Scythe (board game)

Scythe is a board game for one to five players designed by Jamey Stegmaier and published by Stonemaier Games in 2016. Set in an alternate history version of 1920s Europe, players control factions that produce resources, develop economic infrastructure, and use dieselpunk war machines, called "mechs", to engage in combat and control territories.[1] Players take up to two actions per turn using individual player boards, and the game proceeds until one player has earned six achievements. At this point, the players receive coins for the achievements they have attained and the territories they control, and the player with the most coins is declared the winner.[2]

Scythe
DesignersJamey Stegmaier
IllustratorsJakub Różalski
PublishersStonemaier Games (2016)
Players1–5
Playing time90–115 minutes
Random chanceLow to moderate
Age range14+
Skills requiredStrategy, tactics, logic

Stonemaier Games crowdfunded the development of Scythe, raising over $1.8 million through a Kickstarter campaign.[1][3] Scythe was released to critical and commercial acclaim, with praise for its gameplay, combination of Eurogame and combat mechanics,[1][4][5] theme, and the game's artwork, which was produced by Polish painter Jakub Różalski under the name World of 1920+.[1][2][6] Three major expansions and several spin-offs have been released for the game.

Gameplay

Scythe gameplay

Scythe takes place in an alternate history version of 1920s Europe that is recovering from the effects of a great war. Players represent different factions seeking their fortune in the redeveloping landscape. Players build an economic engine by selecting one of four main actions each turn. Each action is listed on the top of a personal player board, and players cannot take the same action in consecutive turns. They may also take a corresponding second action as listed on their player board. Actions allow players to move units on the board, trade for or produce good, bolster their military for combat, deploy mechs, enlist recruits for continuous bonuses, build structures. The actions themselves may also be upgraded, making them either less costly to enact or stronger when deployed.[7]

Each player is given six stars, which are placed on their player boards when they complete specific goals, such as deploying all four of their mechs.[1] The game immediately ends when one player has completed all of their goals. Players then tally the money that they receive from achievements earned, territory controlled, and gathered resources based on their in-game popularity achieved; the player who finishes the game with the most money wins.[8]

Development and release

Painting by Różalski, 1920 – Before the Storm, used as the cover for the board game Scythe

Scythe was designed by Jamey Stegmaier, the CEO of Stonemaier Games, and was revealed as a Kickstarter campaign on October 13, 2015. Backers contributed over $1.8 million to the campaign.[9][10] Physical copies of the game were delivered to backers in July 2016; it was later released in Gen Con and other retail stores the following month.[1]

While browsing the website Kotaku in August 2014, Stegmaier discovered World of 1920+, a series of alternate history artworks created by Polish visual artist Jakub Różalski. Impressed by Różalski's work, Stegmaier contacted him and asked if he would like to help create a board game set within the fictional world Różalski was creating.[11][12] Różalski had focused World of 1920+ on two factions inspired by those of the Polish–Soviet War.[12] Wanting to respect his collaborator's vision for World of 1920+, Stegmaier's suggestions focused on improvements to gameplay, such as the addition of a factory and the creation of more factions, which would allow more players to participate.[12][13] Stegmaier's original design was card-based, with each faction receiving their own card deck, but this design was altered during game development.[12] Inspired by Wojtek, a bear involved in Polish–Soviet War, Stegmaier wanted to incorporate bear units into each faction. During development, however, Stegmaier played Dead of Winter and was inspired by the depth and diversity of characters in the game. As a result, the main character from each faction in Scythe was accompanied by a different animal.[14]

After conceiving and proposing multiple names for the game, Stegmaier and Różalski agreed on the name Scythe. Stegmaier suggested the name, which was selected because the tool of the same name, used both for harvest and for combat, was representative of the themes of the game. Różalski designed the logo for the game, incorporating a scythe into the letter "C".[11]

Expansions

Scythe has received three major expansions and several promotional packages. The first expansion, Scythe: Invaders from Afar, was released in 2016. It added new player mats and two new factions into the game, increasing the player count from five to seven. These new factions, mechanics, and components were praised by reviewers for increasing variety while maintaining the balance of the original game, but the increased downtime caused by adding more players received some criticism.[15] The second expansion, Scythe: The Wind Gambit, was released in 2017, featuring airships and adding variable end-game conditions to the base game.[16] The Wind Gambit was met with praise for its new victory conditions and components, but the airships were critiqued for providing only limited appeal as the game progressed.[17] In 2017, The Wind Gambit won the Golden Geek Award for Best Game Expansion.[18]

