Contents
- 1 Scythe: Insights from History
- 1.1 What You Need to Know
- 1.2 General Rules for Scythe: Lessons of the Past
- 1.3 Episode 1: Rebuilding part I
- 1.4 Episode 3: The Tesla Rescue
- 1.5 Episode 4: Race for Knowledge
- 1.6 Episode 5: The Ground Game
- 1.7 Episode 7: Hearts And Minds
- 1.8 Episode 8: Posturing
- 1.9 Episode 9: Peace Talks
- 1.10 A Brand New Start
- 1.11 Episode 10-B: Battle For The Factory
- 1.12 Reflections on Episode 11-A: Valuable Lessons
- 1.13 Episode 11-B: Lessons Of The Past, Forgotten
Scythe: Insights from History
Long ago, the scythe stood as a symbol of both life and death. It was a versatile tool: used to gather grain in bountiful harvests, but also to reap souls from this world. Such an instrument, with its dual nature, holds valuable lessons from the past.
When I reflect on the scythe, I’m reminded of its paradoxical nature. It has the power to bring sustenance or to end life abruptly. Just like the scythe, life itself is a delicate balance between creation and destruction.
Imagine a vast field of golden wheat, stretching as far as the eye can see. The scythe gracefully sweeps through the stalks, churning the wheat into bountiful heaps. It is a dance between the farmer and the grain, an ancient ritual passed down through generations.
But as I marvel at the abundant harvest, I am aware of the scythe’s other purpose. In times of great upheaval, it has been wielded as an instrument of war and conflict. It has marched alongside soldiers, cutting down lives and instilling fear in the hearts of many.
Yet, even in the face of darkness, the scythe holds a lesson. It reminds us of the fragility of life, the transient nature of our existence. It urges us to cherish each moment, for we never know when our time will come.
So, my friend, when you hold a scythe in your hands, remember its storied past. Let it guide you through the complexities of life. Embrace its paradoxical nature and learn from its history. For within the scythe lies the lessons of our ancestors, waiting to be discovered.
It’s the 1920s in Europa, and the aftermath of the first Great War lingers. The snow is stained with the ashes of conflict. There’s a city-state called “The Factory” – the heart of capitalism – that powered the war with its powerful mechs. But now, this city-state has shut down, and its closure has caught the attention of neighboring countries.
Five factions are entering the stage, all vying for control over a small yet coveted piece of land in Eastern Europa. They come from different backgrounds, with their own unique abilities and ambitions. Everyone is seeking fame and fortune, aiming to establish their empire as the dominant force in the region.
Playing The Campaign
When I play the campaign, the first thing I do is dive into a short story. It sets the stage for what’s about to happen and gets me excited for what’s to come. Once that’s done, I make some adjustments based on the episode I’m playing or any rewards I’ve earned from previous games. It’s important to be prepared!
After all the setup is complete, it’s time to start the game. As the game progresses, I have the chance to win or achieve certain goals. And here’s the exciting part – if I do, I’ll receive temporary or ongoing bonuses at the end of the game. It’s like an extra reward for doing well!
Every aspect of each episode – the story, the setup, the rule changes, and the rewards – are carefully crafted to work together. They create a cohesive and immersive experience, not just in that particular episode, but throughout the whole campaign. It feels like I’m part of something bigger.
Welcome to Lessons of the Past, a multiplayer campaign that takes you into the fascinating post-Great War world of Scythe. In this campaign, we’ll unravel the legacy of this war together and witness how it shaped the nations of Europa.
Before we dive in, I recommend playing a few games of regular Scythe to familiarize yourself with the rules. Lessons of the Past introduces some adjustments that will be easier to grasp if you already have a good understanding of the game.
Our story begins right after the Great War and the decline of the Factory. Europa is tired of war and ready for recovery. Throughout this campaign, we will embark on a journey of national healing, experiencing the struggles of rebuilding, confronting popular anxiety, and ultimately, the consequences of ignoring the lessons of history.
Hey there! I’m excited to tell you about Lessons of the Past, a thrilling series with 10 episodes that will challenge both new and experienced players of Scythe. In each episode, we’ll encounter new rules and setup changes that will make us think outside the box.
