Scythe
Alternate-history 1920s strategy board game — 5 factions in dieselpunk Eastern Europe compete for territory + resources + stars. Designed 2016 Jamey Stegmaier (Stonemaier Games). Artist: Jakub Rozalski. 1-5 players, 90-120 min. BGG Top 20 game; multiple Dice Tower / Golden Geek awards.
What is Scythe?
Scythe is 2016 STRATEGY BOARD GAME designed by JAMEY STEGMAIER + published by STONEMAIER GAMES (USA). Set in ALTERNATE-HISTORY 1920s EASTERN EUROPE (dieselpunk aesthetic) inspired by JAKUB ROZALSKI's paintings ('1920+' art series showing farm workers alongside giant war machines). 1-5 players (best 3-4) command 1 of 5 FACTIONS: SAXONY EMPIRE (aggressive combat), CRIMEAN KHANATE (movement + spies), POLANIA REPUBLIC (economic + roads), NORDIC KINGDOMS (aquatic movement + upgrades), RUSVIET UNION (repeat actions + workers). Each faction has UNIQUE ABILITIES + starting position. GOAL: earn 6 STARS (achievements) — deploy all 4 MECHS, achieve max popularity/power, complete objectives, win 2 combats, deploy workers, complete recruit track. Game ends when any player claims 6th star. WINNER: highest coins from stars + territory + resources. GAMEPLAY: 4 ACTION COLUMNS on player mat (top + bottom action each turn); resource management + tech tree + area control + occasional combat. Combat = simultaneous secret dial bid using POWER + COMBAT CARDS. EXPANSIONS: INVADERS FROM AFAR (2 new factions + 5-6 player), THE WIND GAMBIT (dirigibles + resolutions), THE RISE OF FENRIS (16-episode campaign). Cult classic in hobby gaming; visually stunning + strategically deep.
Quick facts
Category
Board Games
Type
Team sport
Players
1–5
Duration
~105 min
Where played
indoor
Field / court
Eastern Europe hex map + player mats
Country of origin
🇺🇸 United States
Estimated origin
Designed 2015-2016 Jamey Stegmaier; Kickstarted 2015 ($1.8M raised); released 2016; expansions 2017-2018
Olympic
No
Popularity
major
How it works
Objective
Claim 6 stars first to trigger game end; win with highest coins from stars + territory + resources.
Rules
Basic rules
Each turn: pick action column (4 available)
Take TOP action then optional BOTTOM action; cannot repeat same column consecutively.
6 possible stars = game-end trigger
Achievements: 4 mechs deployed, max popularity, max power, 4 workers, all upgrades, 2 combat wins, 2 objectives, recruit track.
Movement + encounters on hex map
Encounter cards give branching choices affecting popularity/resources/power.
Combat is simultaneous secret bid
Both players secretly dial power (0-7) + play 0-2 combat cards; higher total wins.
Home territories cannot be attacked
Only 3 non-home hexes at max; encourages expansion.
Winner = most coins from stars + territory + resources
Popularity multiplier scales bonuses (higher pop = bigger territory/resource multipliers).
Scoring
End-game coins = base coins + stars × pop-multiplier + territory × pop-multiplier + resources ÷ 2 × pop-multiplier + structure bonuses.
| Action | Points |
|---|---|
| Star earned | 3-5 coins × popularity tier |
| Territory owned | 2-4 coins × popularity tier |
| Resources | 1 coin per 2 resources × popularity tier |
| Structure bonus | Varies (2-6 coins) |
| Popularity tiers | 1-6 = tier 1 (base); 7-12 = tier 2 (+1); 13-18 = tier 3 (+2) |
Win condition · Highest total coins.
Playing area
Called
Eastern Europe hex map + player mats
Dimensions
large hex map + individual faction/player mats
Central hex map of alternate-history Eastern Europe with 8 factions' home territories + neutral central 'The Factory'.
