Scythe board game box image

Top 16 · #12 of 40 in Strategy

Scythe

Set in an alternate 1920s Europe, this is a strategy game in which you take one of five factions (Crimean Khanate, Nordic Kingdoms, Republic of Polania, Rusviet Union, Saxony Empire) and use mechs and workers to gather resources and widen your territory. It is built so that quietly growing your economy and your holdings pays off better than fighting, which is why it is well known as "a war game where combat is rare." Each faction board has different abilities, so the mix of strategies changes every game.

My collection
👥 1–5 players (best with 4) age 14+⏱️ 90–115 min🎯 weight 3/5
StrategyThematic & adventure

Rules

Every top-row action on your Player Mat is bolted to the bottom-row action beneath it, and you may never pick the section you used on your previous turn. The first player to place a 6th star ends the game, but the winner is whoever ends with the most coins — and your popularity band decides the rate at which everything converts into them.

Edition: Base game (cross-checked against the Stonemaier Games rulebook, 15th printing r24, and the Korean edition rulebook published by Korea Boardgames) — the expansions Invaders from Afar, The Wind Gambit and The Rise of Fenris are separate products and are not covered hereKorean/English edition checks complete

What makes this game this game

There are no rounds and no phases. On your turn you simply choose one of the four sections of your Player Mat, then take its top-row action and its bottom-row action, in that order — either, both, or neither.

The engine is a two-line restriction

You may not choose the section your action token was on during your previous turn. So every turn is really the question of which section you want to be free to use next. Exactly one faction breaks this rule — Rusviet — which is how you learn the rule exists.

What is bolted togetherWhat it means
Top-row action → bottom-row actionResources gained from the top row can pay for the bottom-row action right there on the same turn
The four top-row actions sit in a different order on each matThe four bottom-row actions (Upgrade, Deploy, Build, Enlist) are in the same order on every Player Mat, but which top-row action sits above each of them differs — and so do the costs and benefits
6 stars → immediate endThe moment a 6th star is placed the game is over. But the winner is decided by coins, not stars
Popularity is a multiplierIt sets the rate at which stars, territories and resources convert into coins. One band up is worth dozens of coins in the same position
  • Only characters and mechs fight. Workers never fight each other.
  • Winning as the attacker and forcing enemy workers to retreat costs you popularity. That single line is why a game covered in war art has so little combat in it.
  • Faction Mats (special abilities) and Player Mats (action layouts) are shuffled and dealt separately, so the pairing is different every game.

Components

Global componentsCountNotes
Game board1Triumph Track, Popularity Track, Power Track and the map of Eastern Europa
Player Mats5Each has a different top-row layout with its own costs and benefits
Faction Mats5Nordic (blue), Saxony (black), Polania (white), Crimea (yellow), Rusviet (red)
Combat cards (yellow)42Sixteen 2s, twelve 3s, eight 4s, six 5s
Objective cards (beige)23Each player starts with 2, kept secret
Encounter cards (green)28Three options per card; you must pick one
Factory cards (purple)12Only player count + 1 are used in a game
Power Dials2Combat is always between exactly two players
Resource tokens8020 each of food, metal, wood and oil
Coins88The English 15th-printing rulebook lists 80
Multiplier tokens12Stand in for resources with +3 and +7 when the supply runs short
Encounter tokens12Only 11 go on the board
Structure bonus tiles6Exactly one, drawn at random, is used per game
Riverwalk cards and quick-start cards5 eachPlus 1 quick-reference guide and 1 achievement sheet
Per factionCountNotes
Star tokens6Placing all six ends the game
Mech miniatures4Deploying one unlocks the ability printed beneath it
Character miniature1Only the character triggers encounters and takes a Factory card
Workers8Two start on the board, six sit on the Player Mat
Structure tokens4Armory, Monument, Mine, Mill
Recruit tokens4Each enlistment gives a one-time bonus and an ongoing bonus
Technology cubes6The cubes that the Upgrade action moves
Action, popularity and power tokens1 eachThe action token is what remembers the section you just used