While some tried and true tactics may still work, it’s often the innovative thinkers who come out on top. It’s crucial for all players to understand the specific rules and changes for each episode, as well as the goals and rewards for winning.
Here’s the cool part: every episode rewards the winner and players who achieve certain goals with ongoing bonuses that can make a big difference in future games. To keep track of these bonuses, make sure to log them on the Episode Rewards Sheet. Remember, these bonuses can be powerful, so it’s risky to let one player accumulate too many rewards early on.
Hey there! I wanna talk to you about something important. This campaign we’re gonna go through might need some tweaking before it can work with those expansion factions. But hey, it’s still a great way to get some neutral pieces for certain scenarios when you have five players.
Listen up because here’s a note from the designer: this campaign tells a story. It’s highly recommended that you play along without peeking ahead. Don’t worry, there aren’t any spoilers. Trust me, it’ll be way more exciting if you let the story unfold naturally. Of course, if you’re the adventurous type, you can read ahead. But the only real tip I can give you is to always try to win. Whatever comes next won’t change that.
What You Need to Know
Each episode of this campaign shakes things up a bit. It bends the rules of Scythe in different ways, sometimes in multiple ways. So, get ready because every episode is gonna require you to rethink your strategies. The most obvious strategy may not always be the best one, you know?
Before you start playing each episode, it’s important to understand the background story, special setup, rules, and rewards. These elements are designed to create a thematic experience that can impact gameplay in various ways. By familiarizing yourself with them, you’ll be better equipped to approach each game.
Make sure to pay close attention to the “Episode Setup & Rules” section for each game and refer to it throughout the game. Some episodes may introduce limitations or changes to certain aspects of the game, such as how stars are earned or the consequences of combat.
General Rules for Scythe: Lessons of the Past
Unless stated otherwise, always follow the rules of the base game. However, keep in mind that the episode-specific rules and setup procedures take precedence over the base game rules.
Player boards should change in each episode. Initially, we randomly distribute the player boards, just like in the base game. But we have a recommended distribution method that you can try:
First, the faction that won the previous episode gets to choose last in the next one.
Second, the faction that has won the fewest episodes gets to choose first. The faction with the second fewest wins gets to choose next, and so on.
If there’s a tie, the faction to the left of the faction that last won gets to choose first. And remember, these bonuses are tied to factions, not individual players. So even if players don’t play the same faction every game, the episode reward bonuses still follow the factions.
These bonuses are optional. But if a faction wants to take a bonus, they can only do so during game setup.
And here’s something important – there’s one episode “Reward” that is actually a penalty, and it’s mandatory.
Episode 1: Rebuilding part I
The war is finally over, and something strange has happened. The Factory, which played a major role in the conflict, has suddenly closed its doors. All across Europa, the nations are exhausted and in ruins. But now, it’s time to pick up the pieces and rebuild.
Each country is returning to a simpler way of life, focusing on agriculture and rebuilding their economies. They are taking their massive war machines, once symbols of destruction, and repurposing them for the task at hand. The hope is to bounce back quickly and regain their former glory.
Episode Setup & Rules
We set up the game just like before, but this time, there are no Factory cards.
Here are the changes to the rules:
- No one is allowed to enter the Factory anymore.
- The mechs, which used to be purely weapons of war, can now also produce resources like regular workers. The only exception is villages, where they still can’t produce anything.
Because I’ve been in countless battles, people are exhausted from fighting, so when I have to move troops, I lose two Popularity points for every worker affected. It’s tough on morale, you know? The game will wrap up as usual, and we’ll do the final scoring. However, there’s a twist. For the final scoring, we’ll get resource points for each resource, not just every two resources. It’s a small change, but it makes a big difference.
Now, let’s talk rewards. The winning faction will get a Productivity Bonus. From now on, in all future games, that faction can place one bonus resource on each of their original two starting territories during setup, unless the scenario says otherwise. Just a little boost to get us back on our feet. The resource for each space has to be one of the original peninsula resources, but it can’t be a worker. This bonus will go on top of any other starting bonuses we might get from a scenario, unless it says otherwise.
