give each player their starting Coin and Popularity amounts as well as the priority of turn order. With the tabletop version of the game, they have placeholders for your structures, workers, recruit enlists, and upgrade cubes. Not to mention, all these placeholders serve the dual function of representing unlocked bonuses and/or discounts when their specific unit is removed. Because each player mat is different, they add a great deal of strategy. This also forces different play styles from game to game. Afterall, if you have the standard factions and mats you can have twenty-five potential combinations. And, if you include the IFA expansion you get up to forty-nine!
Each player mat is divided into top row actions and bottom row actions (outlined further below). Top row actions typically gain the player short-term benefits (unit movement, resource production, and resource trading). On the other hand, bottom row actions require payment of specific resources to gain a single or multiple benefits, and add to a player’s long-term benefits such as scoring.
Finally, no two actions can be taken simultaneously (with the exception of Rusviet with the Relentless faction ability). Therefore, a tracking token is placed on the column currently being used, and the next turn must come from another column.
Turn Priority. Popularity & Coin.
Each player mat tells the player what they start off with as far as Popularity and coin. This varies from each mat as it’s interchangeable to the balance with Turn Priority. Meaning, mats that will likely go last start with more Popularity and Coin.
Turn Priority simply means what mats get to go first in a given game. Each mat is valued by this and the lower the number means that player gets to start the game. In the case of a mat having priority 3 and another in the game having 3A, the mat with the 3 would go first.
Top Row Actions (TRA).
Move or Gain Coin.
The most standard TRA is the Move action (movement outlined below). This is because there will never be a game when a player doesn move (though, I can imagine someone trying to challenge this).
Along with Move is an option to opt to Gain Coin instead. While Gain Coin is fairly rarely used, it can have its benefits or strategic uses. One such example I can think of is if a player gains no benefit from moving their units, but still wants the BRA of whatever their Move/Gain action is under.
Produce.
The second most standard TRA is the Produce action. Production gains you the number of resources as workers on a standard hex (outlined below). This only up to the number of hexes a player has available based on building their Mill (outlined below) and if they’ve used an Upgrade to unlock an additional hex (outlined below). Regardless, each player starts out being able to Produce on up to two hexes.
Additionally, each production costs the player a specific amount based on how many workers have been put onto the board (workers outlined below). Simply put, for every two additional workers put on the board a player has to pay the amount uncovered by the worker units. For example, once 4 workers are on the board, each Produce action costs that player 1 Power. Once 6 workers are out it’s 1 Power and 1 Popularity. And once all 8 workers are on the board, it will cost that player 1 Power, 1 Popularity, and 1 Coin for every Produce action thereafter.
Trade for Resources or Popularity.
The third most common TRA is the Trade action. Trading allows a player to pay 1 Coin to gain any two resources (outlined below) of their choice. This is a simple way for players to gain necessary resources when the Produce action isn’t favorable.
Along with that, a player may instead Trade for Popularity instead of standard resources. This action isn’t often utilized by players, though it’s benefits are to gain Popularity. For example, a player wants to use the BRA beneath Trade but has no need to gain resources. They can instead opt to pay 1 Coin to gain 1 Popularity (2 if unlocked by Upgrade).
Bolster Power or Bolster Combat Cards.
The least used TRA in Scythe is probably the Bolster action. Now, this isn’t to say it’s never used. I’m just saying of all the actions, Bolster is probably used the least. Bolster allows a player to gain 2 Power (3 with Upgrade unlock) by paying 1 Coin. Bolstering gives that player a boost to their total Power which allows them to be more formidable in combat.
A player may instead opt to Bolster for a Combat Card instead of Power (two cards with an upgrade). Of all the optional TRA’s, gaining Combat Cards is possibly the most used as it gives that player a boost to their prowess in combat.
Bottom Row Actions (BRA).
Upgrade.
The Upgrade action allows a player to unlock and discount aspects of their player mat. The player can choose from any of six top row action upgrade cubes and move that down to any of six bottom row action resource icons. This effectively unlocks a benefit to the TRA while simultaneously discounting the cost of a resource on the BRA. To do this, a player must pay the amount of Oil specific to their player mat. On some mats, upgrading gives that player a gain of coin, while on others there is no gain.
Deploy.
The Deploy action allows a player to place a mech on a hex occupied by at least one worker. It should be noted that Lake hexes aren’t viable. The player can choose from any mechs still available to them. This will simultaneously unlock the mech ability associated with that mech (outlined below). To do this, a player must pay Metal in varying amounts based on the player mat and any upgrades that have discounted this cost. On some player mats, deploying a mech gives that player a gain of coin. On other player mats there is no gain.
Build.
The Build action allows a player to place a structure from their player mat onto a hex with at least one worker and no other structures. That being said, a player may not put a structure on a Lake hex. There are four different buildings a player can choose from, each of which having its own unique attributes, and each located on a specific TRA on that player’s mat.
- Mine: Located on the Move TRA. Allows that player to treat the structure as a Tunnel in all regards to the rules of a Tunnel. This is in exception of of the Underworld Advantage Objective and the Neighboring Tunnels Structure Bonus.
- Mill: Located on the Produce TRA. It allows that player to Produce on the hex it’s placed on in addition to the hexes available.
- Armory: Located on the Trade TRA. It allows that player to gain 1 Power every time thereafter that they use the Trade or Gain Popularity action.
- Monument: Located on the Bolster TRA. It allows that player to gain 1 Popularity every time thereafter that they use the Bolster or Gain Combat Cards action.
To take this action, a player must pay the amount of Lumber specific to their player mat. On some mats, building gives that player a gain of coin, while on others there is no gain.
Enlist.
The Enlist action allows a player to unlock any of four recruit cylinders on their mat. These are located in the bottom right of each action row. What this does is allows that player to henceforth gain the added benefit under that marker. Not only when they complete an unlocked BRA, but also when opposing players to their direct left and right play that BRA. Additionally, that player gets to choose an enlistment bonus to gain listed on their faction mat, and place the maker there to note they’ve taken that bonus. To take this action, a player must pay the amount of Food specific to their player mat. On some mats, enlisting gives that player a gain of coin, while on others there is no gain.
