Scythe

Scythe

#26BGG8.1RATING
Consulted 2 times·Updated Jul 27
1–5
PLAYERS
115
MINUTES
4
BEST WITH
3.5
HEAVY
Ask Mira about Scythe
DESIGNER CLARIFICATIONS3
  • Officially banned faction-mat / player-mat combinationsdesignerpublisherlinked official sourcecommunity high-engagement
    CONTEXT
    Certain faction/player-mat pairings let an experienced player end the game in ~14 turns, far below the 18–22 turn average, which is unfair to the rest of the table.
    RULING
    "I've decided that the Crimea/Patriotic faction mat/player mat combination will henceforth be banned. This joins the other banned combination, Rusviet/Industrial... If you draw into either of these combinations during setup, return your player mat to the pool and gain another. Brand-new Scythe players may ignore the banned combinations for their first game." Officially posted on the Stonemaier FAQ (https://stonemaiergames.com/games/scythe/faq-scythe/).
    AUTHOR: jameystegmaier (Jamey Stegmaier, designer)SOURCE: boardgamegeek.com(94 replies, 115 thumbs)DATE: 2018-12-30
  • How the Mill works on a Produce actiondesignerlinked official sourcecommunity high-engagement
    CONTEXT
    The most-cited Scythe rules thread. The community guide was endorsed by the designer ("Well done!") and Jamey confirmed it matches the official Stonemaier FAQ.
    RULING
    On a Produce action, the Mill's hex counts as an extra (bonus) production territory in addition to the territories shown on your player mat, AND the Mill itself produces 1 resource as if it were a worker. Any actual workers on the Mill's hex also produce. So a hex holding the Mill plus 2 workers produces 3 of that hex's resource. If the Mill is built on a Village hex, it can produce 1 worker.
    AUTHOR: killersnake10 (guide author); endorsed by jameystegmaier (Jamey Stegmaier, designer)SOURCE: boardgamegeek.com(85 replies, 180 thumbs)DATE: 2016-08-18
  • Winning a combat with zero powerdesignerpublisher
    CONTEXT
    An attacker committed 0 power against a defender who also had 0 power and no combat cards. Since the attacker wins ties, the attacker won 0–0.
    RULING
    "Yep, it's okay." A combat can be won with 0 power; ties go to the attacker, so 0 vs 0 is an attacker victory.
    AUTHOR: jameystegmaier (Jamey Stegmaier, designer)SOURCE: boardgamegeek.comDATE: 2017-12-08
Q&A2
  • Bottom-row action when no unit is left to placecommunity high-engagement
    QUESTION
    If all your mechs are already on the board, can you still pay metal on the Deploy bottom-row action just to gain coins, even though there is no mech left to place?
    ANSWER
    Yes. You may take a bottom-row action to gain its coin benefit even when you cannot or choose not to place the unit — benefits are optional, costs are mandatory (rulebook p.14, repeated p.31). Your neighbors still receive their recruit benefit from your bottom-row action regardless of whether you actually deploy a mech or build.
    AUTHOR: joepunman (Joe Rakstad)SOURCE: boardgamegeek.com(4 replies)DATE: 2026-03-23
  • Dropping resources and resource neutralitycommunity high-engagement
    QUESTION
    Can resources be dropped on hexes that don't natively produce that resource type, and who can use dropped resources?
    ANSWER
    Yes — once produced, resources can be moved to and left on any legal hex regardless of that hex's native resource type. Resources are neutral: only a player who controls a hex can use the resources on it, and any controller (not just the player who produced them) may use them. A building establishes control of its hex whenever no opposing mobile units are present.
    AUTHOR: rkonigsberg (Robert Konigsberg)SOURCE: boardgamegeek.com(9 replies)DATE: 2025-08-11
EDGE CASES1
  • Combat that ends the game before all move-action combats resolvedesigner
    SITUATION
    A single Move action sends two units into separate combats. The first combat resolves and awards a 6th star, ending the game before the second unit's combat can be fought. The rulebook says to "undo that portion of my move action, returning the unit to where it came from," which is ambiguous.
    RULING
    The unresolved unit returns to the most recent space it occupied during that move action (not the space it started the move action from), and the player controls that territory at game end.
    AUTHOR: jayahre (JR Honeycutt), relaying a ruling from jameystegmaier (Jamey Stegmaier, designer)SOURCE: boardgamegeek.com(10 replies, 20 thumbs)DATE: 2016-07-28

Last researched: 2026-06-29

CATEGORIES

Economic·Fighting·Science Fiction·Territory Building

MECHANICS

Area Majority / InfluenceCard Play Conflict ResolutionContractsEnd Game BonusesForce CommitmentGrid MovementHexagon GridKing of the HillMovement Points

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An opponent's settlement blocks your road network — your road cannot be built through or past an occupied intersection.

Catan — Roads & Building, p. 7

At the end of each round, the player with the most of the goal trait scores points equal to their amount; the player with the second most scores fewer.

Wingspan — End of Round, p. 11

Null cards deal 0 damage regardless of base value or any bonuses applied.

Gloomhaven — Attack Modifier Deck, p. 23

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