Learn to play · Board game
How to play Scythe
Scythe is an engine-building strategy game from Stonemaier Games, designed by Jamey Stegmaier with art and worldbuilding by Jakub Rozalski. It is set in Eastern Europa in an alternate-history 1920s, where five factions converge on the land around the Factory, a closed city-state that built giant mechs for the Great War. You explore, produce resources, build, enlist recruits, deploy mechs and occasionally fight, earning stars for achievements until someone places their sixth star. The most coins then wins. This guide follows the current printing of the base game, first released in 2016 and still in print, with the latest rulebook and errata. It plays 1–5, with solo rules against an automated opponent, and is listed at 115 minutes. People love its asymmetric factions, its quick turns with no rounds or phases, and a map where the threat of combat matters more than the fights.
What's in the box
Base game · 12 kinds of component
Everything in the box, drawn as diagrams so you can recognise each part when you open it. The map here is a stand-in: the real board is a painted hex map.
Early in a 2-player game, red's player mat shown. Numbers match the list. Hover or select a part to see what it does.
A hex map of territories that produce resources, with the Factory at its centre, lakes, rivers, tunnels and the popularity, power and triumph tracks.
- Terrains: Farm, forest, mountain, tundra, village, lake
- Tracks: Popularity, power, triumph
Your player mat has four sections, each a top-row action over a bottom-row action; your faction mat holds your mechs, stars, coins and faction ability.
- Player mats: 5, each with 4 actions
- Faction mats: 5, one per faction
Your character explores, has encounters and claims a Factory card; mechs fight and carry workers; workers produce where they stand.
- Characters: 5
- Mechs: 20
- Workers: 40
- Per faction: 1 + 4 + 8
The action token marks the section you chose this turn, which you can't choose next turn; the other two track your popularity and power on the board.
- Action tokens: 5
- Popularity tokens: 5
- Power tokens: 5
Upgrade moves one from a top-row box to a bottom-row box, so a top-row action gives more and a bottom-row action costs less.
- Per faction: 6 in play
Build puts a structure on the map for a lasting bonus; Enlist places a recruit for a one-time bonus and a reward when you or a neighbour act.
- Structures: 20
- Recruits: 20
- Per faction: 4 + 4
Placed on the triumph track for each achievement. The moment anyone places their sixth star, the game ends.
- Per faction: 6 in play
Made by Produce or Trade and spent on bottom-row actions. They stay on the map and belong to whoever controls the territory.
- Food: 20
- Metal: 20
- Wood: 20
- Oil: 20
- Multiplier tokens: 12
Money for some actions, and your score: whoever has the most coins after end-game scoring wins.
- Used as: Money and final score
Combat cards add power in a fight; encounter cards give choices when your character explores; objectives and Factory cards give a star or a fifth section.
- Combat: 42
- Encounter: 28
- Objective: 23
- Factory: 12
- Riverwalk: 5
- Quick-start: 5
In combat each side secretly dials the power it will spend, up to 7, then both reveal and add any combat cards.
- Used by: The two sides of a fight
Setup puts an encounter token on each of the 11 marked territories and draws one structure bonus tile, which pays coins for your structures at the end.
- Encounter tokens: 12
- Structure bonus tiles: 6
Diagrams for learning, not product photos. See Sources for the official rulebook.
How to play
Setup: Shuffle the decks, set out face-down Factory cards equal to the players plus one, draw a structure bonus tile, and place an encounter token on each of the 11 marked territories. Deal everyone a random faction mat and player mat. They set your starting tracks, coins and cards, including two secret objectives. Your character starts on your home base, with a worker on each land territory beside it. The lowest player-mat number goes first.
Taking a turn: Your player mat has four sections, each a top-row action over a bottom-row action. Move your action token to a different section from last turn, then take the top action, the bottom one, both (top first) or neither, paying the cost in the exposed red boxes first.
Top-row actions: Move shifts up to two different units one territory each, or gains $1. Bolster costs $1 for 2 power or a combat card. Trade costs $1 for any 2 resources, placed with one of your workers, or for 1 popularity. Produce lets each worker on up to two territories you control make one of that land's resource, or a new worker on a village; the cost rises as workers leave your mat.
Bottom-row actions: Pay with resources on territories you control. Upgrade (oil) moves a technology cube from a top-row box to a bottom-row box: one action gives more, another costs less. Deploy (metal) puts a mech where you have a worker and unlocks its ability for your character and mechs. Build (wood) places a structure, one per territory. Enlist (food) gives a one-time bonus plus an ongoing bonus whenever you or a neighbour takes that action. Most also pay coins.
Moving and combat: Units can't cross rivers or enter lakes without an ability, tunnels count as adjacent, and mechs can carry workers. A character or mech entering a territory held only by enemy workers stops and sends them home, costing you 1 popularity each. Meeting an enemy character or mech means combat: both secretly dial up to 7 power and may add one combat card per unit in the fight. Higher total wins, ties go to the attacker, and both pay the power dialled. The loser retreats all units there to its home base, leaving the resources, and draws a combat card if it revealed any power.
Encounters and the Factory: A character that steps onto an encounter token stops; after any combat, draw an encounter card and pick one of its three options. The first time your character ends a move on the Factory, keep one Factory card as a fifth section of your mat.
Stars and game end: Place a star for all 6 upgrades, all 4 mechs, structures or recruits, all 8 workers on the board, a revealed objective, 18 popularity, 16 power, and each of up to two combat wins. A sixth star ends the game at once.