Specific Player Mats.
Listed below are the specifics of each player mat including some highlights and potential strategies.
Agricultural Player Mat.
The Agricultural Player Mat starts a player off with 4 Popularity and 7 Coin with a turn priority of 5. It’s strongest column is Bolster / Enlist, as both Power and Enlist are potentially achievable Stars, and getting closer to two Stars in one action is highly valuable. In addition to this, Bolster / Enlist is also the highest coin generating row as a player gets 3 Coin for completing an Enlist. Not to mention, the Enlist action is widely considered the most beneficial BRA on any player mat.
Aside from that, the Agricultural mat has the Upgrade action beneath the Move action. This allows a player to have the option to include an upgrade or two into their typical turn sequence without spending additional turns to do so. Additionally, the Upgrade BRA starts at just 2 Oil which is the cheapest any BRA can start at.
Finally, it has the Trade action above Deploy. Although deployment is expensive at 4 Metal on this mat, having the Trade there can help with having quick access to necessary additional Metal to complete a Deploy action. As an added bonus, the Deploy action can be discounted down to only 2 Metal with two Upgrades making the potential for getting a mech out a single seamless turn.
Suggested Strategy: On the Agricultural mat, it would be wise for players to build their turn engines to be able to Bolster / Enlist to get the Power and Enlist Stars. Adding in a couple turns to Upgrade the cost of enlisting or deploying down will also go a long way.
Engineering Player Mat.
The Engineering Player Mat starts a player off with 2 Popularity and 5 Coin with a turn priority of 2. It’s strongest column is Bolster / Build as both Power and Build actions can be worked to get a Star. Along with that, it’s the best coin generating column, giving a player 3 Coin for every completed Build action. As an added bonus, the Build action can be discounted down to only 1 Lumber with two upgrades. But even more amazing is that with a single Enlist toward the Build action and having a Monument built, this column is one of the highest gains in Scythe with a potential of 3 Power, 3 Coin, and 2 Popularity per use.
Besides that, the Engineering mat has Move over Enlist for a gain of 1 Coin, as well as Trade over Deploy. Move over Enlist is important because it means a player can Enlist when moving as opposed to having to use a different action on an additional turn. While, Trade being over Deploy means that getting mechs out can happen regardless of ease of Metal production.
Suggested Strategy: On the Engineering mat, players would benefit from going for the Enlist Star as well as the Mech Star. The Power and Build Stars are on the table, but really only easy for factions that have quick access to Forest hexes.
Industrial Player Mat.
The Industrial Player Mat starts a player off with 2 Popularity and 4 Coin with a turn priority of 1. It’s strongest column is Produce / Deploy, as having the option to Deploy a mech after a Produce action streamlines turns. The player will also gain 2 Coins from this action and has the ability to discount their Deploy action down to only 1 Metal after two upgrades.
Oddly enough, what would seem at first glance to be the strongest column of Bolster / Upgrade is maybe the second strongest. The reasoning here is that, though it’s the biggest coin gain and both Power and Upgrade can be Stars, it’s not quick enough and the initial Upgrade cost is 3 Oil. To be clear on the lack of speed, a player would have to spend six turns using the Upgrade action in order to get the Upgrade Star. Even though that may also come with the Power Star, that’s two turns more than any other BRA Star options, which actually equates to four additional turns (unless a player is Rusviet) after another BRA Star would be completed. Despite this, with an Enlist toward the Upgrade action and a Monument, a player could churn out 4 Power, 3 Coin, and 1 Popularity each time this column is used.
Suggested Strategy: For the Industrial mat, I would suggest players focus on their Mech Star and potentially their Build Star. Both of these BRA Stars are under the Produce and Move actions and as such will make for the most efficient games.
Innovative Player Mat.
The Innovative Player Mat starts a player off with 3 Popularity and 5 Coin with a turn priority of 3A. It’s strongest column is Produce / Deploy, followed closely by the Move / Enlist column. Now, both of these columns are the least for coin gain on the mat; however, both rows are the most efficient as both BRA’s work toward Stars while the TRA’s are the most standard actions. Also, both Deploy and Enlist can be discounted down in cost with Upgrades, making them even more valuable.
Additionally, more advanced players consider the Innovative player mat the strongest in the game. The reasoning behind this solely falls in line with these two columns, and the results speak for themselves as the Innovative mat makes it possible to have victories in as short as 12 rounds with most factions in competitive games.
All of this isn’t to say the other two columns are useless. Trade / Upgrade has a lot of potential, and the fact is that players will always benefit from upgrades. Having the Trade action right above Upgrade only makes this mat more valuable as it means players need only produce 1 Oil before taking an action to Upgrade.
Suggested Strategy: On the Innovative mat, it’s in a player’s best interest to focus on the Mech and Enlist Stars. And, in games where a player notices their opponent getting immensely high coin gains, it isn’t a bad idea to divert some attention to getting some Upgrades for the coin gain.
Mechanical Player Mat.
The Mechanical Player Mat starts a player off with 3 Popularity and 6 Coin with a turn priority of 4. It’s strongest column is Produce / Enlist, because having Enlist below Produce sets a player up to get their Enlist Star off of a standard game action. As a bonus, the player also gains 2 Coin per action, and Enlist can be discounted down to only 2 Food with two upgrades.
Along with that, Bolster / Deploy is the next strongest column. The benefit is the player gets good Power gains from getting mechs on the board, which synergize well together for combat situations. Also, both TRA and BRA are working toward Stars and the coin gain is decent as well.
Suggested Strategy: For the Mechanical mat, I think it best that players prioritize their Enlist and Mech Stars. The Power Star can also be an added bonus if a player can get an Upgrade to increase their Bolster action. With these options, it helps players a lot when they’re having trouble coming up with getting their Objective Star.
Militant Player Mat.
