Empires have risen and fallen in the aftermath of the Great War, and Europa stands on the precipice of a new era. The economy is robust, morale is high, and defenses are strong. There are reports from the countryside of strange soldiers with glowing eyes, but they seem distant and harmless.
Scythe: The Rise of Fenris, the conclusion to the Scythe expansion trilogy, enables two different options for any player count (1-5 if you have Scythe; 1-7 players if you have Invaders from Afar):
• Campaign (8 games): The story of Scythe continues and concludes with an 8-episode campaign. While the campaign includes surprises, unlocks, and persistent elements, it is fully resettable and replayable.
• Modular (11 modules): Instead of - or after - the campaign, the new modules in The Rise of Fenris can be used in various combinations to cater to player preferences. These modules are compatible with all Scythe expansions, and they include a fully cooperative module.
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Scythe: The Rise of Fenris - How To Play
Images
- The expansion offers an eight-episode campaign with a changing storyline.
- Players can unlock new rules and game components during the campaign.
- After the campaign, players can reset and play it again.
- The expansion includes 11 individual modules to mix into regular games.
- Compatible with other expansions for more players (Invaders from Afar, The Wind Gambit).
- Modules can be played outside the campaign, and there are rules for solo and cooperative play.
- Players must carefully read each section of the campaign as they play.
- The video is a visual aid, not a complete rules replacement.
- Spoilers are present and warnings are given before new sections are discussed.
- Modules can be a surprise if not viewed ahead of time.
- Players must avoid exploring box contents until told to during the campaign.
- Breaking an alliance results in a $10 coin penalty.
- The Fenris faction starts with -16 dollars due to influence tokens.
- Mods marked with a specific icon cannot be used against non-player units.
- Certain mods do not apply to combat against Mad Tesla.
- Scythe
- Scythe: Invaders from Afar
- Scythe: The Wind Gambit
Mechanics (from transcript analysis)
- alliances — Players can propose an alliance, exchanging alliance tokens and gaining coin bonuses. Allies can use each other's faction abilities, but attacking an ally breaks the alliance, resulting in a $10 coin penalty at the end of the game.
- Campaign play — An eight-episode campaign with a changing storyline, unlocking new rules and components as you play. The campaign can be reset and played again.
- faction abilities — Specific modules introduce new factions with unique abilities, such as the Vestan faction's use of extra factory cards and random mecha-bility tokens, or the Fenris faction's 'influence' ability.
- infrastructure mods — These mods are purchased following the same restrictions as mech mods, costing $50 each, and can be used once per game by flipping the mod over.
- Mad Tesla — A non-player unit that moves around the board and can initiate or be engaged in combat. Its strength is determined by dice rolls and combat cards. Defeating it grants popularity and reduces its health, with rewards for destruction.
- mech mods — Players draw two random mod tokens at the end of each episode and can purchase them to customize their mech abilities, with a limit of 6 mods at a time.
- Modular expansion — 11 individual modules that can be mixed in any combination into regular games of Scythe.
- peace triumph track — Another variant triumph track that changes scoring objectives, allowing players to complete up to two objectives and gain stars for various conditions like having mechs, recruits, popularity, or controlling resources.
- perks — Players can spend $15 wealth at the beginning of each new episode to purchase a single perk for that episode, which can only be chosen once per campaign.
- rivals — Players can declare rival relationships by placing stars on other players' home bases. Winning combat allows players to take back a star from an opponent's base, with a bonus if it was from the defeated opponent.
- Tesla module — Introduced in episode 7, players track encounter tokens to locate Tesla. In episode 8, Tesla becomes a character and mech. It acts as a non-player combat unit with its own health and turn.
- triumph track — At the end of each episode, players check off boxes on the triumph track based on achievements. Fully filled rows and columns grant a $25 bonus to the final score.
- war triumph track — A variant triumph track that introduces new scoring conditions for upgrades, structures, combat stars, and holding combat cards.
Video topics + discussion points
Quotes (from this video)
- We're going to learn the 1 to 5 player expansion to Scythe The Rise of Fenris
- This is an eight-episode campaign with a changing storyline that unfolds as you play
- You'll unlock new rules and game components as you go and when you finish the campaign you can reset everything and play it all again
- You can also skip the campaign and directly open everything where you'll find 11 individual modules that you can then mix in any combination you like into your regular games of Scythe
- This video should be seen as a visual aid but not a complete rules replacement
- The rules for the various modules that get introduced during the campaign those we're going to go over right now
- You may then purchase neither of them either of them or both at a cost of 50 each
- You can never have more than 6 mods at a time and you'll mark them here as they'll carry over from game to game
- Your total wealth will not factor into winning the campaign so don't be afraid to spend it
- This is an entirely new faction that becomes available at the conclusion of episode 3 in the campaign
- This figure represents a unit that is not controlled by any of the players
- Mad Tesla will always take his turn last
- if you lose resolve a loss as normal and retreat mad Tesla back to the factory which might start another combat
- on the other hand if you win you immediately gain one popularity and place a combat star on the triumph track if possible