Alright, now we’re onto Episode 2: Rebuilding Part II. Let’s see what challenges await us this time.
After restoring our resources and filling some reserves, we, the nations of Europa, are now focused on rebuilding our infrastructure.
The costs of war have been extensive and burdensome, but it is crucial that we reconstruct the vital structures that define our culture, enhance productivity, and ensure our security.
Rules & Setup for the Episode
As we set up for this episode, there are two exceptions to our usual process:
- Do not use Factory Cards.
- Instead of one, place two 2 Structure Bonus Tiles.
The game will proceed as usual, but with an additional element for final scoring: Players can now earn structure bonuses from one or both of the Structure Bonus Tiles.
Episode Reward
Hey there! I’ve got some exciting news for you. From now on, the winner of each episode gets an extra bonus. They get to draw a Structure Bonus Tile randomly from the five unused tiles after the game setup. And here’s the best part – they can choose to use either the tile they drew or the public tile for structure bonus points in all future games.
Episode 3: The Tesla Rescue
Guess what? I’ve heard some news that Nicolai Tesla, the brilliant inventor, has been discovered and taken prisoner by a group of mercenaries! These guys were scavenging for parts at the Factory when they stumbled upon Tesla. Now, they have him locked up and they’re forcing him to create new technology for them. It’s a terrible situation.
But here’s the twist – there are whispers that Tesla, being the genius that he is, is actually sabotaging their machinery from the inside. He’s trying to dismantle their operation secretly. Can you believe it? This little piece of hope has caught the attention of the nations of Europa. Everyone wants to rescue Tesla before it’s too late.
Episode Setup & Rules
Alright, here’s the plan. We’re going to set up the game just like before, but this time we won’t be using any Factory cards. They’re out of the picture.
Now, grab a mech and a worker from an unused faction and place them at the Factory. If we’ve used up all the factions, we’ll need to find substitutes for each one.
Hey there! Let’s get started on this amazing adventure. Grab a power marker from the group of unused factions and place it on the 16 Power spot of the power track. This special marker represents the Mercenary Power.
Now, for round two and onwards, just before the starting player’s turn, we need to nudge that mercenary power marker down one spot on the power track. It’s a reminder to lower the power each turn.
Oh, and don’t forget! The first player gets the mercenary faction’s “action pawn.” They can use it alongside their own pawn to move around the board. It’s just a little something to help them keep track of lowering the power each turn.
Here’s where things get exciting! Once a player reaches the factory, there’s a challenge waiting for them. They must defeat the mercenaries to rescue Tesla. The strength of the mercenaries is determined by the marker’s position on the power track, plus two random combat cards. When the mercenaries are defeated, their mech is removed from the game.
- Oh! Quick note, if Crimea has the SCOUT ability, they get to draw a card from the deck before the mercenaries draw their two cards. Gotta keep things fair, you know?
If you have unlocked artillery in the Nordic Kingdom, the -2 power will count during battles but won’t decrease the power marker on the track.
Now, the player who defeats the mercenaries is the one who is responsible for escorting Tesla. And the first player to bring Tesla back to their base is the winner.
To escort Tesla, you can use either a mech or a character. But Tesla can only move when the unit escorting him moves. Keep in mind that Tesla’s movement doesn’t count towards the number of units you can move in a turn.
In this scenario, you can move your mech or character onto your base space from an adjacent hex, but only if they are escorting Tesla.
After his ordeal, Tesla is exhausted and can only move once per turn. You can’t carry him with one mech and then transfer him to another mech to keep moving.
Because Tesla is weak, he can’t move across water or land easily. He can’t use abilities like Submerge, Underpass, Seaworthy, Wayfarer, and Township. If the player who has Tesla loses in a fight, the character and mechs have to retreat and Tesla goes to the winner. If the mercenaries still have Tesla when their power reaches zero, they kill him and the game ends with no winner. The game ends when a player brings Tesla to their base or when six stars have been placed. If no one gets Tesla to their base, the player who had Tesla when the sixth star is placed is the winner.