The Militant Player Mat starts a player off with 3 Popularity and 4 Coin with a turn priority of 2A. It’s strongest column is Move / Deploy, because not only is Deploy nestled under the most standard game action of Move, but it’s also the highest coin gain. As a bonus, the Deploy action can be discounted down to 2 Metal. This means, with a single Upgrade, a player’s Move action can be enhanced and Deploy be discounted, which makes it increasingly more valuable.
Second in order of strongest columns, we have Trade / Enlist. Having Trade above Enlist is helpful as it means we don’t have to Produce for a lot of Food to complete this BRA. Additionally, the Enlist action can be discounted down to only 1 Food with two upgrades, and it has a decent coin gain.
Suggested Strategy: With the Militant mat, players would benefit a great deal from focusing on their Mech and Enlist Stars. Both BRA’s are the top coin gains on the mat, so in addition to Stars, players will be scoring fairly well off coin alone.
Patriotic Player Mat.
The Patriotic Player Mat starts a player off with 2 Popularity and 6 Coin with a turn priority of 3. It’s strongest column is Produce / Enlist, as players can gain their Enlist Star while performing the second most common TRA. Along with that, a player gains a decent amount of coin from this column, and their Enlist can be discounted down to 2 Food with an upgrade.
Deciding the next strongest column is a bit of a toss up between Move / Upgrade and Bolster / Deploy. While Bolster / Deploy may seem like the easy best choice with Power gain above putting mechs on the board for the best coin gain, it’s also the most expensive a BRA can be for 4 Metal initially.
Meanwhile, upgrades start as the cheapest a BRA can be initially and they drastically cut down on the needed resources for our other strong rows. As well, they fall under the Move action making for a lot of streamlined turns and gain a player some coin. As such, it would seem best to prioritize Move / Upgrade over Bolster / Deploy because the former will make the latter easier to utilize.
Suggested Strategy: For the Patriotic mat, a player would benefit going for the Enlist Star as well as the Mech Star, and as a bonus may be able to pull off the Power Star. That being said, players would be wise to prioritize early upgrades while moving workers to ideal positions for productions.
Picking Factions and Player Mats
Choosing faction and player mats are actually a big deal in the game of Scythe. As such, some factions and player mats have clear advantages over the other choices available. As well, some faction and mat combinations can be overpowered. Because of this, players should really hone in on making the most of this choosing process.
There are different variants to picking faction and player mats before starting a game. On the Digital Edition through Steam, players can only play ranked games if it’s random selection, but can play casual games with random or by choosing. If playing the tabletop version of Scythe, there’s also a lot of “homebrew” style rulings where players can pick however they want. That being said, we’re going to run over a couple of those variants and how they can affect a game.
Random Selection.
According to the official Scythe rule book, random selection is the preferred method of games. The reasoning behind this is that it prevents the first players to pick from being able to utilize the best mat synergies. I would add that this method is the most interesting to more seasoned players as it allows for more attention to general strategy knowledge.
If random selection is your desired method, it’s as easy as holding up the mats like playing cards and having the other players pick blindly, then having someone do the same for you with what remains. Other clever methods can involve removing one of each mat and then rolling a six sided die for each pile. It’s not a science, so have fun with how you do it.
Choosing Selection.
For newer players, it may be best to get comfortable with a specific faction and player mat combination. In such cases, it can help players learn the game faster by avoiding a lot of the more detailed rules and variants. Just simply choose what factions and mats players prefer and roll with that until the rules of the game seem to make more sense.
Bidding Variant.
An addition to the game that long time players have implemented is the bidding variant. What this accomplishes is adding a bit of balance to the game’s asymmetrical nature. It allows players to influence everyone else’s choices. In many cases, these variants have helped make the games more fair as well as have added additional pre-game tactics.
Most commonly, the bidding variant works based on how players want to combine the factions and mats, whether randomly or intentionally. Regardless of the method, players then spend turns bidding on what they’d like – much like an auction – where in the end of bidding, the combinations go to the player who bid highest on them. The balancing element to this is the players then have to subtract that amount from their end game score. Meaning, the higher they bid, the more they’ll have to make up for in order to win.
With the tabletop version, an example of this would be to put the faction / mat combinations in the middle of the table. Then, players take turns placing a coin next to whatever they want to bid for. Once it gets to where a player is the highest bidder, they pass until someone bids higher for that combination. And so on until all players have a highest bid combination.
On the Digital Edition, this can be accomplished by using this app (created by Discord player SmugSkull), and then creating a non-ranked game where the players then pick the faction and mat combinations they bid for. Players then subtract the amount they bid from the endgame scores and total them to find out the winner.
Banned Combinations.
As players select their factions and player mats, it’s a good idea to keep in mind there are banned combinations. The reasoning behind banned combinations are due to their ability to consistently win games fast with little to no opponent interaction or interference. For the full list of these combinations and other rule adjustments, check out Stonemaier Games Scythe FAQs. Look under “Errata and Recommended Variants.”
Game Board
The Scythe game board is a rich tapestry of art, icons, and details. At first glance, all these details may seem overwhelming or perhaps aren’t even noticed. As such, we’re here to help explore some of these aspects and simplify them. Below is a quick guide to help players navigate their way.
Hexes.
The first thing players will notice is that the game board is divided up into a honeycomb of hexagons. Each of these hexagons are commonly referred to as hexes or territories and they are important for the sake of in-game placements as well as end game scoring. In addition to that, each hex is considered a single type, mainly for the purpose of resource production. The different types of hexes are listed below and include the applicable resource they can produce:
- Mountain – metal.
- Forest – lumber.
- Village – workers.
- Lake – no resources.
- Farm – food.
- Tundra – oil.
- Factory (center hex) – no resources.
Icons.
In addition to the different hex types, hexes have icons displayed on them to show various additional abilities. As such, some hexes may have both an icon for its type of hex as well as a variant ability. Players will notice the type is listed at the top of a hex, where any additional icons are positioned to the mid-bottom of a hex.
