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Scythe: The Rise of Fenris
Scythe: The Rise of Fenris, the conclusion to the Scythe expansion trilogy, enables two different options for any player count. The story of Scythe continues and concludes with an 8-episode campaign. Instead of—or after—the campaign, the new modules in The Rise of Fenris can be used in various combinations to cater to player preferences. These modules are compatible with all Scythe expansions, and they include a fully cooperative module.
75m - 150m
1 - 5 Players
Ages 12+
Andy Pain
I'm 5 games into the campaign and just won my first one - Buying the one time tokens seems to be a good strategy as it means you get to do bottom row actions quicker and hence get your "engine" working sooner. However the ability to buy these depends on you doing well so, as yet, I've seen no mechanism to help losing players play catch up. Update after I won overall campaign - buying tokens is good - getting lots of movement is very good
b4retina
1st Campaign; 5 people playing; Rusivo Faction (Red) 1;L 2;L 3;L 4;W 5;W Now playing Fenris faction 6;W
Alyiz
-Spoiler Free- Here's the thing about RoF: This is not really a legacy game. It's a normal board game expansion where all the new pieces have an introductory scenario for them. At the end of it all, you'll be VERY happy with the new modules and pieces (I was!) but you might look back and go "I played 10 scenarios that were mostly just regular Scythe for this???". If someone told me to just open all the boxes and have fun learning the game modules myself, I think that would've been a better solution. The scenarios are still playable and the big boxes *might* be a cool reveal, but honestly I guessed them pretty quick due to what would obviously go in there and what the rulebook depicts. Again, great expansion, will be adding tons to my games; not a great "legacy" or even questing expansion.