When the victorious faction emerges, they earn the Tesla Bonus. In appreciation for your assistance, Tesla bestows upon them special technology that grants them the ability to perform one free Upgrade action during the setup stage of all future games in this campaign.
Episode 4: Race for Knowledge
Recognizing that the factory holds a wealth of advanced technology, the nations of Europa embark on a competition to seize control of the factory and uncover its secrets. Their goal is to uncover as much knowledge from the factory’s depths before their rivals do. It’s a mission of gathering knowledge.
Rules & Setup for the Scenario
Players proceed with the usual setup (claiming any rewards from previous victories).
Players obtain Factory cards as usual, but they should disregard the actions specified on the cards. The only purpose of Factory cards is:
- During combat, these mechs won’t contribute a combat card. It’s only the characters and mechs from the faction that will do that.
- The abilities unlocked on the faction mats won’t apply to Factory mechs.
- Both Factory mechs and characters can Riverwalk to any territories, as long as the characters are escorting the mechs.
- We each get an extra Objective card (but we can still only complete the usual number of objectives).
- Before considering any Episode Rewards, we all start with 1 Popularity.
- Defend the homeland: I’ll earn bonus coins based on the number of territories in my home peninsula and adjacent hexes that are occupied by enemy combat units. If there are no enemy units in these areas, I’ll get 6 coins. If 1 to 2 enemy units are present, I’ll earn 3 coins. And if there are 3 or more enemy units, I won’t receive any bonus coins.
- Show of Force: I can also earn bonus coins by having my own combat units next to enemy units. If there are 1 to 2 enemy units nearby, I’ll get 2 bonus coins. For 3 to 4 enemy units, I’ll earn 5 coins. If there are 5 to 6 enemy units, I’ll receive 8 coins. And if there are 7 or more enemy units nearby, I’ll earn a whopping 12 coins.
- Oh, and by the way, we can’t send out any characters until the ceasefire is broken. And that happens as soon as a second player puts down a combat star.
- Our mechs can generate resources just like our workers, but only in villages.
- If we want to deploy a mech outside of our home peninsulas, we have to pay 1 popularity in addition to the regular cost.
- We won’t gain popularity for our factions while we have mechs outside of our home peninsula.
While I’m on the Factory, I can take this special action at the end of my turn. It’s called Factory Research. I just need to pay one power and place a star on the Factory card. These stars count towards triggering the end of the game and scoring at the end of the game.
But there’s a catch. This bonus action can only be taken by a player who controls the factory at the end of their turn. And it can be taken on the same turn that a character arrives at the Factory.
When the game comes to an end, scoring works the same way as usual. Players count the stars on their Factory cards as part of their final star total, which helps to determine when the game ends.
Oh, and before I forget, there are also Episode Rewards to look forward to!
When it’s time to set up Episode 5, the faction with the most stars on their factory card gets to decide if they want to place their character on the Factory. If there’s a tie, the player with the most coins wins. And if it’s still tied, we’ll follow the standard tie breakers from the base game rules.
Here’s another perk for the faction that wins the game (meaning they have the most coins): they get to take +1 objective during the setup of all future games.
Episode 5: The Ground Game
Hey there! It’s time for a new episode of our adventure – “The Ground Game.” The discoveries we made at the Factory have piqued the interest of nations who want to expand their territories. But before you dust off your war strategies, hold your horses – no one is ready for an all-out battle just yet.
Right now, countries are focusing on rebuilding the trust and morale of their people. They want to establish themselves in the region and secure their borders. They see their neighbors slowly staking claim to new lands, and they know it’s time to act. They need to secure any new ground they want to hold and win the support of the local population.
Getting Ready for the Game
Before we jump into the action, let’s set up the scenario and go over a few rules.
First, you’ll set up your game just like before, taking any reward bonuses you earned from previous victories. Remember, the player with the most stars on their Factory card in Episode 4 gets a head start – their character begins the game at the Factory.
End game and final scoring stay the same, but there are a few adjustments to keep in mind. Territories now have a value of +1 coin during end of game scoring. In tier 1, they are worth 3 coins, in tier 2, 4 coins, and in tier 3, 5 coins.