- Mountain – gray metal ingot icon.
- Forest – brown lumber icon.
- Village – red meeple icon.
- Lake – white/blue shoreline icon.
- Farm – yellow bag of grain icon.
- Tundra – blue oil drum icon.
- Factory (center hex) – building icon with a three hex logo.
- Tunnel – red/black arch icon.
- Encounter – green/gold compass icon.
Tunnels.
Hexes with the Tunnel icon have the ability of being treated like they are adjacent to one another. This means, a player can move from one hex with a Tunnel icon to another with a Tunnel icon on it in a single move. Tunnels are primarily used for movement as such, but are also important to certain Objectives and some Structure Bonuses as far as building placement.
Encounter Tokens.
Those hexes with the compass icon get Encounter tokens placed on them. Primarily, these are used to indicate which hexes a player can receive Encounters from, but they are also important to some Structure Bonuses and end game scoring in 6-7 player games.
Tracks.
Surrounding the tabletop game board are three different tracks, or side bars, that are used to indicate faction Popularity, Stars gained, and faction Power. On the Digital Edition, these tracks can be optionally removed as game stats are displayed in a drop down menu.
Popularity Tracker.
Starting with the far left of the board, the Popularity track displays a numerical gauge from 0 – 18. This is separated between 6 and 7 as well as 12 and 13. This tracks the Popularity of each faction in a particular game, and marks the 1st, 2nd, and 3rd Tiers of Popularity for end game scoring. At the bottom players will notice a quick pictorial guide showing how Popularity affects the end game scoring based on which tier a particular faction falls into.
Star Tracker.
At the top left of the game board, the Triumph Track displays how many Stars each faction has accomplished and for what possible scoring category. Simply stated, this section is where players place their Stars when they complete their Star-based actions.
Power Tracker.
On the right side of the game board, the Power track displays a numerical gauge from 0 – 16, representing any given faction’s current standing in Power. There is also a notable marking on the row of 7 which is to indicate the maximum amount of Power any faction can bid in a single combat.
Resources.
Players will often hear the term “resources” which typically mean the types of items that can be traded for or produced. These items are used to pay for BRA’s such as mechs and upgrades. Additionally, there are non-standard resources such as Coin, Power, and Popularity which are still paid as a cost, but for different reasons.
With standard resources like Food and Metal, Scythe requires players leave their resources on the hexes of the game board. As such, this brings in a lot of strategy for protecting these resources as well as moving them about. Additionally, a resource is considered abandoned and unusable if a player moves all units off the hex where it resides.
Popularity.
As has already been outlined, Popularity is a means of end game scoring. However, it’s also used as a means to pay the costs of certain actions as well as Encounter options. Such cases may be something like having 6 or more worker units on the board and having to pay Popularity in order to use the Produce action. For Encounters, Popularity can be a type of currency for some of the more beneficial options. Additionally, Popularity can be gained as a means of reward for Encounters as well as Enlistments and Building unlocks.
Power.
Power can be gained and used much the same as Popularity, though it is irrelevant in endgame scoring. It can also be gained by actions such as Bolstering, as a bonus for an Enlist or Building unlock, from an ability, or Encounter. Additionally, Power can be spent in situations such as the Produce action once a faction had 4 or more workers on the board, or primarily on combination bidding.
Coin.
As a familiar type of currency, coin doesn’t need much explanation. It’s typically gained from completing BRA’s, but can also be gained from Encounters and Enlistments. Similarly to Popularity and Power, Coin is spent on Encounters, but it is primarily spent on certain TRA’s such as the Trade action.
Metal.
Represented as a gray ingot, Metal is gained from Trade or Produce actions on Mountain hexes, and can also be gained from Encounters. Metal is primarily used in the cost of completing the Deploy action for mechs.
Oil.
Represented as a blue oil drum, Oil is gained from Trade or Produce actions on Tundra hexes, and can also be gained from Encounters. Oil is primarily used in the cost of completing the Upgrade action.
Food.
Represented as a yellow bag of grain, food is gained from Trade or Produce actions on Farm hexes, and can also be gained from Encounters. Food is primarily used in the cost of completing the Enlist action to gain recruits.
Lumber.
Represented as a brown log, Lumber is gained from Trade or Produce actions on Forest hexes, and can also be gained from Encounters. Lumber is primarily used in the cost of completing the Build action to gain a structure.
Cards
The game of Scythe has a variety of different cards. The purpose of each type of card is based on what category it falls under. Each type of card adds a different element of strategy to the game, as each type has its own high and low points.
Encounter Cards.
Encounter Cards add varying elements of random benefits to each game of Scythe. Each card is drawn from the top of the Encounter pile when a faction’s Hero / Heroine unit lands on a hex with an Encounter token. Every Encounter Card displays three options and a small story a player can choose from in order to gain some benefit. Typically, Encounters are structured as follows:
- Small benefit gain without a cost (i.e. gain $2 and 1 Popularity).
- Medium benefit gain with a small cost (i.e. pay $2 for 4 Metal).
- Large benefit gain with a moderate cost (i.e. pay 2 Popularity for an Upgrade and 2 resources).
Encounter Card Strategies.
Good strategies with Encounter Card choices depend a great deal on a player’s faction as well as their present Coin amount, Popularity, and/or Stars they’re going for. But generally, the best options for players are the second and third choices on a card. These choices give a lot more resources than the first choice does, and even though a player will have to pay for them, they’re usually worth it.
As an exception to this rule, sometimes getting the first choice is the best option. This can happen when it’s late in the game and a player doesn’t need any of the offered resources at the costs provided or perhaps benefits more from the small benefit of the first choice over the others.
Regardless, not every Encounter is an overall opportunity or benefit. There are some pitfalls to choices and Encounter Cards in general that players can avoid by being observant.
Encounter Card Pitfalls.
Less is More.