Scoring: Your popularity band (0–6, 7–12, or 13 and up) sets the pay: $3, $4 or $5 per star, $2, $3 or $4 per territory you control, and $1, $2 or $3 per two resources you control. The Factory counts as three territories. Add the structure bonus and your coins; most coins wins.
Strategy
Read your pairing: Your faction mat and player mat together decide your game. The player mat fixes which top action sits over which bottom action, what each costs, and where you start on the tracks; the faction gives you a home, a special ability and four mech abilities. Before turn one, find which top action feeds which bottom action and plan to use both halves of a section on most turns. Pick your six stars: There are ten ways to place stars and you only need six, so choose them early. Deploying all four mechs, building all four structures, enlisting all four recruits and completing all six upgrades are the steady routes. Workers, objectives, 18 popularity and 16 power are there to fill the gaps, and combat stars are for players who are winning fights anyway. Popularity is the multiplier: Every star, territory and pair of resources is worth $1 more for each popularity band you climb. Dropping from 13 to 12 at the end can cost more than a whole turn earns. Trade for popularity, favour encounter options that raise it, and count the cost before you push enemy workers off their land, since that costs 1 popularity per worker. Enlist early: A recruit's ongoing bonus pays you every time you or either neighbour takes that bottom-row action, so an early recruit pays out for the whole game. Watch what your neighbours do most often. The threat of combat: Mechs deter attacks even when they never fight. A player with plenty of power and combat cards is hard to attack, because you can't know what they will dial. When you do fight, remember that winning costs the power you dialled, the loser draws a card, and combat cards are worth nothing at the end, so spend them. Get to the Factory: Its card adds a fifth section with a Move on its bottom row, so you can move almost every turn. The first visitor sees the most cards. Controlling the Factory at the end is worth three territories. End on your terms: Whoever places the sixth star stops the game at once, and others may get one turn fewer. Before you place it, spread units across territories and gather resources so your final score is as large as possible.
Tips
- Two pairings are banned: if you're dealt Rusviet with the Industrial player mat or Crimea with Patriotic, redraw the player mat. - Use both halves of your chosen section on most turns; a turn with only one action should be a deliberate choice. - You can't choose the same section twice in a row (Rusviet can, but not for its Factory card), so plan in pairs of turns. - Take the coins printed on bottom-row actions every time; they are easy to forget. - Announce your bottom-row actions so your neighbours can claim their recruit bonuses. - Moving a mech or character onto enemy workers isn't combat, but it costs you 1 popularity per worker you send home. - Resources belong to whoever controls their territory, so don't leave a large pile where a rival can walk in. - You may play one combat card for each of your units in a fight, even when you dial 0 power.
Player count & time
The base game plays 1–5 and is listed at 115 minutes; experienced groups usually play faster. Solo play uses the Automa, an automated opponent with its own rulebook in the box. In a two-player game, a recruit bonus your opponent triggers pays you only once per action. The Invaders from Afar expansion adds two factions and takes the game beyond five players.
Expansions
Invaders from Afar adds two factions, Albion and Togawa, plus two player mats. The Wind Gambit adds two modules: airships, a new unit with its own abilities, and resolution tiles that change how each game ends. The Rise of Fenris is an eight-episode campaign that is fully resettable and replayable, and its 11 modules can also be used outside the campaign. The Modular Board accessory gives you a variable map, and the Legendary Box is storage for everything, with no game components of its own. The story continues in two standalone games: Expeditions (2023) and Duel of Meloch (2026), a 45-minute two-player duel in which one player uses Scythe rules and the other uses Expeditions rules.
Component quality
The box is known for its production: Jakub Rozalski's paintings of farmers beside giant mechs, a large board whose back works with a separately sold extension for bigger hexes, plastic character and mech miniatures, and wooden workers, structures, recruits and resources. Pieces that can fight are plastic and everything that can't is wood, which is a useful reminder when you're learning. The base game uses cardboard coins; metal mechs and other upgrades are sold separately.
Common beginner mistake
Treating Scythe as a war game. Combat stars are limited to two (unless you play Saxony), winning a fight spends power, and pushing workers off their land costs popularity, which lowers every payout at the end. Most games are won by building an efficient engine, placing six stars quickly and keeping popularity high, with mechs used mostly as a threat. A second common slip is spending all your coins early: several actions cost $1, and without coins, popularity or power you can find yourself with no action you can pay for.
Sources & attribution
- https://stonemaiergames.com/games/scythe/
- https://stonemaiergames.com/games/scythe/rules/
- https://www.dropbox.com/scl/fo/ulyfze69rb24tsgip7mn7/AIzx8vU3w5KrCrBacGp8Kb4/Scythe/Rulebook%20(many%20languages)?rlkey=0ejidzd7lktoa5hyrbkmy9xse&dl=0
- https://stonemaiergames.com/games/scythe/faq-scythe/
- https://stonemaiergames.com/games/scythe/scythe-complete-rulebook/
- https://stonemaiergames.com/games/scythe/scythe-invaders-from-afar/
- https://stonemaiergames.com/games/scythe/scythe-the-wind-gambit/
- https://stonemaiergames.com/games/scythe/scythe-the-rise-of-fenris/
- https://stonemaiergames.com/games/scythe/legendary-box/
- https://stonemaiergames.com/games/duel-of-meloch/
- Scythe rulebook r24 (Stonemaier Games, 2022): five factions, each with 8 workers, 6 technology cubes and 6 stars
- https://stonemaiergames.com/games/scythe/ (its component list says 48 workers, 36 cubes and 36 stars; the counts here follow the rulebook)
- Further reading: BoardGameGeek
Original how-to-play summary — not a substitute for the official rulebook.