Now, let’s talk about the rewards for this episode. The winning faction will start all future games with +1 Popularity. It’s a great advantage for them.
The faction that controls the most Encounter territories at the end of the game gets another benefit. They can take a free Enlist action during the setup stage of all future games. This action also includes gaining the one-time bonus that comes with enlisting.
If a tie occurs, there is a specific order to break it. First, we look at who controls the most territory (remember that the Factory counts as three territories). If there’s still a tie, we move on to the faction with the most recruits, then to the one with the most coins, structures, fewest mechs, and finally, most resources.
Now, it’s time to dive into Episode 6: Arms Race.
So, here’s the story: as countries expand less and less, they start thinking about the amazing technology they saw at the Factory. They remember seeing all these cool robots in different conditions – some broken, some in progress. And you know what? They decide it’s a good idea to go back to the Factory and steal some of that military tech, just in case their neighbors get too aggressive. Each country sends a top official to sneak into the Factory and grab one of those robot prototypes that could be useful in the future.
How the Game Works
Everybody starts the game as usual, taking any rewards they earned from past wins.
When it comes to the Factory, I need to place mechs from an unused faction on it. I should put one mech for each player in the game. For example, if there are three players, I’ll place three mechs on the Factory. But if there are five players, I’ll have to use a substitute token instead.
Now, once I reach the Factory and take a factory card for the first time, I get the chance to pilot one of these mechs back to my home base.
It’s important to know that the Factory mech can only move if I have a character escorting it.
The mechs at the Factory are not in perfect condition. They are in various states of disrepair, which means that a few rules apply to them:
So, here’s the deal. If my character gets defeated in combat, the mech it was protecting stays in that area. Any other player’s character who isn’t already escorting a mech can claim it.
When the game ends, we do the final scoring like we usually do.
Rewards for the Episode
Here’s the good part. For each mech I have on my home peninsula by the end of the game, I get a +1 power bonus for future games. I’ll just put a number in the box on the Episode Rewards Sheet to keep track of my reward.
If I win the episode, I get to place the Armory on a territory controlled by one of my workers during the setup of future games. Pretty cool, right?
Episode 7: Hearts And Minds
I can feel the growing tension in the air as militarism spreads across the continent. People are starting to talk about a second Great War, and it’s causing worry and uncertainty. As a result, productivity is starting to decline, and rumors are swirling everywhere. Our leaders understand that they must address these fears and reassure the public that war is not on the horizon.
Scenario Setup & Rules
Let’s set up for the scenario as usual, but with a few changes:
When you play the game, it’s not just about the regular cost. You also have to keep in mind that you need to pay one popularity every time you place a mech using the Deploy or Encounter/Factory cards. If you don’t have enough popularity, you won’t be able to place the mech at all.
Once the game comes to an end, the final scoring is done in the usual way.
Episode Rewards
At the end of the game, the faction with the highest popularity gets a special reward. In all future games of this campaign, they can place a worker on the third hex of their starting peninsula. If there is a tie, the tie-breakers are: 1) most Recruits, 2) most structures, 3) fewest mechs, 4) most resources, 5) most coins.
Additionally, the winning faction gets another reward. In all future games, they can start by placing the Monument on one of the territories occupied by their workers.
Episode 8: Posturing
Hey there! It seems like everyone is striving for peace and prosperity these days. Life is becoming more comfortable, and people are getting wealthier. But with all this progress, there’s also a growing fear of aggression from our once hostile neighbors. It’s only natural to want protection, right?
So, we start demanding that our governments step up and keep us safe. After all, we’re cautious, fearful, and maybe even a bit xenophobic. We’ve come a long way, and we don’t want to lose it all again. Our leaders hear our cries, though some pretend not to, while others fuel our fears and distrust.
The nations decide to flex their muscles, showing off their strength to boost our morale. They become more aggressive in defending their borders, and they take bolder stances against enemy militaries. It’s a response that aims to make us feel secure, but also raises tensions on the world stage.
Setting Up the Scene
Now, let’s get down to business. We start our game as usual, bringing with us any bonuses we earned before. They might come in handy!