Some cards allow players to get a BRA for 3 – 4 Coin or 2 – 3 Popularity. In many cases, these are the choices players seek to shorten their turns; however, sometimes this isn’t the case. For example, a player paying to deploy their final mech when they already have the resources or will be using the TRA that deploy is under anyway (such as the Produce action to get the Worker Star). In such a case, the player just wasted resources and a better choice on the Encounter Card.
Playing Timid.
Playing too timid is something newer players tend to do. The idea of spending Coin or Popularity on the second or third choices on an Encounter Card may seem wasteful. As such, they opt only for the first choices which are always straight up gains without a cost. Though this isn’t entirely detrimental, a player still doesn’t end up getting the full benefit of the major boosts most cards offer. Not spending Popularity is only of benefit if a player is just above 7 or 13 and in Tier-2 or 3 Popularity scoring. Otherwise it’s useless at the end of the game. Coin helps a little bit, but it doesn’t help as much as getting more Stars in the end game. So don’t play timid, play smart.
Unnecessary Resources.
Getting resources a player doesn’t need to get the Stars they are after. Scythe can become a paradox of choices if a player doesn’t stay focused on the goals of their game. Because of this, some players get easily derailed by Encounter Cards that offer them a lot of resources toward an action they previously weren’t planning on doing. For example, taking an option for 4 Lumber when the Build action is nestled under something like Bolstering. Sure, bolstering for some Power and getting a structure might be an added bonus, but does that player actually need those? If not, it’s a waste of an Encounter Card and will become an additional wasted turn to follow.
Worker Options.
Some cards offer a worker in addition to resources, and in some cases this is a benefit. In those other cases though, players will opt to take the worker so they feel like they are getting the best deal – even when it hurts them. Players need to remember, they don’t have to take the worker, and they don’t even have to take any part of the Encounter they chose. If a player is uncertain as to whether a worker will be of benefit, ask these questions. Will this worker help me Produce on this Encounter hex (where they get placed)? Might this worker set me over a threshold of paying Power, Popularity or Coin to Produce that I’m not wanting? Will this worker being out disrupt my sequence of getting other workers out? If yes to any of those, don’t take them.
Too Many Encounters.
Almost every newer player gets it in their head that getting a ton of discounted and free resources through Encounters is a great strategy. This however is false. There are a certain number of Encounters any player can get during a game that help, but there’s a tipping point where it starts to impede that player. One of those times is when a player has more resources than they can use in the next couple turns. Another is when a player is spending every other turn moving to get Encounters and accomplishing nothing else. In either case, players who do this get left behind in scoring and end up finishing the game in lower places.
Factory Cards.
The cards received from the Factory are on an altogether different level, and at first glance, they may even seem like they break the rules of the game. Believe it or not, this is totally intentional. The Factory Cards, as they are known, tend to cover a wide array of specific bonuses and in a lot of ways, can be considered similar to the benefit from an Encounter Card that you can repeat.
To receive a Factory Card, a player has to make it to the central hex of the board (the Factory) with their Hero / Heroine figure. Upon their first time occupying this hex, they can pick from the available pool of Factory Cards (which should be the number of players in the game plus one during pre-game setup). Once a player secretly looks at the available cards, they pick one and place it beside their player mat as an additional option to their actions. The Factory Card then acts as an extension to the player mat, following the same rules and limitations.
The general layout of a Factory Card is a top row action that requires a player to pay a resource or two to provide a variety of potential gains. Once that is completed, the player may then use the extended move action of the bottom row which allows a single unit to move at +1 hex to its present available speed.
NOTE: Since the game’s release, there’s been an update where in 2-3 player games the Rusviet Union may not use their Relentless ability to have consecutive turns on a Factory Card action. For more info, check out Stonemaier Games Scythe FAQs, and look under “Errata and Recommended Variants.”
Factory Card Strategies.
Just as in every other aspect of Scythe, there are strategies surrounding picking and using Factory Cards. The best general wisdom in picking a Factory Card comes down to players finding one that helps them achieve a Star. As such, cards that offer bottom row actions (BRA’s) are highly sought after. The reasoning behind this is that a player can potentially complete a Star from having nothing towards that Star in 4 consecutive turns along with their other BRA.
Let’s set up a scenario that illustrates this. A player with the Patriotic player mat (row with Produce above Enlist) has three workers on a Farm hex and gets Factory Card #2. Here’s essentially how they can go from no Enlists to getting the Enlist Star:
- FACTORY CARD: Pay 1 Popularity and gain an Enlist.
- PRODUCE action: Gain 3 Food and Enlist.
- FACTORY CARD: Pay 1 Popularity and gain an Enlist.
- PRODUCE action: Gain 3 Food and Enlist. [Enlist Star].
Additionally, here’s some small thoughts to help in picking Factory Cards as well as utilizing them:
- Pick a card that aligns with Stars you want to achieve.
- Avoid cards that offer BRA’s that can’t also be worked on for other turns.
- Make sure there’s enough of the specific resource to pay the card’s cost(s).
- Avoid cards that force players to veer toward making additional actions to complete.
- Prioritize cards that don’t cost coin, as coin is an endgame scoring element.
- Try to pick a card that can be used at least two times.
- Have a plan for the BRA Move. Get an Encounter, move into combat, or spread out workers with a mech.
- Avoid overusing the Factory Card. 2 – 3 turns of use is good and should net players solid benefits.
Objective Cards.
At the start of each game, all players will receive two Objective Cards. These cards have a variety of differing tasks including but not limited to the occupation of specific hexes or having a specific amount of resources. Each player can only complete one Objective of the two per game (with the exception of Saxony, who can complete both), and if a player manages to complete one, they get a Star for it. Though their completion isn’t required to achieve victory in a game of Scythe, they are an added variable that can allow players to achieve a Star that’s perhaps easier than other Star options.
As such, Objective Cards are frequently in the forefront of strategy planning for any particular game. While players plan their turn sequences, they have to ask themselves if the Objectives they received are possible of getting completed and / or which of the two is more likely to achieve without derailing their strategy.
Objective Card Strategies.