Scythe: The Rise of Fenris was published in 2018 as the third expansion of Scythe. It introduced 11 modules, featuring an eight-episode campaign and a cooperative mode. The Rise of Fenris was met with critical acclaim, winning the 2018 Golden Geek Award for Best Game Expansion.[19][20][21] Hall praised the storyline, art, and enhancements to replayability provided by the expansion,[22] while Williams described each module as "mind-blowing" and the campaign as "flavorful, exciting, memorable and, most importantly, extremely fun".[23]

Outside of traditional expansions, Stonemaier Games has released several promotional packages for Scythe. Scythe Encounters, published in December 2018, included a set of 32 promotional encounter cards designed primarily from fan submissions. It was commended for enhanced replayability but criticized for its limited purpose.[24][25] Scythe Modular Board, which alters the in-game map, was released in July 2019.[26]

Alternate versions

In 2017, Stonemaier Games published a stand-alone spin-off to Scythe. Titled My Little Scythe, the game was based on a print and play designed by Hoby and Vienna Chou.[27] The game was inspired by Scythe and featured similar mechanisms, but was re-themed and simplified for a more casual, family-friendly experience. My Little Scythe was met with positive critical reviews and received the 2017 Golden Geek Award for Best Print and Play Game.[28][29][30] Many reviewers praised the game's artwork, mechanics, and accessibility as an entrypoint for the original game.[31] An expansion adding two new factions and airships, titled My Little Scythe: Pie in the Sky, was released in June 2020.[32]

Scythe has also been adapted into multiple video games, including Scythe: The Digital Edition, which was released in September 2018 on Steam by Asmodee Digital.[33] The digital game received praise for its visuals, but the artificial opponent and rules guide were met with criticism.[34][35][36] Iron Harvest, a real-time strategy game inspired by Scythe's 1920s setting, was also released in September 2020, and was positively received for its artwork and thematic setting.[37][38][39][40]

Reception

Scythe was released to acclaim from board game critics, who praised its mechanism, gameplay, and art. It was listed as one of the best games of 2016 from several reviewers, including William Herkewitz from Popular Mechanics, Aaron Zimmerman from Ars Technica, and Peter Jenkinson from the Telegraph.[41][42][43] The reviewer Aaron Zimmerman described it as a "deep, puzzly, interactive Euro-style board game". Zimmerman also praised the complementary nature of the simple turn structure and the "many complex, interlocking parts" of the engine building mechanics.[1] This sentiment was echoed by Matt Jarvis from Tabletop Gaming, who praised the game's balance of depth and accessibility, the "cleverly designed" player mats, and as the encounter mechanism, which he believed "round[s] out Scythe's in-game universe and offer[s] a more micro-level human edge".[4] Several years after its release, Scythe appeared on a list from The Wirecutter of the best board games. The reviewers praised the game's "immense strategic depth" and "beautiful, steampunk-meets-pastoral idyll world-building aesthetic".[44]

Reviewers particularly highlighted Scythe's use of Eurogame-style resource management and combat mechanics found in American-style board games. Zimmerman compared the simplicity of combat to the systems in Kemet and Dune, describing it as a "tense exercise", but also noted the relative infrequency of combat within the game world.[1] Jarvis praised the "quick and highly strategic" combat system but found that resource production was instrumental for victory.[4] Luke Plunkett from Kotaku also observed that resource management and construction were more significant for in-game success than combat.[5] Różalski's artwork also received significant praise from reviewers, with Charlie Hall of Polygon acknowledging the game's use of artwork as a thematic core for objective and encounter cards and stating that each card "is a treasure".[8] PC Gamer editor Jonathan Bolding also commended the art quality, noting that "[t]he cards have fascinating scenes of agrarian life juxtaposed with smoking dieselpunk mechs and war machines".[45] Zimmerman was additionally complimentary, writing that the game is "tied together through the stunning art".[1]