Setup

  1. 1Shuffle the encounter, combat and objective cards and put each deck on its space on the board.
  2. 2Shuffle the Factory cards, deal one more than the number of players face-down onto the board, and return the rest to the box unseen.
  3. 3Draw one of the six structure bonus tiles at random and place it face-up at the bottom of the Popularity Track.
  4. 4Place one encounter token on every territory marked with an encounter symbol (11 in total).
  5. 5Put the resource tokens, coins and multiplier tokens beside the board as the supply.
  6. 6Shuffle the Faction Mats and the Player Mats separately and deal one of each per player. Seating runs clockwise from the top: Nordic, Rusviet, Crimea, Saxony, Polania.
  7. 7Take the starting power and combat cards shown on your Faction Mat, and the starting popularity, objective cards and coins shown on your Player Mat.
  8. 8Put your character on your home base and one worker on each of the two territories joined to it by land.
  9. 9Put 6 technology cubes on the green boxes with a black square, your 4 structures and 4 recruit tokens on their spaces, and your remaining 6 workers on the red rectangles above the Produce action. The action token sits beside the mat.
  10. 10The player with the lowest number on their Player Mat goes first; play proceeds clockwise.
0123456789101112131415161718Popularity Track — grey 0–6, yellow 7–12, green 13–18012345678910111213141516Power Track — you may spend at most 7 power in a single combat
The two tracks on the board. The Popularity Track runs 0–18 and the colour changes (between 6/7 and 12/13) are exactly where the end-game multipliers change. The Power Track runs 0–16. Both mats tell you where to start (the figure shows popularity 4 and power 3).

Two banned pairings

Rusviet with the Industrial mat and Crimea with the Patriotic mat are not allowed. If you draw either, discard the Player Mat and randomly take another.

Taking a turn — the action token remembers

  1. 1Move your action token to a different section than the one it was on last turn. This part is never optional.
  2. 2Take that section's top-row action once (optional).
  3. 3Take that section's bottom-row action once (optional).
BolsterUpgrade✓
ProduceDeploy✗
Move / GainBuild
TradeEnlist
Top-row actionsBottom-row actions
Resources earned on the top row can pay for the bottom-row action directly beneath it.
The four sections of a Player Mat. If your token was on section 2 last turn you may not choose it now (✗); you pick one of the other three (✓ marks one such choice). The order of the four top-row actions differs from mat to mat; the order of the four bottom-row actions is the same on every mat.

Cost first, benefit second

Red boxes are costs, green boxes are benefits. You must pay every currently exposed red box in full, then you may take as much or as little of the benefit as you like. You may only take each action once on your turn.

Rarely you may be unable to take any action at all (you took Move last turn and have no coins, resources, power or popularity). Then you take a dead turn: move the action token to another section and do nothing there. That is why the rulebook advises being thrifty with coins early on.

The four top-row actions

Top-row actionCost (starting position)Benefit
MovenoneMove up to 2 different units one territory each / or gain $1
Bolster$1Gain 2 power / or draw 1 combat card
Trade$1Gain any 2 resources onto a territory you control with a worker / or gain 1 popularity
Produceevery exposed red rectangleChoose 2 different territories you control; every worker there produces 1 token
TerrainWhat it produces
MountainMetal
FarmFood
TundraOil
ForestWood
VillageA worker (take the leftmost worker from your Player Mat)
Lake and FactoryNothing
VillageFarmMountainForestLakeFactoryTundra
The three things that block movement. The thick blue line is a river, which by default may not be crossed; lake territories may not be entered at all; and any two territories with a tunnel mark (●) count as adjacent no matter how far apart they are (here the village and the mountain are one step apart).
Produce cost boxes (uncovered from the left)
1 power1 popularity$1
The six cost rectangles of the Produce action. Workers are taken from the left, so the 2nd, 4th and 6th boxes are uncovered in turn, and exposed costs are cumulative: at 4 workers you pay 1 power, at 6 workers also 1 popularity, at 8 workers also $1 every time you Produce.
  • Move must use different units. You cannot move the same unit twice.
  • Mechs may pick up and drop off any number of resources and workers while moving. Being carried does not count as the worker's movement, so that worker may still move on its own.
  • If your character or mech enters a territory held only by enemy workers, its movement ends there and those workers retreat to their home base, leaving resources behind. You lose 1 popularity per worker you forced to retreat.
  • Workers may not move into territories controlled by an opponent on their own.
  • If your character enters a territory holding an encounter token, its Move action ends immediately.