Just like every part of Scythe, Objective Cards have a lot of strategy behind them. Because of this, there are some simple overarching themes players can be aware of that may help them make the most of the cards they receive.
- Objectives that focus on occupying certain hexes are simple to complete during any Move action or series of them. As such, they can be achieved at any point in the game, so a player planning them into moves they already plan to make is essential.
- Some Objectives have restrictions to complete them. Things such as a player having zero upgrades and 1 Factory Card. Players should ensure these restrictions aren’t going to ruin their strategy, and try to complete them early in the game so as not to accidentally break those restrictions.
- A few Objectives require such tough goals, they may not even be worth a player’s time and energy to complete. These include ones that require a player to get above 13 Popularity or having 9 or more resources (including one of each type) at the end of a turn. Though these Objectives may not be impossible to complete, they may be far more difficult than seeking a Star by other means.
Combat Cards.
A player’s faction will depend on how many Combat Cards they will start the game with. Some start with four while others start with zero. Because of this, Combat Cards have differing values with each faction.
During the game, there are multiple ways to gain Combat Cards. Benefits from Factory Cards and Encounters have such potential, but primarily they’re gained from the Enlist action and the rewards surrounding it. Though, a player may additionally pay for Combat Cards during a turn instead of Bolstering for Power.
Generally, Combat Cards are a variable benefit to combat in Scythe. Whereas a player bids Power in combat, so too can they include a Combat Card of a value of their choice per combat unit (Hero / Heroine or mech). Because these cards aren’t revealed until both players in a combat have put in their bids, they add an element of mystery and create the potential for major swings and upsets.
Overall, there are 42 Combat Cards in the game valued from 2 Power to 5 Power:
- 2 Power – 16
- 3 Power – 12
- 4 Power – 8
- 5 Power – 6
Combat Card Strategy.
Utilizing Combat Cards is a small mind game all of its own. Though we won’t get into the strategy of actual combat here, Combat Cards are primarily used for combat, and thus their uses in other places are minimally relegated to spending them on Factory Cards or for things like Crimea’s Coercion ability. Regardless, there are some general rules that can help:
- Players with little to no Combat Cards are often targeted by opponents for attacking. The rationale here is that a player with more Combat Cards is more likely to have higher power cards than one who doesn’t.
- If a player is in dire straits and in need of Combat Cards, paying for one under the Bolster action and Enlisting are the fastest ways to get more.
- When spending Combat Cards on Factory Cards or abilities, always try to use the lowest valued options.
- If a player knows they’re going to lose a combat, they help themselves greatly by bidding at least 1 Power or 1 low Combat Card. The reason for this is, when a player loses a combat and has bid at least 1 Power or one Combat Card toward it, they can take a Combat Card from the top of the deck as a consolation for losing.
Starting the Game
Once all the pieces are placed properly about the board and each player has chosen a faction and player mat, the game is ready to commence. Turn order depends on the “priority number” of each player mat – which can be found on the far right side of the mat, in the box containing the Popularity and Coin starting amounts, in the top right corner. The player with the lowest number, starts the game and play commences clockwise. In the event players have similar priority numbers like 3 and a 3A (as is the case with the Innovative and Patriotic mats), the player with the “3A” loses priority to the player with the “3”.
Units
As players begin to utilize the options ahead of them, it’s important to know what each unit in their faction does. As a general rule, all of a player’s units can carry resources and occupy the hexes they’re on.
Workers.
Worker units are the 8 little meeple tokens that are the solid color of the faction. Their general purpose is to occupy hex territories and to create resources with the Produce action. Additionally, workers can be used to complete Objectives and in Rusviet’s case, used with their mech ability People’s Army.
A player starts the game with two workers on the two adjacent hexes to their faction’s base logo. In order for a player to get more workers on the board, they must move their workers to a Village hex and complete a Produce action. After all workers have been “produced” for, that player gains the Worker Star on the victory point Star Track.
Each worker unit can only ever move a single hex, even with a faction’s Speed Mech ability. However; in the rare case a player wants to move a worker using their Factory Card Move action, that sole worker can move up to two hexes.
Along with movement, workers can be carried around by mechs, but they do not in and of themselves have combat abilities, not even against another faction’s worker units. Therefore, a worker can never push an opponent off a hex in order to occupy it. On the other hand, any time a worker is knocked off a hex and returned to their base by another faction’s combat unit, the opposing faction will lose 1 Popularity per worker displaced (with the exception of Polania’s Camaraderie Mech ability).
Worker Strategy.
Here’s a few thoughts on how to make the most of workers beyond their general uses:
- The more workers on the board, the most production power and the less a player needs to continuously use the Produce action to get needed resources. The cost of each production with all workers out can be daunting, but players can think of it as paying to shorten the amount of turns they’ll need.
- Placing workers on hexes in the path of opposing factions causes them to immediately halt their move action with that unit if they land on those hexes.
- For some players getting into higher tier Popularity scoring (above 6 or above 12), workers are an obstacle they want to avoid for fear of losing Popularity. Thus, tactical players often place workers to shield their other units from attack or to prevent opposing factions from reaching certain territories.
- A single worker can occupy an entire hex for a player, and with a potential of 8 workers, that’s a lot of points toward territories. As such, spreading workers out with mechs helps increase a players score and creates a tedious task for opponents to deal with.
Mechs.
Each faction has four mechs, all with varying unlockable abilities. Though, the five standard factions have the Speed and Riverwalk Mech abilities. For more specific mech abilities by faction, scroll above to the “Factions” heading.
Players start the game with no mechs on the board. They can only get them by using the Deploy action located in the bottom row of every player mat. Though the costs vary based on each mat, a player must always spend some amount of Metal as a cost to deploy. Once a mech is paid for, a player can choose which ability they want to unlock. After, they must place a mech on a hex with a worker. Once all four of a faction’s mechs have been deployed, that player gains the Mech Star on the victory point Star Track.
Initially, mechs can only move a single hex until the Speed Mech is deployed. For the Invaders from Afar (IFA) factions, a single hex is perpetually their only option. But for the standard factions, once the Speed Mech is out, their movement increases to two hexes per mech per move action.
