Scythe (2016)

Rating: 4 / 5

Box art for Scythe, showing a woman standing beside a mech in a wintry Eastern European landscape.

I nearly won my first game by doing almost nothing violent at all, sitting quietly on the middle popularity tier, banking money, skipping the extra player board upgrade entirely, which tells you most of what you need to know about where the actual tension in Scythe lives. It’s an area control game where the fighting is optional in a way most box art wouldn’t lead you to expect, the mechs and the WWI adjacent aesthetic promise combat, and what you mostly get is resource routing and a slow build toward six stars.

Two player is fine, better than fine honestly, but I noticed the game visibly opens up at four, more territory pressure, more reason to actually engage the combat systems instead of quietly turtling your way to a win. Components are the real headline here regardless of player count, the minis are good enough that painting them feels almost obligatory rather than optional, and the encounter deck’s flavor text is some of the best written in the genre, worth reading aloud rather than skipping.

My hesitation, and it’s kept me from going higher than four stars, is the endgame trigger. Once someone hits six stars the game ends immediately, which can feel abrupt and occasionally unfair to whoever was one turn from their own big play, a real ending condition complaint I’ve seen echoed elsewhere and one I share after enough plays. Setup takes real table space and real time, faction sheets, resource tracks, the central board, this isn’t a quick weeknight filler by any measure. For an evening where you want a long, handsome, mostly peaceful engine builder with the option of war if you want it, this earns its spot on a lot of shelves, mine included.

← back to the blog