🛩️ Take Your Scythe Experience to New Heights!
The Wind Gambit Expansion for Scythe introduces two exciting modules: Airships, allowing free movement across territories, and Resolution tiles that change game endings. Designed for 1-5 players (up to 7 with Invaders from Afar), this expansion enhances gameplay with stunning artwork and a solo play option against an Automa.
Unit Count | 1.0 Count |
Number of Items | 1 |
Item Weight | 0.82 Kilograms |
Item Dimensions L x W | 11.81"L x 5.12"W |
Theme | Science Fiction |
Are Batteries Required | No |
Material Type | Cardstock, Cardboard, Paper, Plastic |
CPSIA Cautionary Statement | Choking Hazard - Small Parts, No Warning Applicable |
J**Y
If you love Scythe, this is a great add-on.
"Scythe: The Wind Gambit" is a commendable expansion to an already exceptional game. It adds a layer of strategic depth without dramatically altering the core mechanics of Scythe. The additional elements seamlessly integrate into gameplay, offering a fresh dynamic that enhances the overall experience.The airships, a central feature of The Wind Gambit, introduce a new layer of movement and tactical possibilities. They're much larger than I expected them to be, which is a great surprise. They are built to *literally* carry workers and resources, and it is very exciting to do so during gameplay. See the photo for a size reference relative to the box.The expansion components maintain the same high quality as the base game, with sturdy cards and well-crafted miniatures. The rulebook, as expected, is clear and concise, ensuring a smooth integration of the new elements into the existing game framework.While The Wind Gambit succeeds in augmenting the Scythe experience, it is not a game-changer and therefore may not be for everyone. However, for players seeking subtle yet impactful expansions, this addition is certainly worth considering.In conclusion, "Scythe: The Wind Gambit" earns its five stars for its seamless integration, thoughtful design, and the enhanced strategic possibilities it brings to the table. It's a worthy addition for fans of Scythe looking to breathe new life into their gaming sessions.If you like this product, definitely consider "Scythe: Invaders From Afar." It contains two new factions which shake up gameplay and give Scythe a fresh feel.
N**K
Exciting and fabulous expansion, not necessary for most players though
Scythe is one of our most played and most often played games. We love it at anywhere between 1 and 7 players think the Fenris campaign is absolute genius and have bought most upgrades and additions to the game that we can get. So it is no surprise that we also love the Wind Gambit expansion.First off I do believe this is an expansion that is for you hardcore Scythe fans out there like us, if you want to add even more abilities and awesome pieces to move around the board to your game get it! If though Scythe is just a game you enjoy and you've not really seen any need to upgrade it, I truly believe you could pass on adding in the airships and alternate end game scenarios that are included in this expansion. Others in our game group who also love Scythe have this expansion and for them it doesn't work for their style of play but have said they are glad to own it as part of their collection.This is why that we love it though; first there are 8 alternate game winning conditions that you can play. You can choose one of these randomly or go through them one at a time as you play games and see which ones work for you. Most of them are great at shaving off some time off of your games as the alternate win conditions can often be achieved in less time, others focus more on shifting entirely how you play the game and can force a lot more player interaction and battles. Doomsday Clock is probably one of our least favorite and usually is the only one we won't play in a 2 player game. This one has each player take exactly 20 turns and then the game ends. This one shortens game length quite a bit and is one we reserve for an option when playing at a full 7 players, Doomsday Clock however does make a great teaching game scenario we've found.What you're here for though is the airships right? These big chunks of plastic floating around the board and I'm sure you hope they will alter games to where you are having these huge epic air to air combat fights with air drops of giant mechs. Sadly that is not quite how they work, in standard play you randomly select an offensive and defensive power and everyone shares those same powers for all the airships. The cards also determine an airships travel distance in hexes and whether they can transport workers or resources. So while most of the cards aren't unleashing destructive attacks they are providing interesting little perks and add variability in how your games play. Something like that your airship can act as a bridge over lakes, or that it has a drill on it that makes the hex it is on connect to all the tunnel spaces. A more exciting variant with the airships is that each player can instead take a unique offensive and defensive power card for their specific airship. So now you have any number of airships flying around the game board at different speeds, some of them carrying workers toward the factory, others carrying resources to do an aerial bombardment on a bunch of mechs.This for us is what makes the Wind Gambit work so well it adds 2 more random elements to your play style for each and every game you play. The end game objective might push you towards collecting all the event markers on the board and your airship might be the only one in play that can control a territory. These additions add more great fun to one of our already favorite games.
D**Y
This expansion makes a great game even better. Buy this if you like Scythe.
The airships look great, and are impressive to see looming over the board. Mechanically, they add a lot to the game. The rules governing airships are modular, with a passive and aggressive rule selected for each game. Those two rules give your airship two wildly different functions. Should you let it stay back in the heart of your territory to help with production? Or will you bring it into the front lines to aid in combat? In each game there are interesting decisions to make with the airships, and due to the modular nature of the airships' rules, the choices are different each game.Also, the Resolutions Module is great. It's weird having it bundled with the airships, since it isn't related to the airships at all, but it does a great job adding new choices and variety to the game. Each resolution I've tried has made for a fun and unique round of Scythe.
I**N
Subtle is good
This is great addition to the game. The added changes are not immense so the game still feels really well balanced. I like the variability the airships and end game conditions adds to play.The expansion is simple enough that you could teach a gamer Scythe for the first time, with this as part of it, and it would not be too overwhelming.The components are superb, but if I was to say something negative it would be that each sip looks exactly the same, when I would have liked variability like the Mechs have. Also, these have no guns on them....I mean, c'mon!
R**E
A simple, yet profound expansion
A simple expansion that adds two additional factions to the base game bringing the total player count from 5 to 7. The new factions add some new interactions to the game. They are not land locked like the other factions, have different mech bonuses, and come with additional tokens that give them unique asymmetric capabilities. While, the new factions bring more diversity to the scythe, they are easy to incorporate into a standard game. The board can feel a little crowded playing with a full 7 players. I recommend this as a must add for large game groups or scythe fans that plan to play the game multiple times.
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