During moves, mechs can carry any number of workers with them, picking up additional workers or dropping some off on hexes they move to and leave. Although they can carry workers, mechs cannot carry the Hero / Heroine units nor other mechs.
Additionally, mechs are combat units and have the ability to remove opposing workers from hexes or engage in combat with opposing faction combat units. As part of these rules of engagement, any mech that lands on a hex with an opposing worker or an opposing combat unit ceases its move action there. This is the case even if a mech hasn’t completed it’s full amount of movement.
Mech Strategy.
Aside from their general movements and abilities, mechs also have some elements of strategy that make them more useful to a player:
- Mechs are far more efficient moving units than as combat units. Even though workers can move, their movements are stunted and each worker unit takes up one of a player’s unit moves. On the other hand, a mech can take any cluster of workers to and from places in a single unit move, often further as well with the Speed Mech ability. Additionally, workers can’t cross rivers (with the exception of Nordic workers) and thus players need a Riverwalk Mech or other faction specific mechs to move workers beyond their base hexes.
Main Character – Hero / Heroine.
The Hero / Heroine of each faction is both unique in appearance and backstory, as well as specific abilities for some factions. These units are also the only ones of a faction’s arsenal that can engage in Encounters and earning Factory Cards.
Like mechs, Hero / Heroine units are given the same abilities as each mech ability is unlocked. Additionally, they are also combat units and are halted in movement when landing on a hex with an opposing worker or combat unit.
Unlike mechs, each faction only gets one Hero / Heroine, and they start the game on the faction base logo. Also unlike mechs, they cannot carry worker units.
Hero / Heroine Strategy.
Because these units are the only ones of their type in a player’s arsenal, they have some unique benefits and drawbacks that help a player to consider.
- Hero / Heroine units are powerful but limited. They are the only units that can gain Encounter and Factory Cards, and in some factions they have additional specific abilities. As such, they’re often best reserved for their specific abilities and not being left with the general clusters of other units.
- They aren’t the best options for combat. Everything they can do in combat, four other mechs can do just as well. If a mech loses a combat and retreats to base, there’s three others on the board that still can do what it does. If the Hero / Heroine is in the same situation, that player now may have lost an advantageous position on the board that only this unit can achieve.
Structures.
Though not typically considered when thinking of units, the structures that get placed through a player’s Build action are in fact considered units for the purposes of scoring and completing Objectives. For the more detailed overview on structures, scroll above to the “Bottom Row Actions” heading and “Build” subheading.
Overall, once a structure is built it remains on that hex. For almost all purposes, it counts as occupying that hex, even with no other units on it, and thus it can hold resources. The only exception to this is when an opposing faction’s mobile units occupy the same hex. Priority is then given to the faction which has the mobile units for the purpose of occupying that hex.
Aside from the unlocked ability a structure has on a player’s mat, the only two structures that additionally affect the game board are Mines and Mills. Mines connect to Tunnel hexes and allow only the faction that built them to use them. While Mills can create whatever resource based on hex they’re on, regardless if any other units are on it.
Combat
A part of every Scythe game comes down to combat. Although it’s a smaller part of play than may be expected, it’s an important part as each faction (aside from Saxony) can get up to two Stars from combat victories. Additionally, combat comes down to the struggle of occupying a specific territory or pathway to a specific zone of territories one faction or another wants to protect.
The basics of combat comes down to opposing factions bidding Power and Combat Cards blindly and then simultaneously revealing what they bid. The highest bid (with ties going to the attacker) wins the combat. However, this is limited to a maximum of 7 Power being allowed to bid and only one Combat Card per combat unit engaged in the confrontation. Thus, players must strategize to make the most of their resources if they intend to win.
Combat Strategy.
Combat itself is almost it’s own mini game in Scythe. Because of the parameters of Power, Combats Cards, and units involved, it can be quite a gamble; oftentimes with big swings and upsets. As such, combat becomes more like a game of poker where reading an opponent is more important than having the most available resources.
Attacking.
When deciding to engage in combat, there are a lot of strategic facets to work with. In fact, there are so many variables based on available resources, board positions, factions, etc. that we’d need almost an entire article dedicated to that. So for the time being, we’re going to simply address the most general circumstances that would help a player out.
Bluff.
Bluff opponents. The amount of Power and Combat Cards each faction has are open information. But just because a player has a lot of Power and/or Combat Cards doesn’t mean they have to use them. However, an opponent may expect they will, and because they don’t want to lose a bunch of combat resources, they’ll bid really low. So if an attacking player bids just above a defending player’s low bid, they just won that combat using far less resources.
Team Up.
Bring in multiple units. If a player has enough Combat Cards to cover each combat unit, bring more to the fight. In difficult combats this adds the additional benefit of using more Combat Cards. Better yet, a player could use the example above and bluff the need for additional combat units to win.
Provoke.
Provoke opponents into using a lot of resources to defend. Say an opponent is defending a hex with a handful of workers and a lot of resources, chances are they don’t want to lose those resources and their board position. As such, a player could attack them expecting to lose and put in a low bid while the opposing player might bid their max Power and biggest value Combat Cards. In such cases, players can drain their opponents in single feints and return later to mop them up in far easier combats.
Change it up.
Just as a player may be reading their opponents behaviors in other combats, so too are opponents reading that player. As such, switch it up and bid high after previously bidding low, or vice versa. Being erratic makes opponents more uncertain in fights and causes them to make mistakes.
Future Rounds.
Attacking now, but defending later. After every player’s attacks, they’ll be the defender. Thus, players would be wise not to leave themselves destitute and vulnerable after attacking.
Guns blazing.
The only time going all out on a combat is worth it is when it’s the final Star a player needs and if they win the game ends. So save that 5 Power Combat Card and max 7 Power for those circumstances.
Defending.
Similar to attacking, defending in combat shares a lot of the same tactical concepts.
Acceptance.