The four bottom-row actions

Bottom-row actionResourceWhat it does
UpgradeOilTake a technology cube from any green box and place it on an empty red box with bracketed borders
DeployMetalPut a mech from your Faction Mat onto a territory you control with a worker, unlocking the ability beneath it
BuildWoodPut a structure onto a territory you control with a worker (one per territory, never on a lake)
EnlistFoodMove a recruit token onto an open one-time bonus space on your Faction Mat
Before upgrading
benefitcubecostcost
After upgrading
benefitbenefitcubecost
Upgrading is one motion: take from green, cover red. Removing a cube increases that top-row action's benefit, and covering a red box decreases that bottom-row action's cost. Red boxes with solid black borders are off limits.
StructureEffect
ArmoryWhenever you take the Trade action, also gain 1 power
MonumentWhenever you take the Bolster action, also gain 1 popularity
MillThe Mill's territory counts as an extra territory for Produce, and the Mill itself produces as if it were a worker
MineActs as a tunnel only you may use, even if an opponent controls the territory it sits on
  • Structures can never be destroyed or moved. If an opponent's unit enters the territory they take control of it, but you keep the structure's ability (the Mill's production is the exception — you must control that territory to use it).
  • Deploying a mech gives the unlocked ability to your character and all your mechs. Workers never gain it.
  • Enlisting gives both a one-time bonus (2 power, $2, 2 popularity or 2 combat cards, depending on the space you cover) and an ongoing bonus that triggers whenever you or the player to your immediate left or right takes that section's bottom-row action.
  • Because of those ongoing bonuses you must announce your bottom-row action out loud.
  • Most bottom-row actions also hand you coins. Even once you have nothing left to upgrade, you may keep paying the cost to take the coins and the ongoing bonus.

Combat is a blind bid

Combat happens once the Move action is completely finished, when your character or mechs share a territory with an opponent's character or mechs. It is resolved before your bottom-row action, and if several combats are pending the attacker chooses their order.

  1. 1Both players simultaneously and secretly set their Power Dials. You cannot choose more than you have on the Power Track, and never more than 7.
  2. 2Optionally, tuck one combat card per character or mech you have in this combat behind the dial (allowed even if you selected 0 power).
  3. 3Reveal at the same time. The higher total of dial plus combat cards wins. Ties go to the attacker.
  4. 4Both players pay the power they selected on the dial and discard any combat cards they used (cards are a temporary boost and never touch the Power Track).
Attacker5?Dial 5 plus one combat card
Defender4?Dial 4 plus one combat card — with a character and a mech there, two were allowed
Reveal simultaneously
Totals777 against 7 — the attacker wins ties
An attacker with 5 power plus one combat card worth 2 makes 7; a defender with 4 power plus one card worth 3 also makes 7. The attacker wins the tie. How many combat cards you hold is public, but their values and how many you actually played stay hidden.
  • The winner takes the territory and every resource on it, and places a combat victory star (up to 2 of them; only Saxony is unlimited).
  • The loser retreats every unit on that territory — mechs, character and workers — to their home base. Resources they were carrying stay behind for the winner.
  • If the loser revealed at least 1 power, on the dial or through combat cards, they draw 1 combat card as they retreat.
  • An attacker who wins loses 1 popularity per enemy worker forced to retreat. A defender who wins loses none.
  • You may start a combat with 0 power and 0 popularity.

