Last night saw the return of my favourite boardgame of all time to the table.
As usual the bgstat app reminded me when I had last played Scythe. Which was just over two years ago, in December 2019. Obviously not much gaming took place in that intervening time.
But damn it was a bloody good idea of Diego’s to play Scythe over Tapestry (although I do love playing it).
To maximise play time I arrived early (which is an achievement in itself these days with the bridge works at Sutton Bridge) and set up everything before hand. The only thing I did as soon as some-one turned up was the shuffling of cards etc. Just so it was above board, and accusations of rigging decks etc could not be made.
This game of Scythe was basically all in on the expansion front (excluding Rise of Fenris). We did not use the Resolution tile module in this game. I thought that would be a step too far for our new players.
The two airship tiles for the game were:
Our structure bonus tile for the game was 3 – Number of encounters adjacent to your structures. Only count each encounter once. These count whether or not the encounter tokens are still there. Rivers do not break adjacency.
Using the selection method described in the modular board rules, I dealt out player mats randomly to each of us. The highest numbered player mat (me it turned out) then got to choose a faction. Obviously avoiding the “banned” board combos.
This is how the faction choices ended up.
- Crimean Khanate/Engineering – Colin
- Nordic Kingdoms/Industrial – Marcin
- Clan Albion/Militant – Diego
- Rusviet Union/Patriotic – Me
Given a choice I was only ever going to choose Rusviet Union (despite what is going on in the real world at the moment, is that wrong of me?). I really love this faction ability. In fact who wouldn’t love being able to repeat the same action again?
I stumbled upon this bit of analysis from 2017 of the synergy between player mats and faction boards. Obviously this doesn’t take into account anything in the Rise of Fenris expansion.
It turns out my board combo was pretty neutral, as was Diego’s combo. However there was a really poor synergy for Colin. Which I now feel bad about. After all this was a first game for him. It was also a first game for Marcin I believe, but he had a very good synergy between player mat and faction mat.
Diego didn’t like his starting map position much. He was the only one without easy access to a tunnel. Which didn’t work well with the mech river walk ability. Before play started we did offer him the chance to switch factions. But it was declined.
After a brief explanation of play to Colin, Marcin had watched the Watched It Played video before hand, and leaving combat out until later, play began.
Mind you considering the amount of time that had passed since our last game, Diego and myself were a little rusty on the rules also. So some rules clarifications were made through out the game.
My first turns I dashed to the nearest encounter tile to make use of the negotiate ability. I’m glad I did because I got to use another players faction ability for the rest of the game, all for the princely sum of $5. After some pondering I chose the Crimean COERCION: Once per turn, you may spend 1 combat card as if it were any 1 resource token. That would become a crucial piece to enabling me to trigger the end of the game and winning later on.
On my way to the Factory I grabbed a second encounter. It gave me a nice boost. But the factory card I grabbed allowed me to spend two different resources to get either a mech or building. I was soon building mechs and buildings. Although I only built two buildings to capitalise on the bonus tile.
Marcin was the first to complete an objective and thus was the first to put a star out on the objective track. Not many turns later joined by Diego.
I didn’t initiate my first two combats, that was Colin and Diego being aggressive towards me. I could have won them. But I deliberately lost them to burn up their combat cards and bolster points. Which meant when I hit back I could do so using the minimum of cards and bolster points, as I certainly didn’t have enough of either to win two combats otherwise. It wasn’t until the later stages of the game that Marcin decided to be aggressive.
One thing I didn’t expect to get away with near the end was planting a mech with three farmers on the Factory to take control of it. Naturally the farmers were there to act as a deterrent to being attacked, because any victor would get hit heavily on their popularity. But unchallenged I was.
Mid game I did get an encounter card that allowed me to use another players faction ability for a turn. I already had Colin’s for the game. But I did use Marcin’s faction SWIM:Your workers may move across rivers, to move a couple of workers into Colin’s quarter of the board. It was a territory grab basically.
A late surge of complete objectives by Marcin meant it would be close for who triggered the end of the game. However Colin’s faction ability meant I only needed one trade action to allow me get both my final two enlist recruits out. Plus a second trade action to give me the resources to get my final mech out using my factory card. Which triggered the end of the game.
Now I knew that triggering the end of the game did not mean I had won. However we were all in the same zone on the popularity track, so no points advantage there for anyone. It would all be down to who had the most of each scoring item. With no resources left I knew I’d have zero points on that one. But all six stars out, control of the factory (worth three tiles), plus the structures bonus. I might have edged a victory.
Once the dust settled, and coins counted. I had indeed won. My third victory in thirteen plays!
A big thank you to Diego for suggesting getting this back to the table. Plus to Colin and Marcin. I had a blast playing this with you all.
I have to say I love the Scythe Complete Rulebook. So glad I finally got the ring bound version.
It just makes life at the table so much easier not having to search through several rulebooks to find that one rule. I also appreciate through out the spoiler warnings for the Rise of Fenris expansion. I haven’t played it yet (my copy is still in shrink!). I want my experience of the campaign to be as fresh, exciting, surprising, and amazed as it is for whoever else is playing it with me.
Oh the post title? A line from The Times They Are A-Changin’ by Bob Dylan. I thought considering one of the first things on the normal board you are trying to do is get across that river penning you in, it seemed appropriate.