The Automa, an artificial opponent designed for a single-player game of Scythe, was also generally well-received. Plunkett praised the functionality of the Automa as "a great way to learn the ropes before getting a crew together", but noted that there were major differences between the game's single- and multiplayer modes.[5] Travis Williams from TechRaptor agreed, saying that the Automa was "slickly designed" and praising its suitability as a non-player faction in multiplayer games.[46]

Scythe received four Golden Geek Awards from BoardGameGeek in 2016, for Board Game of the Year, Artwork & Presentation, Strategy Game, and Solo Game, while also placing as a runner-up for Most Innovative.[47][48] The game was also well received commercially: as of April 2021, Stonemaier Games had sold over 382,000 copies. Scythe had the highest sales of any Stonemaier Game until 2021, when it was surpassed by Wingspan.[49]

References

  1. Zimmerman, Aaron (July 30, 2016). "Scythe review: The most-hyped board game of 2016 delivers". Ars Technica. Archived from the original on July 30, 2016. Retrieved August 12, 2017.
  2. Guarino, Ben (September 16, 2016). "The Most Hyped Board Game of 2016 Earned It". Inverse. Archived from the original on April 1, 2017. Retrieved August 13, 2017.
  3. Olde, Thomas (March 8, 2017). "Fueled by love of games, MU professor creates successful board game of his own". Columbia Missourian. Archived from the original on March 8, 2017. Retrieved August 13, 2017.
  4. Jarvis, Matt (February 3, 2017). "Scythe review". Tabletop Gaming. Retrieved January 28, 2022.
  5. Plunkett, Luke (July 12, 2016). "Scythe: The Kotaku Review". Kotaku. Retrieved February 7, 2022.
  6. Plunkett, Luke (July 12, 2016). "Scythe: The Kotaku Review". Kotaku. Archived from the original on July 12, 2016. Retrieved August 13, 2017.
  7. East, Oliver (June 16, 2017). "Scythe Review – Strategic Turn Based Brilliance". Just Push Start. Archived from the original on August 1, 2021. Retrieved September 22, 2017.
  8. Hall, Charlie (August 12, 2016). "In Scythe, my buffalo fights for the people". Polygon. Archived from the original on August 14, 2016. Retrieved August 13, 2017.
  9. Paez, Danny (December 18, 2015). "Crowdfunded board games surge despite video market". CNBC. Archived from the original on December 18, 2015. Retrieved September 30, 2017.
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  12. Dirk Knemeyer, David Heron & Jamey Stegmaier (May 22, 2015). Episode #125: Stonemaier Games and Scythe with Jamey Stegmaier. The Game Design Round Table (podcast). Event occurs at 01:07:09. Archived from the original (audio) on May 27, 2015. Retrieved August 1, 2021.
  13. "Episode #125: Stonemaier Games and Scythe with Jamey Stegmaier". ArtStation. November 9, 2016. Archived from the original on November 14, 2016. Retrieved August 8, 2021.
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  16. Hall, Charlie (April 17, 2017). "This expansion will completely change the best board game of 2016". Polygon. Retrieved January 28, 2022.
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  23. Williams, Travis (December 11, 2018). "Scythe: The Rise of Fenris Review – Superb". TechRaptor. Retrieved February 8, 2022.
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  25. Design, Dave Hewer (June 8, 2018). "Scythe Encounters". Stonemaier Games. Retrieved March 15, 2022.
  26. Design, Dave Hewer (May 1, 2019). "Scythe Modular Board". Stonemaier Games. Retrieved February 7, 2022.
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  43. Staff, Ars (2016-12-27). "Game on! The best board games of 2016". Ars Technica. Retrieved 2022-04-26.
  44. "The Best Board Games". The New York Times. November 19, 2021. ISSN 0362-4331. Retrieved March 24, 2022.
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  46. Williams, Travis (August 2, 2016). "Scythe Review - Beauty, Grace and Style". TechRaptor. Retrieved February 8, 2022.
  47. Sadin, Caylie (March 8, 2017). "Scythe Racks Up Multiple Golden Geek Awards For 2016". Down to Game. Retrieved February 7, 2022.
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