Whenever an enemy combat unit that didn’t start its turn on or next to one of my three home territories ends its turn in the same area, I lose one popularity point. On the other hand, if I successfully defeat an enemy combat unit on or adjacent to my starting peninsula, I gain one popularity point. It’s important to keep these factors in mind while playing the game.
At the end of the game, we score points as usual, but there are additional scoring categories to consider. Let me explain:
These additional scoring categories add an extra layer of strategy to the game, so remember to consider them as you play. Good luck!
Episode Rewards
Hey there! Guess what? If you win this episode, you’ll get a super cool reward. You’ll receive a +1 combat card that you can use to your advantage in all the future games of this campaign. How awesome is that?
Episode 9: Peace Talks
Hey there! So, a lot has been going on in Europa lately. People are feeling pretty nervous, and even the governments are on edge.
But you know what? Not everyone is looking for a fight. In fact, leaders from each nation have come together to try and work things out. They’ve called for a cease-fire and are gonna have some peace talks. Pretty cool, right?
Their goal is to reach a long-lasting cease-fire and eventually make peace between all the nations. They’re standing at a major turning point. Will they be able to learn from past mistakes and bring about a new era of peace, or will fear and violence take over?
Episode Setup & Rules
So here’s the deal. We’re all getting ready to play this game, right? We’ve got our characters and everything, but there’s a little wrinkle in the setup. See, all of our cool faction leaders are off at peace talks. So, for now, we only have our starting workers and any victory bonuses we’ve earned.
But here’s the catch: the peace talks can be ruined if someone breaks the ceasefire. That means if more than one player starts a fight by placing combat stars, it’s game over for the peace talks. The leaders will have to leave and go back to their territories.
After the cease fire breaks, players can use the Deploy action to bring their characters into the game. To deploy a character, you need to: Pay 1 food, 1 wood, 1 oil, and 1 metal as the deploy cost. Send your character to your base. Game-ending and final scoring will follow the usual rules, but the rewards and events in the last two episodes will depend on what happened in this game.
Victory Rewards if the Cease Fire Was Maintained
The faction that fought during the cease-fire will face economic sanctions from the rest of Europa. They won’t be able to use the Trade action in the next episode. All other factions will receive +1 Popularity in Episode 10. Move on to episode 10-A.
Victory Rewards if the Cease Fire Was Broken
If a Faction earns combat stars, they get a power boost for the rest of the campaign. So, it’s a nice little perk for those who perform well in battles. And if you’re the winning Faction, you also earn an extra combat card. It’s like a reward for coming out on top! Exciting stuff, right? Well, here’s another exciting announcement: we’re moving on to episode 10-B. Get ready for the next chapter in this thrilling campaign!
A Brand New Start
Good news! The peace talks were a success.
Even though people and their leaders still have doubts, a glimmer of hope is starting to shine through. It seems like lasting peace could actually become a reality. It’s almost like a dream come true. With this newfound optimism, we can finally pick up where we left off and focus on rebuilding our nations. We’re all determined to become the best versions of ourselves as we enter this new era of peace and prosperity.
Setting the Scene
First things first, let’s get set up as usual. Make sure to claim any rewards you’ve earned from previous victories. Oh, and here’s something special: If you’re part of the Saxony faction, you can take TWO additional objective cards. How cool is that?
Now, let’s talk about scoring. You can earn up to six stars by completing objectives. Remember, these stars are like little rewards that show how well you’re doing. But that’s not all! You can also score “Objective” stars for every pair of encounters you have. So keep track of your encounter cards and tokens; they’ll come in handy during the game.
When it comes to scoring in the game, you can only earn stars through different methods. These include building structures, recruiting units, gaining popularity and power, completing objectives, and resolving encounters. You’ll earn one objective star for every two encounters.
Every time you complete an objective card, you get to draw two new objective cards. However, you must return one card you currently have to the bottom of the deck.
The game will come to an end when a player places their sixth star for their faction. At this point, you can tally up the scores as usual to determine the winner.
Episode Rewards
If your faction is the first to place all six stars, you’ll receive an Objective Bonus. This means that in all future games, your faction can draw one additional objective card during setup.
