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Automa For Scythe: Game Rules
Hey there! Let’s dive into the exciting world of Automa for Scythe. If you’re a fan of board games, you’ve come to the right place! Automa is a fascinating concept that enhances your gaming experience by introducing an artificial opponent. This opponent, known as Automa, is designed to challenge you and keep you on your toes throughout the game.
Now, you might be wondering why Automa is such an important element to consider when it comes to playing Scythe. Well, Automa ensures that even if you’re playing alone, you can still have a thrilling and competitive time.
So, how does Automa work? It’s actually quite simple. Automa operates through a set of predefined rules and actions that mimic the decision-making process of a human player. It takes into account the game state, your actions, and its own objectives to make intelligent moves.
Here’s the best part – Automa doesn’t just follow a set pattern. It adapts to your actions and makes decisions accordingly, just like a real opponent would. This makes every game you play against Automa unique and unpredictable!
Choosing the right Automa difficulty level is important. If you’re new to Scythe or want a more relaxed experience, you can start with an easier difficulty. On the other hand, if you’re a seasoned player looking for a challenge, crank up the difficulty and brace yourself for some intense gameplay.
Understanding how Automa works is crucial for interpreting its moves and making strategic decisions. By observing Automa’s actions, you can gauge its objectives and plan your moves accordingly. Keep in mind that Automa can be a double-edged sword – it will challenge and push you to your limits, but it will also enhance your skills as a player.
Now that you know all about Automa for Scythe, it’s time to put your knowledge into action! Grab your board, set up the game, and take on the challenge of playing against Automa. Immerse yourself in the Scythe universe and enjoy the thrill of tactical decision-making in this fantastic board game.
If you’re looking for a captivating and immersive gaming experience, then you’ll love Scythe with Automa. Get ready to strategize, adapt, and outwit your opponent as you navigate the dynamic world of Scythe. So, what are you waiting for? It’s time to conquer the board and emerge victorious!
The moment you decide to start playing with the expansion, you need to take out cards 5, 8, 18, and 19 from the original Automa deck. Instead, insert the four new cards that come with this expansion. Those cards that were removed won’t be used anymore.
In case the Automa is playing as Albion or Togawa, you should put the four Flag or Trap tokens, depending on what is appropriate, on the Automa’s faction mat. Shuffle the Trap tokens and place them facedown. And now you’re all set and ready to go.
Let me explain the gameplay to you. All the rules from the original Scythe Automa rulebook still apply, except for some specific changes made for the Albion and Togawa factions.
When the Automa places Traps and Flags, they don’t affect its movement, except when an Automa playing as Togawa sometimes moves into an unarmed trap. But the Traps you place can actually influence its movement.
When it comes to playing against the new factions, the Automa faces an even greater challenge because it receives extra points from Traps or Flags. If you want to come out victorious, you’ll need to carefully consider your moves.
Movement Restrictions for Albion and Togawa
In the original rules, Automa units are not allowed to use lakes or cross rivers as long as the Star Tracker token is on a space with a mountain. However, when the Automa plays as Albion or Togawa, there is an additional restriction. Automa units cannot move onto a tunnel territory as long as the Star Tracker token is on a mountain space.
The Automa Playing As Albion
Albion
When I play Albion, the Automa player also gets to place Flags on the board. These Flags come from the Scythe: Invaders from Afar expansion and are worth points at the end of the game. The Automa player places Flags when it takes the Encounter/Factory action. Once it finishes moving, if the Automa player still has Flags left, it puts one on the territory where its character is.
Togawa
Setting Traps
Hey there! Let me tell you about Togawa and how it helps the Automa in Scythe: Invaders from Afar. Togawa gives the Automa the power to use Traps, just like in the expansion rules. These Traps come into play during the Encounter/Factory action (). When the Automa finishes moving, if it still has any Traps left, it places one of them on the territory where its character is located. Now here’s the twist – you don’t get to know which Trap was chosen unless you activate it during gameplay.
Getting Traps Ready Again
When I evaluate the Encounter/Factory action (), I need to make sure it leads to a valid move. However, if there are disarmed Traps on the board, things change. In that case, I can move to the territory that has a disarmed Trap and arm it, even if it’s not in the neighborhood of any Automa unit.
This action is similar to the Encounter/Factory action (), but with one key difference. The territory with the disarmed Trap doesn’t have to be close to an Automa unit for me to choose it. I have the freedom to move to any territory that has a disarmed Trap.
If there are multiple disarmed Traps, I will choose the one that is the shortest distance from an enemy unit. To break any ties, I will use the normal reading order.
I’m the Automa Playing Against You.
Albion
When I play as the Albion faction, there are no changes to the rules.
Togawa
The Automa in the game triggers traps and faces penalties, just like in multiplayer. However, there is one trap that the Automa can activate but doesn’t have to suffer the penalty for – the trap that causes popularity loss.
To make the Automa actively try to trigger traps, we introduce a new tiebreaker called “Territory with an armed Trap.” This tiebreaker comes before the “Normal reading order” tiebreaker for all move actions against the Automa faction. So, when deciding on a destination, there are now three tiebreakers to consider:
- TIEBREAKER 1: Territory closest to the Factory.
- TIEBREAKER 2: Territory with an armed Trap.
- TIEBREAKER 3: Normal reading order.
Multi-Player
If you want to learn more about playing with Automa in multiplayer, check out the rules here.