Scythe: The Rise of Fenris
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Awards
Rating
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Artwork
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Complexity
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Replayability
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Player Interaction
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Component Quality
You Might Like
- Great components
- Compatible with other expansions
- Fully re-playable
Might Not Like
- Increased set up/put away time
- Not easy to incorporate new players once campaign is underway
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Description
Scythe: The Rise of Fenris, is the final instalment in the Scythe expansion trilogy. You will need the base game of Scythe to play this expansion.
The expansion provides a campaign mode, in eight different chapters. The parts for the chapters are hidden in five tuckboxes and on several punchboards, so that players can unlock the content as instructed by the campaign manual.
It also provides 11 different modules, which can be unlocked without playing the campaign and added to the base game. The modules can be added to the base game either individually or combined together in various fashions. These are perfect for a small tweak to the game of Scythe to refresh gameplay and help devise new strategies.
The game is set in an alternative 1920’s, with Europa ready to enter a new era of prosperity. However, there is trouble brewing, stemming from the mysterious factory located in the middle of the board.
Each of the chapters offers a slight tweak to the gameplay of the base game. The additions to each chapter make them feel different to each other, whilst providing a coherent story. There is a clear way to save the story between each game, which makes it easy to pick up gameplay again. The story is very well written and the artwork, as expected from Scythe, is superb.
Unlike other campaign expansions, the Rise of Fenris does not require any components to be marked or destroyed. This means it can easily be reset and played again. When playing the campaign there is enough tension about the right option to choose, without being punishing.
Scythe: The Rise of Fenris is compatible with both other expansions from the trilogy – the Wind Gambit and Invaders from Afar. If playing the campaign mode, the manual is very clear what parts of which expansions can be used.
Player Count: 1-5 (1-7 with Invaders from Afar)
Time: 75 – 150 minutes
Age: 12+
Zatu Score
Rating
- Artwork
- Complexity
- Replayability
- Player Interaction
- Component Quality
You might like
- Great components
- Compatible with other expansions
- Fully re-playable
Might not like
- Increased set up/put away time
- Not easy to incorporate new players once campaign is underway