Equipment
Base game (5 factions + 5 player mats)
€80 retail
Miniatures: workers + mechs + character + structures
Beautifully sculpted; can be painted
Combat cards + objective cards
Hand management essential
Resource tokens (metal, oil, wood, food)
Placed on hexes producing them
Coin tokens + popularity/power tracks
Central scoring board
Automa deck (solo)
AI opponent included in base
Strategies
Faction determines opening
Each faction has strengths — Saxony aggressive, Polania flexible, Nordic mobile.
Popularity matters more than combat
High pop = huge endgame multiplier; combat costs popularity.
Race for 6 stars
Trigger game end when ahead; don't overplay.
Encounters usually pick +popularity option
Almost always worth it long-term.
Terminology
- Mech
- Giant war machine unit; deployed via bottom action.
- Character
- Faction leader unit.
- Worker
- Resource-gathering unit.
- Star
- Achievement token; 6 = game end.
- Popularity
- Track 0-18 affecting endgame multipliers.
- Power
- Combat resource 0-16.
- Encounter
- Card drawn when character enters encounter hex; branching choice.
- The Factory
- Central hex; provides special action cards when entered.
Major competitions
Scythe World Tournaments (informal)
annual · worldwide · since 2018
BGG Top 20 ranking
ongoing · worldwide · since 2016
Golden Geek Awards multiple wins
annual · worldwide · since 2016
Where it is played
Governing bodies
Stonemaier Games (publisher)
Founded 2012 · USA
Famous names & records
Famous athletes
- Jamey Stegmaier (USA, b. 1980) — Designer + Stonemaier Games founder
- Jakub Rozalski (Poland, b. 1981) — Artist ('1920+' painting series)
- Katy Grierson (Stonemaier) — Development team
Learn this sport
beginner
- 1
Play digital version ($20 Steam)
Tutorial + AI opponents.
- 2
Base game 3 players
First game 2-3 hours; use starter setup.
- 3
Master top + bottom action combo per turn
Fundamental efficiency lesson.
intermediate
- 1
Try all 5 factions
Each shifts strategy.
- 2
Add Invaders from Afar expansion
Togawa (Japanese) + Albion (Scottish) factions.
advanced
- 1
Rise of Fenris campaign
16 sessions with narrative + rule-changing modules.
Frequently asked
What is Scythe?+
STRATEGY BOARD GAME (2016) designed by JAMEY STEGMAIER — 1-5 players in alternate-history 1920s EASTERN EUROPE (dieselpunk with giant mechs alongside farmers, inspired by JAKUB ROZALSKI's paintings). Command 1 of 5 FACTIONS (Saxony, Crimea, Polania, Nordic, Rusviet); earn 6 STARS via achievements to end game; winner = most coins. Combines area control + engine building + resource management + minimal combat. 90-120 min. Beautiful miniatures. BGG Top 20; Kickstarter darling ($1.8M raised 2015). Cult classic in modern hobby gaming.
How much combat is in Scythe?+
SURPRISINGLY LITTLE despite mechs + war setting. Most games have 2-4 total combats. WHY: Combat costs POPULARITY (which multiplies endgame scoring); attacking home territories forbidden; workers flee to home when displaced; most rewards come from peaceful engine building. Combat resolved via SIMULTANEOUS SECRET DIAL — both players secretly bid POWER (0-7) + play 0-2 COMBAT CARDS; higher total wins. Considered PUZZLE-LIKE experience more than war game.
How is Scythe different from Twilight Imperium or Risk?+
SCYTHE = 90-120 MIN, ~4 combats, primarily ECONOMIC/AREA CONTROL. TWILIGHT IMPERIUM = 6-8 HOURS, war-heavy, empire-building. RISK = 2-8 HOURS, pure combat + luck. Scythe FEELS like war game (mechs, factions, tension) but PLAYS as engine-building race for stars. If you want ACTUAL WAR game try Twilight Imperium or Eclipse. Scythe is 'wargame aesthetic + eurogame mechanics'.
Sources & provenance
- Wikipedia — Scythe— Wikipedia
- BoardGameGeek — Scythe— BGG
- Stonemaier Games — Scythe— Stonemaier Games