Encounters and the Factory

Only characters trigger encounters. When your character enters a territory with an encounter token its movement ends; once all movement and combat for the turn is done (and before any bottom-row action) you discard the token and draw an encounter card.

The three options on one encounter card1costly, big payoff2free, modest3lose popularity, gain moreAnything you gain — resources, structures, mechs, workers — goes on the territory where the encounter happened
Every encounter card offers three options and you must take one and pay its cost. An option you cannot pay for is simply unavailable, and you may take as much or as little of the benefit as you like.
  • Encounter rewards are isolated: you pay no extra costs, gain no extra benefits and trigger no Recruit Ongoing Bonuses.
  • If an opponent's mech on that territory forced a combat, the encounter only happens after you win it.
  • Polania's Meander is the one exception: it takes two options from a single encounter card, and the first option's benefit may pay for the second.

The Factory hands you a fifth section

The first time your character ends its movement on the Factory, you choose a Factory card and keep it. That card is a fifth section of your Player Mat, so alternating between it and a mat section sidesteps the no-repeat rule and lets you move every single turn. The first visitor chooses from player count + 1 cards; each later visitor sees one fewer. You may hold only one card, and the choice is permanent.

Factory card actions are entirely separate from your Player Mat. Even when they look similar they grant no Recruit Ongoing Bonuses, no structure bonuses and no coins. In exchange, every Factory card's bottom row is a special Move action: move one unit up to two times.

Faction abilities and mech abilities

FactionAbilityWhat it does
RusvietRelentlessYou may choose the same section as your previous turn
CrimeaCoercionOnce per turn, spend 1 combat card as if it were any 1 resource
NordicSwimYour workers may move across rivers (never onto lakes)
PolaniaMeanderPick up to 2 options per encounter card
SaxonyDominateNo limit on stars from completing objectives or winning combat
FactionRiverwalk terrainMovement abilityCombat ability
SaxonyForests and mountainsUnderpass — mountains you control and all tunnels count as adjacentDisarm — fighting on a tunnel or your Mine costs the opponent 2 power
RusvietFarms and villagesTownship — villages you control and the Factory count as adjacentPeople's Army — play 1 extra combat card if you have at least 1 worker there
NordicForests and mountainsSeaworthy — move to and from lakes, and retreat onto an adjacent lakeArtillery — pay 1 power to make the opponent lose 2 power
CrimeaFarms and tundrasWayfare — move to any inactive faction's home base, or your own, at any distanceScout — steal one of the opponent's combat cards at random
PolaniaVillages and mountainsSubmerge — move to, from and between lakes as if they were tunnelsCamaraderie — you lose no popularity for forcing workers to retreat as the winning attacker

Every faction has Speed

One of the four mechs is Speed for every faction: your character and mechs move one extra territory. Entering a territory with an opponent's unit still stops them dead. Tunnel-to-tunnel counts as one move, so Speed lets you add a territory before or after passing through a tunnel.

A mech ability is the one that was printed under the mech you deployed, so the order in which you deploy is the order in which abilities open. The unlocked ability goes to your character and every mech, never to workers — Nordic's Swim is a faction ability and is the exception that applies to workers alone.

Stars and the Triumph Track

The ten star spaces on the Triumph Track
Complete all 6 upgradesDeploy all 4 mechsBuild all 4 structuresEnlist all 4 recruitsHave all 8 workers on the boardReveal 1 completed objective cardWin combat (first time)Win combat (second time)Have 18 popularityHave 16 power
The ten star spaces on the Triumph Track. Meeting a condition means you must place the star, and a placed star never comes off (reach 18 popularity, place the star, then drop below 18 — the star stays). There are ten spaces but only six star tokens, so you will ever fill at most six of them.

A star is both the off switch and a score

The game ends the instant a 6th star is placed. Stars themselves convert into coins (3–5 each depending on your popularity band), but stacking stars while your popularity stays low drags the conversion of your territories and resources down with it.