Accept the loss, take the Combat Card. Most of the time, when an opponent attacks, it means they feel confident that they’ll win. Chances are, the defending player is going to lose, and that’s just the way it rolls. Losses aren’t fun, but sometimes it’s better to accept a loss than waste a ton of resources and still lose. Players should make sure they at least bid 1 Power or a low Combat Card to get the consolation Combat Card for losing.
Resilience.
Accept the potential loss, but don’t give up. Sometimes players think they’re going to lose and bid just 1 Power or a value 2 Combat Card. When the bid reveal comes, it turns out the attacker wins with a 2 or 3 value Combat Card. This can be frustrating because not only did the opponent win, but they did so without using many resources. Remember the “bluffing” strategy listing above for the attacker? As such, a defender would actually do themselves the best good by bidding a value 4 Combat Card and 1 Power when possible. This ensures if the attacker does win that they have to spend at least that much to do so. And if not, the defender just won by surprise!
Future Rounds.
Defending now and defending later. Players would do well to remember that after this combat, there are likely to be more. So using a modest amount of combat resources is ideal to prevent them from becoming an easy target to all other opponents.
Change it up.
Just like attacking, try not to defend the same way every time. While in one combat a player may only bid a value 2 Combat Card to defend, the next one might totally catch attackers off guard by bidding higher.
Stay Strong.
Don’t give up in critical situations. Some combat situations may be the last Combat Star an opponent needs or perhaps their potential 6th Star. Regardless, in critical situations that may lead to the game’s end, a player gains nothing by holding back. Instead, though there’s a chance the player may still lose, putting everything on the line allows for the chance of gaining the upset in the case the attacker is bluffing.
Winning Conditions
Scythe is a complex game and as such, has quite a few complex situations
Stars.
In Scythe, Stars are similar to Victory Points in other games. Each player has the chance to get up to 6 Stars in any game, and the game ends promptly when any player achieves their 6th Star. Stars gain a player points toward their end game scoring, so getting as many as possible per game can only help them out.
However, just because a player gets their 6th Star and ends the game doesn’t mean they will win. Victory is still based on overall scoring. Because of this, there is an awareness of score that players need to have as they progress toward their end game. As can be implied, a player getting their 6th Star prematurely can essentially win the game for another player.
As a consistent strategy, it’s important for a player to have a semblance of an idea of what Stars they plan to get during a game. Without a focus, players can often lose sight of their end game goals and end up not scoring as many Stars as they hoped.
Types of Stars.
- Upgrade Star. Gained by getting all six upgrades completed.
- Mech Star. Gained by deploying all four mechs.
- Build Star. Gained by completing all four structures.
- Enlist Star. Gained by enlisting all four recruits.
- Worker Star. Gained by producing all 8 workers.
- Objective Star. Gained by completing one secret Objective. Saxony has the ability to gain two of these Stars.
- Combat Star(s). Gained by being victorious in a combat. All factions can gain two of these Stars, while Saxony has no limit.
- Popularity Star. Gained by getting up to 18 Popularity on the popularity track.
- Power Star. Gained by getting up to 16 Power on the power track.
End Game Scoring.
The end of the game occurs when any player gets their 6th Star, but the winner is decided by the end game scoring. As such, there are a few categories to consider in totalling up the overall coin count of each faction.
Popularity.
Above all, Popularity matters the most, as all other scoring aspects fall under which Tier of Popularity a player achieved. As can be assumed, the higher a player’s popularity, the more points each scoring category is worth. The Tiers are split into three parts; Tier 1 being 0 – 6 Popularity, Tier 2 being 7 – 12, and Tier 3 being 13 – 18.
Stars.
Count all the Stars a player has gotten. As Stars are the most difficult to achieve of the scoring elements, they are worth the most. For quick reference, Tier 1 Stars are worth 3 Coins, Tier 2 are worth 4 Coins, and Tier 5 are worth 4 Coins each.
Hexes.
All the territories a player occupies are counted, including the Factory (which counts for 3 hexes) and those IFA faction tokens (see the specific faction’s ruling). Once that’s totaled, players receive coins based on the Popularity Tier they fall under. For quick reference, Tier 1 Hexes are worth 2 Coins, Tier 2 are worth 3 Coins, and Tier 3 are worth 4 Coins each.
Resources.
A lot of times all the resources don’t get used up for bottom row actions. As such, each two resources are counted (whether they’re the same one or not) and totaled for Coins. For quick reference, Tier 1 resources are worth 1 Coin, Tier 2 are worth 2 Coins, and Tier 3 are worth 3 Coins for each pair of resources.
Bonuses.
In addition to the scoring categories, each game has a Structure Bonus picked randomly from the tiles provided. Depending on the bonus, players may have any number of extra coins to claim.
Coin.
After all that, players just need to add those coin totals to the coins they had gained during gameplay. After that’s complete, the player with the highest coin total is victorious!
The End
Thanks for checking out our Quick Tips and Strategy guide. Yes, I’m aware of the irony of the title. Believe it or not, this guide is still shorter than the actual rule book. Please come back as often as needed for any references. Additionally, if you’re looking for more of the actual rules, our friends over at Ultra Board Games have you covered with all the detailed rules for the standard game and all the expansions.
If you’re looking to get into Scythe you can find the tabletop version at Stonemaier Games. If you’d prefer the Digital Edition, you can find it on Steam. Both options are well worth it!
For further questions or game updates check out Stonemaier Games Scythe FAQs, and look under “Errata and Recommended Variants.”
Also, if you’re looking for more in depth strategies or particular faction / mat combinations, check out our Strategy Section. As always, feel free to leave a comment below if there’s anything else you think needs to be included or if you have any thoughts. I hope this helps!
Happy gaming!
- Norman
One comment on “Scythe Quick Tips & Strategy”
Mark W Whitmore
December 17, 2020 at 9:55 pmWow!!! This is just a tremendous guide. I cannot emphasize enough how good this is. Everything from the very basics to some really excellent strategy insight. Kudos!!