If your faction has the highest score, you’ll be able to build the Mill for free during the setup of future games.
Episode 10-B: Battle For The Factory
It’s clear that the idea of “national defense” no longer holds weight. Leaders in different countries have used the aggressive behavior of their adversaries to manipulate their own people into a state of frenzy. Fear of the unknown has driven the citizens of every nation to demand preemptive action to protect themselves from potential violence. This has sparked an all-out arms race, with each country desperately scrambling to gain the upper hand at the Factory in order to defeat their enemies before they can be defeated themselves.
Setting up the Scenario & Rules
As per the usual setup (with any previously earned victory rewards).
The winner of the game is the player who controls the Factory when the sixth star is placed.
If no player controls the Factory when the sixth star is placed, the winner will be determined by the player with the most money, as usual.
Episode Reward
Hey there! Did you know that the victorious group gets to start the next episode with a single mech at the factory? It’s pretty cool, right?
Reflections on Episode 11-A: Valuable Lessons
I can’t believe it! The fragile peace we’ve worked so hard for is still intact. We’re all breathing a sigh of relief in Europa as we begin to embrace our newfound peace and rebuild what was destroyed. But, in the back of our minds, we know that old fears and hostilities can resurface at any moment, so we remain cautious and alert.
Rumors are like wildfire, spreading quickly across the land. If even the slightest hint of aggression emerges, everyone will know about it. We’ve had enough of war and violence; all we want is prosperity and harmony. We’ve come to realize that the instruments of war have no place in our bright new world. Instead, we’re repurposing them as tools for peace and progress.
Setting the Stage and Establishing Rules
When we start playing, we set up in the usual way and take any rewards we earned from our previous victories.
There are some changes to the rules that we need to keep in mind:
At the end of the game, we follow the usual game-end and final scoring rules.
The faction that wins this episode becomes a civic and cultural leader in Europa. They will bring about a new era of enlightenment, taking lessons from the past and growing together with their neighbors in a world of peace and prosperity. This faction is a symbol of hope as we leave behind the dark years that followed the Great War and focus on recovery.
Hey, congratulations on winning this campaign and leading the way towards a new era of peace and prosperity for the people of Europa!
Episode 11-B: Lessons Of The Past, Forgotten
Europa is once again trapped in a full-scale war. The hope for peace has completely faded away, forgotten by everyone. There won’t be any treaties, and no one is willing to compromise. Fear and thirst for blood have consumed the continent, and there seems to be no end in sight.
Nationalism is at its peak, and each nation is desperate to prove itself. The need for victory overshadows any concern for reputation. Every country wants to establish its dominance over the region, but in the end, only one will succeed.
Scenario Setup & Rules
Hey there! Let’s talk about some cool stuff that happens in this game. So, when we start setting up, we all get some bonuses. We each get +2 Combat cards and +2 Power, which is pretty awesome. On top of that, we also get to deploy one free mech on any worker-occupied space on our home peninsula. Oh, and the winner of the last episode gets to deploy an extra mech on the Factory. That’s a great advantage to start the game!
Now, when it comes to drawing combat cards or gaining power, everyone gets a little boost. Each time we do that, we get an additional card or extra power – that’s +1, to be precise.
One thing that’s really cool is that no faction loses popularity for displacing workers after combat. So no need to worry about that aspect. However, Polania has this amazing ability called “camaraderie.” Now, when they displace workers during combat, they actually gain 1 popularity. That’s a nice little bonus for them.
But hey, just a small thing to remember – all factions still lose popularity for displacing workers in non-combat movement. So we have to be careful with that.
When it comes to the end of the game and the final scoring, everything is as usual. So no surprises there.
Oh, and let’s not forget about the Episode Reward!
I am here to announce that the champion of this event is the conqueror of the battle, though it’s not as straightforward as it seems.
Conflict has once more laid waste to the land. Fields have been decimated, entire populations have perished, and nations find themselves in ruins once again.
The triumphant group has forced its desires upon the populace of Europa, who now face a choice between accepting a life under the control of this oppressive nation or standing up to fight for their freedom once more.