You start with 2 objective cards but may only complete one (Saxony may complete both). You reveal it on your own turn, before or after a top- or bottom-row action, and you must meet every requirement at the moment you reveal it. The unused card goes back to the bottom of the deck.

End-game scoring — popularity sets the rate

01234567891011121314151617180–6, 7–12, 13–18 — crossing a boundary raises all three categories by one step
The Popularity Track splits into three bands, and the band you are in changes the conversion rate of all three categories at once. The red marker in the figure sits at popularity 10, in the middle band.
PopularityPer starPer territoryPer 2 resources
0 – 6$3$2$1
7 – 12$4$3$2
13 – 18$5$4$3
Scoring categoryHow it counts
Coins in handEverything you accumulated during the game, at face value
Every star placedThe per-star rate from the table above
Every territory controlledTerritories with your character, mech or worker, or with your structure and no enemy units. Lakes count; home bases are not territories
The FactoryCounts as 3 territories for whoever controls it at the end
Every 2 resources controlledCounted in pairs; a leftover odd token is worth nothing
Structure bonus tileCoins for how many of the tile's condition you achieved ($2, $4, $6, $9). You gain this even without controlling those territories

What one band is worth

Two players with the same 6 stars, 10 territories and 12 resources score $44 at popularity 6 or below and $88 at popularity 13 or above. Against the rulebook's own remark that a typical winning fortune is around $75, two bands of popularity are the whole game.

All six structure bonus tiles use the same coin ladder ($2 → $4 → $6 → $9); only the thresholds differ. Tiles that count adjacent tunnels, lakes or encounters have four steps (lakes, for instance, run 1 / 2–3 / 4–5 / 6–7). The tile counting structures built on tunnels has only three steps (1 / 2 / 3–4), capping it at $6. The tiles for structures in a row and for structures on farms and tundras run 1 / 2 / 3 / 4.

Game end and tiebreakers

The game ends immediately when a player places their 6th star token, even if that player still had things they could do on that turn.

  • If the 6th star comes from a bottom-row action, take the benefit, the coins and the Recruit Ongoing Bonus first, then place the star.
  • If a Move action left your units sharing a territory with an opponent's units and the combat can no longer happen, undo that part of the move and return the units to where they came from.
  • If a Recruit Ongoing Bonus on an opponent's turn would give you a popularity or power star, it is resolved after that opponent finishes their action, in clockwise order. If a 6th star lands there, the game ends at once.
Tiebreaker orderCategory
1Number of workers, mechs and structures
2Power
3Popularity
4Number of resource tokens controlled
5Number of territories controlled
6Number of star tokens placed

Run a sample scoring round in your first game

The rulebook recommends it: when anyone places their first star, pause and have everyone work out what they would score right now. It does not count for anything — it is how you learn what the popularity multiplier actually does.

Strategy that falls straight out of the rules

  • Look at popularity first. The 1 popularity from Trade and the Monument (1 popularity every time you Bolster) look small, but they lift all three scoring categories at the end.
  • Attacking costs popularity. Winning as the attacker burns 1 popularity per enemy worker you push off. A territory crowded with enemy workers is expensive to take, which is exactly what makes workers a wall.
  • A Factory card changes your tempo. It is a fifth section, so alternating it with a Move section lets you move every turn. The earlier you arrive, the more cards you get to choose from.
  • Upgrading pays twice. Taking a cube out of a green box raises a top-row benefit, and putting it on a red box lowers a bottom-row cost. Doing it six times is also a star.
  • Eight workers are not free. Every worker you produce uncovers more of the Produce cost, so power, popularity and coins bleed out on every Produce. Chase that star only if your income can carry the overhead.
  • More power does not mean winning. Your opponent does not know how much you will spend or how many combat cards you tucked in. Combat cards are worth nothing at the end, so there is no reason to hoard them.
  • Read the mat pairing. The bottom row is in a fixed order and only the top row moves, so the question of the game is which top-row action happens to sit above the bottom-row action you plan to use most.

