Scythe Expansion The Wind Gambit Official Rules

By: Dennis B. B. Taylor

Welcome to the Wind Gambit Game Rules!

Hey there! I’m here to guide you through the exciting world of the Wind Gambit. This is where you’ll find all the rules and tips you need to dominate the game. So, let’s dive in and explore!

Components

Let’s start by taking a look at the components you’ll find in the Wind Gambit box:

  • 8 Unique Pilot Miniatures – These little figurines represent the pilots in the game. Each one of them has their own special abilities and skills. Get to know them well!
  • 1 Airship Miniature – This is the central piece of the game. It represents your airship, which you will use to conquer the skies and battle your opponents.
  • 24 Wingspan Cards – These cards contain a variety of bonuses and actions that you can use to gain an advantage in the game. Use them wisely!
  • 28 Event Cards – These cards introduce unexpected events and challenges that you and your opponents will face. Stay on your toes!
  • 4 Faction Tiles – Choose from four different factions, each with their own unique abilities and strategies. Select the one that suits your playing style best!
  • 30 Plastic Units – These units represent your ground troops and siege weapons. Use them to defend your territory or attack your enemies.

Setup

Now that you know what’s in the box, let’s get to the setup. Follow these steps to prepare for an epic gaming session:

  1. Place the airship miniature in the center of the game board. This will be your starting position.
  2. Give each player a pilot miniature and place them on their respective faction tile.
  3. Shuffle the Wingspan and Event cards separately, and place them face-down within reach of all players.
  4. Finally, distribute the plastic units to each player, according to their faction’s starting forces.

Gameplay

Now, let’s talk about how to play the Wind Gambit.

On your turn, you have two options:

  1. Move your airship: You can move your airship up to its movement limit in any direction. Plan your moves strategically to outmaneuver your opponents and gain control of important areas.
  2. Take an action: Once you’ve moved your airship, you can take an action. This can be anything from deploying ground troops to attacking other players’ units. Be creative and use your resources wisely!

Remember, the goal of the game is to be the first player to achieve a certain number of victory points. You can earn victory points by completing different objectives and defeating your opponents’ units.

Conclusion

Well, that’s a brief overview of the Wind Gambit game rules. Now it’s time for you to grab your airship and conquer the skies! Have fun and may the wind be always at your back.

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For centuries, humans have been limited to traveling on land and sea. But the brilliant minds of Eastern Europa have introduced a groundbreaking technology: airships. These incredible creations, powered by steam, now glide majestically through the sky, revolutionizing how empires expand and engage in conflict.

Over time, it has become clear that no single faction can permanently dominate the world. In an effort to reduce conflict and promote peace, the leaders of Europa gather annually to propose new ways for factions to resolve their differences.

In this expansion for Scythe, two new modules are introduced. These modules can be played together or separately, with any number of players, and can be combined with the base game or other Scythe expansions. They provide additional strategic choices for players, without being mandatory.

If you’re new to Scythe, I suggest starting with the core game before diving into this expansion. It’s a great way to get familiar with the game mechanics and storyline.

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The Airship Module: Fly High with Unique Units

Hey there! I want to tell you about a cool new thing called an airship. It’s not like any other unit you’ve seen before – no characters, mechs, or workers. Nope, airships are in a league of their own. The best part? They never control territories!

So, let me break it down for you. Airships can move around using the Move action, and guess what? They can go anywhere – rivers, lakes, you name it! No restrictions. And here’s another interesting twist – each airship comes with two random abilities. And get this, all players have the same abilities. Talk about a level playing field!

Getting Started

Alright, now let’s get you set up with your very own airship. Grab one in your faction’s color and put it on your home base – easy peasy!

Time to introduce some variety. You see, there are two types of airship tiles – aggressive (red) and passive (green). Shuffle them up separately and pick one of each. Place them right next to the encounter deck. Now every player’s airship will have a combination of these abilities. Cool, right?

Scythe Expansion The Wind Gambit Official Rules UltraFoodMess

Scythe Expansion The Wind Gambit Official Rules UltraFoodMess

Hey there! Let’s talk about airship gameplay in this exciting game. Airships have some unique features that set them apart from other units. One thing you need to remember is that airships can fly freely over any territory, even those controlled by opponents. That gives you a lot of flexibility in your strategy.

