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.

📐Eastern Europe hex map + player mats~105 min🌤indoor

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.

ActionPoints
Star earned3-5 coins × popularity tier
Territory owned2-4 coins × popularity tier
Resources1 coin per 2 resources × popularity tier
Structure bonusVaries (2-6 coins)
Popularity tiers1-6 = 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. 1

    Play digital version ($20 Steam)

    Tutorial + AI opponents.

  2. 2

    Base game 3 players

    First game 2-3 hours; use starter setup.

  3. 3

    Master top + bottom action combo per turn

    Fundamental efficiency lesson.

intermediate

  1. 1

    Try all 5 factions

    Each shifts strategy.

  2. 2

    Add Invaders from Afar expansion

    Togawa (Japanese) + Albion (Scottish) factions.

advanced

  1. 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

Last verified 2026-08-25.verified