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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+
antaresdev
I really enjoyed going through the campaign at 2p. I loved about half of the modules, and continue using them with the base game. I haven't played with the automa yet, but I want to try the campaign with it as well.
andybeta
This is already amazing... 3 scenarios in. 6 scenarios in and the surprises still keep piling up! Really mixes up the old Scythe formula with some great ideas. Everything still seems really well balanced, even when, at first glance, something can seem quite OP. Played through twice now and although there were no more surprises it still served to engage and changed up the standard scythe gameplay significantly. We haven't used the new factions in standard gameplay yet.
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.