However, there is a limitation when it comes to spending resources. Airships, unfortunately, cannot control territories on their own. So, unless you have another way of controlling a territory, you won’t be able to spend the resources found there. It’s a bit of a bummer, but it adds an extra challenge to the game.

Now, let’s talk about end-of-game territorial control. If you find your airship alone on a territory at the end of the game, it doesn’t actually mean you control that territory. You won’t be able to claim the resources on that territory either. So, keep that in mind when planning your moves.

Moving on, airships have an awesome ability to transport resources or workers. Each aggressive airship tile has the ability to transport up to 3 resources or up to 2 workers. This ability is always available for all airships, regardless of whether their written ability is being used.

So, now you know the ins and outs of airship gameplay. Have fun, and may the skies be ever in your favor!

Just like other units in the game, the airship can also carry and deliver resources. This can happen before, during, or after the airship moves. It’s all part of the Move action. However, unlike other units, the resources are placed on the airship miniature itself. But, there’s a catch – airships are not allowed to pick up resources from territories controlled by opponents.

How it Works

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When you have resources on your airship, you have full control over them until you use them or decide to leave them in a territory (you can do this whenever you move the airship).

The resources on your airship are considered during the final scoring.

You cannot take the resources that are controlled by your opponents.

Carrying Workers

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When you’re working on an airship, it doesn’t mean you control the territory it’s flying over. The workers on the airship can’t produce or trade on that territory, and your opponents can’t interact with them either. Here are some important things to keep in mind:

– Workers can only be dropped off on territories that your opponents haven’t already occupied. Before a worker can move or be carried by a mech in a subsequent move action (which can be on the same turn), the airship must drop off the worker during its own move action. Workers can’t move directly from the airship to another territory.

– If a worker is picked up by an airship, they can’t transport any resources onto the airship.

– Albion can only use its Rally ability to move to a territory where there are Albion workers (or a Flag). The worker must be on the territory itself, not on an airship.

That’s the basic rundown of how airship workers function. Remember these rules when you’re strategizing and planning your moves. Now, let’s talk about movement in general.

When you’re playing Scythe, you have the ability to move your airship. All you need to do is select the Move action and choose the airship as one of the units you want to move.

The Basics

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Range: When I move my airship, I can move it up to the number of territories shown on the hex in the upper right corner of the airship tile (we call this the “range”; it tells us how far the airship can move). Just remember that in Scythe, you have to finish moving one unit before moving another one.

Rivers and Lakes: Airships don’t have to worry about rivers or lakes – they can go wherever they want!

Airships on opponent-controlled territories: My airship can move onto and off of any territory, even if it’s controlled by another player. It’s easy for airships to travel around the map!

Multiple airships on the same territory: There’s no limit to how many airships can be on the same territory. If there’s enough space, they can all fit!

Other Notes

Mech Abilities: Airships don’t have any special abilities like mechs or characters do. They’re just for transportation.

Occupied/Unoccupied: When you hear these terms in the game, it just means whether there are units on the airship tiles or not. If there’s at least one unit – a worker, a character, or a mech – on a territory, it’s considered “occupied”.

When you play the Move action of a Factory card for your airship, your airship’s range is increased by +1.

Home Base: Remember this rule: airships are not allowed to move onto home bases.

Tunnels and Mines: Another thing to keep in mind is that airships cannot move through tunnels or mines.

Combat: Having an airship on a combat territory doesn’t give you the ability to play more combat cards.

Traps: Airships are unaffected by Traps, which are part of the game Invaders from Afar.

Blitzkrieg: This cool ability lets me take part in a battle with another airship. If I win, I get a star. This is the only time I can run away from a fight (the other units on the field don’t fight or run away).

Super Cool Version

Instead of all airships having the same two abilities, we each get 1 special ability for attacking and 1 special ability for defending. These abilities only apply to our own airship.

We don’t really recommend doing this, especially in games with more than 4 players. It’s a lot of stuff to remember.

