My personal quick reference for the Scythe board game.
Other references are here.
Setup
- Place encounter tokens and shuffled combat/encounter/objective decks
- Place
1
random bonus tile card andnplayers + 1
factory cards - Characters on home base,
1
worker on each of the two adjacent hexes - Buildings, workers, cylinders, cubes go on player mat
- Mechs, stars, coins go on faction mat, activation token wherever
- Draw combat cards and place power token as shown on faction mat
- Draw objective cards, coins, and place popularity token as per player mat
- Start with lowest initiative (small number on player mat), then go around table
Turns and actions
- Place activation token in a square, different from previous move
- Resolve top and/or bottom actions in that order (all benefits are optional)
- Resources stay on board, benefits and gains to/from any any hex you control
- Produce move generates
1
resource per worker on chosen hexes (and mill) - Upgrade moves a cube from red (top) space to black/white bordered space on bottom
- Deploy places a mech on any hex with your worker; char + all mechs gain revealed benefit
- Enlist: Pay to move a recruit (cylinder) to one-time bonus on faction card
- Henceforth, get the revealed bonus when you or neighbor takes that bottom action
- Enlistment neighbor bonuses happen after turn ends, clockwise (for end of game purposes)
- Build: place any structure on any controlled hex w/ worker (and no structures)
- Mine: acts as tunnel
- Mill: hex gets added to produce actions (mill acts as 1 worker)
- Other two buildings give the revealed production benefit
Movement
- Rivers/lakes are impassable, tunnel hexes are adjacent.
- Home base hexes are exit only (typically)
- All units can carry any number of resources, mechs can also carry workers
- Combat units (player/mech) can enter enemy hexes, and can bring workers along
- Lone workers attacked by enemy combat unit flee to home base (attacker loses
1
popularity/worker) - Units must stop moving when entering a hex with enemy units or an encounter token
Combat
- Resolves at end of turn after all movement, order of multiple combats chosen by attacker
- Combat mech abilities resolve, attacker’s first
- Players set power dials, up to their own power rating (max
7
) - Players may add as many combat cards as they have combat units involved
- Reveal -> highest dial+cards wins, ties to attacker.
- Deduct power (dial value only), discard cards, winner places star on combat slot
- Losing units flee to home base (attacker loses
1
popularity/worker) - Loser draws a combat card if they played at least one power (dial + cards)
Special tiles
- Factory
- Triggers when character (only) ends turn on factory for the 1st time
- Look at factory deck, choose one, goes face-up by player mat as new 5th action
- Factory card bottom option is
1
unit moving2
hexes, unlike regular movement
- Encounters
- If character (only) ends turn on hex with encounter token, remove it and draw encounter card
- Choose option, received benefits go in that hex
Stars and end of game
- When a 6th star is placed gameplay ends, nulling any pending combat or neighbor bonuses
- If a combat is nulled, attacking units are returned where they moved from
- Award extra coins per star, hex (factory=3), and 2 resources, according to popularity level
- Award coins per the structure bonus card
- Highest coin total wins, ties decided by list of comparisons in the rules
Misc
- Deals/bribes are legal, but not binding and only coins can change hands
- Coins / cards must be kept in view, but numbers need not be declared
- Player’s cards are secret until played
- When either objective is completed you may reveal it, discard both, and place a star
Back to: boardgame reference