Expansions and other versions

ProductYearWhat it adds
Invaders from Afar2016The Albion and Togawa factions — up to 7 players
The Wind Gambit2017An airship module and a variable game-end module
The Rise of Fenris2018An eight-episode campaign plus 11 modules you can mix freely. It is not a legacy game — you can replay the campaign from the start
Modular Board—A map assembled from tiles (English only)
Automa—The solo variant, with a simulated opponent
  • Korea Boardgames publishes Korean rulebooks for all three expansions (we read the 8-page Invaders from Afar, the 52-page Rise of Fenris and the 12-page Automa rules).
  • My Little Scythe is a separate game. It borrows the setting for a family game; it is not a smaller version of these rules.
  • There is a digital edition, and a standalone follow-up called Expeditions (2023) that shares the world but not the rules.
  • This guide covers the base game only. Expansions change the faction count, the end conditions and the module rules.

Rules people get wrong

Q. Can I really never reuse the section I just used?

Never, with one exception: Rusviet's Relentless. But once you hold a Factory card it becomes a fifth section, so alternating between the Factory card and a mat section lets you effectively repeat the same action every turn.

Q. Can I take only the top-row action and skip the bottom one?

Yes. Top only, bottom only, both or neither are all legal. What you may never skip is moving the action token to a different section. If you take both, the top row always comes first.

Q. Is it combat when my mech enters a territory holding enemy workers?

No. Combat only ever happens between characters and mechs. Enemy workers retreat to their home base leaving their resources behind, and you lose 1 popularity per worker you forced out.

Q. Does placing six stars first mean I win?

No. The 6th star is only the end trigger; the winner is whoever has the most coins. Filling your track with combat stars while your popularity sits at the bottom can nearly halve what the same stars, territories and resources are worth.

Q. What happens to an odd resource token?

Resources are scored in pairs only and a leftover token is worth nothing. Per the rulebook's own example, 13 resources at 10 popularity is six pairs, so $12.

Q. How many territories is the Factory worth?

Three, to whoever controls it at the end of the game. In exchange the Factory produces no resources during play.

Q. Can I complete both of my objective cards?

Only one (Saxony's Dominate allows both). You reveal it on your own turn and must meet every requirement at that moment — if you complete an objective and wait, you have to still meet it when you reveal.

Q. What if an opponent's unit stands on a territory with my structure?

They take control of the territory, but the structure's ability is still yours and they can never use it. The single exception is the Mill: you cannot produce with it on a territory you do not control.

History and editions

  • Designed by Jamey Stegmaier, with art and world building by Jakub Rozalski from his 1920+ series. The paintings of mechs standing in farmland came first; the game followed.
  • Funded on Kickstarter in 2015 and released in 2016.
  • It took four 2016 Golden Geek Awards — game of the year, artwork and presentation, strategy game and solo game — and the expansions The Wind Gambit (2017) and The Rise of Fenris (2018) each won best expansion (cross-checked against Wikipedia).
  • The Korean edition is published by Korea Boardgames, which holds exclusive Korean rights under contract with Stonemaier — confirmed from the copyright page of the 2021 Korean rulebook, which also carries a Korean title of its own rather than a transliteration.
  • The designer's note in the rulebook explains the title: a scythe is both a farming tool and a weapon. The design of a war game where fighting is rare comes straight out of that sentence.

Which printings this guide read

The English 15th printing, r24 (32 pages) and the Korean edition rulebook from Korea Boardgames (32 pages). The two genuinely disagree in places, recorded above under the rulebook cross-check — most sharply on whether Rusviet's Relentless applies to a Factory card.

💡 Master tip

Rather than chasing points through combat, it is safer to hold your popularity up and quietly build territory and resources, and to keep checking how fast the other players are collecting stars. Build your base with top-row actions alone early on, and from the midgame, as resources pile up, the key is finding the column that lets you use the top and bottom rows together efficiently.

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