Battle Decisions

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Hey there! Let’s talk about the resolution module in Scythe, a board game. This module adds a twist to how the game ends. See, normally, the game ends when a player puts their 6th star on the board. But with the resolution module, we throw that idea out the window! Instead, we use a special tile to determine when and how the game ends.

Here’s how you set it up: grab all the resolution tiles, give them a good shuffle, and pick one at random. Read it out loud to everyone, and place it face-up near the Triumph Track. This tile will be the rule for all players in the current game.

Now, let’s talk about stars. Some resolution tiles let you place stars on different things, like tiles or objective cards. These stars still count for scoring at the end of the game, just as if they were on the Triumph Track. The catch is, you can only place up to 6 stars. But here’s the cool part: with certain resolution tiles, multiple players can actually have 6 stars! Talk about a game changer.

Get Moving for Coins: This is a rule that’s already in the original rulebook, but it’s especially important to remember when using the resolution module.

Even if you’ve already “completed” a bottom-row action (like deploying all 4 of your mechs), you can still choose that section of the player mat on future turns. By paying the cost of the bottom-row action, you’ll gain the coin benefit (and the ongoing recruit bonus, if it applies). Just remember that you can only take each action once per turn.

Remember: You might discover that one of the resolution tiles works better for your gaming group than the others. If that’s the case, feel free to choose that tile every game instead of picking one randomly.

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Errata And Variants

Hey there! I have some cool stuff to share with you about the game Scythe. It has a few things you might not know, like mistakes that have been found and some fun ways to shake things up. You can find even more info on the official Stonemaier Games website at stonemaiergames.com/games/scythe/faq-scythe/. But let me give you a quick summary:

Forcing Workers To Retreat

So, there’s this part on page 11 of the rulebook that needs an update. The first two sentences on the right column (Moving into Opponent-Controlled Territories/Controlled by Workers) should be a little different. Here’s how they should go: “If you or one of your mechs goes into a territory that’s controlled by another player’s workers (and there aren’t any other units there), you have to stop moving (even if your mech has a special ability that lets it keep going). And get this, all the other player’s workers in that territory have to run back to their home base, no matter what resources they leave behind.”

Okay, let me break it down for you. The rule I’m talking about is when you can move your character/mech into a territory that has your opponent’s worker(s) in it. Here’s what you can do: you can make those workers retreat, and then move a different unit through that same territory. That’s the deal.

Getting Objective Cards Done

So, before, there was some confusion about when exactly you could finish an objective card during your turn. Most of the time, it doesn’t matter, but for a few cards, it does. To clear things up, we’re saying this: “You can reveal a completed objective card when it’s your turn, either before or after you finish a top- or bottom-row action.” Basically, you can’t finish an objective while you’re in the middle of taking an action.

The Rusviet Change-Up

Hey there! Have you ever played Scythe and noticed how strong the Rusviet faction is? Well, let me tell you, our playtesting didn’t show them as being too powerful, but who knows, right? Your experience might be different. If you find the Rusviet faction a bit too strong, I’ve got a couple of tips for you.

First of all, keep in mind that the Rusviet faction ability that allows them to take sequential turns with repeated actions can’t be used on a Factory card. This is especially important to remember in games with 2 or 3 players, where the encounter-per-player ratio is higher.

Another tip for balancing things out is to avoid pairing the Rusviet faction with the Industrial player mat. Trust me, it’ll make a difference in making the game more fair and enjoyable for everyone.

A Fun Variant to Try

So here’s the deal: the amount of resources you start with in the game depends on two things that don’t make a huge difference, but are still worth mentioning. First, it’s all about the order of players. Second, the playtest data for each individual mat was slightly different during the testing phase.

Now, let’s talk about that player mat with the number #5 on it. Even though it might show up second in the order, it actually starts off a bit weaker than the others. We found this out during the blind playtest, and it played a role in balancing the game.

But don’t worry too much about it. In the grand scheme of things, this doesn’t have a major impact on the game. It’s just a little detail.

That being said, if you and your group prefer it, you can always go ahead and deal out the mats in order based on the numbers. It’s totally up to you.

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