Scythe board game
Scythe board game


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Overall Rank: #3 | Trending Rank: #42
Scythe gives players almost complete control over their fate. Other than each player's individual hidden objective card, the only elements of luck or variability are "Encounter" cards that players will draw as they interact with the citizens of newly explored lands. Each encounter card provides the player with several options, allowing them to mitigate the luck of the draw through their selection. Combat is also driven by choices, not luck or randomness.

Scythe uses a streamlined action-selection mechanism (no rounds or phases) to keep gameplay moving at a brisk pace and reduce downtime between turns. While there is plenty of direct conflict for players who seek it, there is no player elimination.

Every part of Scythe has an aspect of engine-building to it. Players can upgrade actions to become more efficient, build structures that improve their position on the map, enlist new recruits to enhance character abilities, activate mechs to deter opponents from invading, and expand their borders to reap greater types and quantities of resources. These engine-building aspects create a sense of momentum and progress throughout the game. The order in which players improve their engine adds to the unique feel of each game, even when playing one faction multiple times.

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User Ratings & Reviews

  • This game is through the roof, definitely one of the best games ever
  • Another fantastic game from Jamey Stegmaier! Not quite as good as his wonderful Euphoria, but pretty close! And although it has Euphoria-like elements, it strangely reminds me of a cross-breeding of Polis and Age of Empires! Indeed, it reminds me of a lot of games; and that's the only problem I have with Scythe:I love games which incorporate tried-and-true mechanics, but have an added twist to them which breathes new life into the old mechanic. I can't really find such a twist in Scythe. However, since all the mechanics work impeccably well (and one's turns are super fast), that doesn't make Scythe a bad game by any stretch of the imagination; but it does prevent me from giving it a straight 9.
  • Collectors Edition from KSPlaytested this game... it's really outstanding and expertly executed. We don't play it a ton since we had to play it a bunch during the rounds of playtesting, but it's a great game and I won't turn down a game.
  • Very cool game; the factions are all very interesting and it is fun to upgrade all your actions. I was expecting more combat than there actually was, what with all the mechs. It's more of a resource management game with some light engine building. Would get my own copy if I had enough people to play with.
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I have not taught anybody anything recently, not since my Sept/Oct trip to the states, there I taught #Race for the Galaxy#Scythe and #Power Grid to my newest brother in law.

I do generally prefer being the one doing the teaching, though I don't mind being taught. However, I hate sitting down to a completely new game, where neither I nor anybody else have done any preperaration for it. I hate being taught or teaching from the rulebook in the moment

Before I teach a game I try to become as familiar with it as I can. Of course, sometimes I know the game well already. However, for those games that I don't already know, I take steps to try to learn it well. This generally includes rulebooks, playthrough videos, rules videos, a quick scan of a FAQ if the game looks complicated. The thing that has generally been most helpful is, if I have the game on hand, is to play a multihanded solo game, or part of a game. This helps me know how well I know the game.

During the actual teach, I began with a paragraph or so of "Setting the scene." I try to establish what the players are playing as in the game, what wins the game, and what ends the game. I then procede to try to present the "how to play" anchoring the rules to the theme when appropriate/possible. I try to present the rules more or less in the sequence they are likely to happen. I show the rules enacted on the board whenever possible. I end, once again, with stating what ends the game, and what wins the game. I then ask for questions. I also try hard not to win a game that I'm teaching, and reserve myself for questions. In fact, if it is a game with a lot of hidden information, I might not even play the first game, instead sit by and be ready to answer questions.

This weekend I taught#The Castles of Burgundy 

#Magic Maze#Tournament at Avalon and did quick refreshers for#7 Wonders and#The Quacks of Quedlinburg 

I also technically taught#Pandemic Legacy: Season 2 but we were doing the prologue, and I was more reading the rule book outloud and being a lead interpreter on how that functions on the board... 

My way of teaching is start with how to win, then go back and explain the game... like "the goal is to get the most points... we do this by...  ". I used to start by explaining the games story, and what roles we were taking on but I found that didn't have enough broad. Also I always end with asking if players want rules and strategy tips or just rules clarifications during the gameplay. 

ive had two people tell me they don't understand the wine production in#Viticulture: Essential Edition after the game was over (didn't mention it during the game or during the teach tho...). So I guess that's a tough one for me, also I just don't enjoy teaching#Scythe

i think I am the teacher in most of my groups strictly because I'm an awful student, I neeeed to see the rule book. It's just the way my mind processes information, if someone is verbally explaining more than 3-5 rules I just can't focus. And almost all people I play with don't enjoy reading rule books so it works.