# Scythe: Invaders from Afar ## General Info - **Year Published**: 2016 - **BGG Rating**: 8.3 - **BGG Rank**: — - **Players**: 1-7 (Best with: 4) - **Duration**: 90-140 min - **Weight**: 3.45 / 5 - **Designers**: Jamey Stegmaier - **Artists**: Jakub Rozalski - **Publishers**: Stonemaier Games, Albi, Angry Lion Games, Arclight Games, CrowD Games, Delta Vision Publishing, Feuerland Spiele, Galápagos Jogos, Geekach LLC, Ghenos Games, Korea Boardgames, Ludofy Creative, Maldito Games, Matagot, PHALANX, Planeta Igor, Playfun Games, Surfin' Meeple China - **Categories**: Economic, Expansion for Base-game, Territory Building - **Mechanics**: Area Majority / Influence, Solo / Solitaire Game ## Verdict A must-have for Scythe fans looking for fresh strategies and a higher player count.New factions with unique stylesTop-tier component qualityEnhanced solo mode (Automa)Increases game varietyRequires the base game to playIncreases overall table complexityHIGHLY RECOMMENDED ## Description Ever felt like the Scythe map was getting a bit too crowded? While the powers of Eastern Europa were locked in their own struggles, the rest of the world was watching... and deciding exactly when to crash the party. 'Invaders from Afar' expands this universe by introducing two new factions that arrive with completely distinct playstyles: Albion and Togawa. They aren't just visiting; each brings a unique strategic approach to conquest and territorial dominance. This expansion isn't just 'more of the same.' It injects new dynamics into the board, forcing players to rethink their area control and resource management tactics. If you've already mastered the base game, these new factions provide the necessary freshness to revitalize your sessions, adding layers of complexity and new ways to score and expand. Inside the box, you'll find everything needed to integrate these new invaders: 10 detailed miniatures, 62 custom wooden tokens, faction mats, and new cardboard tokens. Additionally, for those who enjoy the solo challenge, the expansion includes additional cards for the Automa system, making the single-player experience even more robust. To make life easier for those who hate clutter, it comes with a plastic insert that fits either in the expansion box or the original Scythe box. It's the perfect addition for anyone wanting to take the mech warfare to a global scale and test their borders against invaders from afar. ## How to Play Objective of the Game In this expansion for the base game Scythe, the struggle for territory in Eastern Europe intensifies as two new nations, Albion and Togawa, enter the fray. Players compete to expand their influence, control territories, and navigate the complexities of war and diplomacy to emerge as the dominant power. Setup To prepare for the game, follow these steps based on the provided components: Player Boards: Each player receives a Nation Board. If playing with the new nations, use the Albion or Togawa boards. Components: Ensure all players have access to Action Tokens, Popularity Tokens, Power Tokens, Star Tokens, Building Tokens, Recruit Tokens, Robot Figures, Hero Figures, and Worker Figures. Technology: Prepare the Technology Dice. Nation Tokens: Prepare the specific Nation Tokens for the selected players. Special Setup for 6-7 Players: If playing with 6 or 7 participants, the board becomes more crowded. Note that specific nation abilities for Crimea and Polania must be replaced with new custom cardboard tokens as described in the manual. First Player Determination: Shuffle the new player boards with the base game boards. Determine the first player by looking at the player board with the lowest number (the order is 1, 2, 2a, 3, 3a, 4, 5). Game Flow The game follows the standard structure of the base game, but with specific rules for player turns: Parallel Turns: In any game, you may begin your turn as soon as your neighbor to the right begins performing their bottom action. Turn Order: The game proceeds in turns, with the sequence determined during setup. Actions and How to Play Players perform actions using their player boards. The expansion introduces unique abilities for the new nations and specific rules for Hero and Robot movement. Albion Nation Abilities Greatness: After moving your Hero (and after any potential combat or adventure), you may place a Flag Token from your supply onto a territory occupied by your Hero. Flag Tokens cannot be removed or moved once placed. Togawa Nation Abilities Ambush: After moving your Hero (and after any potential combat or adventure), you may place a Trap Token from your supply onto a territory occupied by your Hero (even if an opponent's building is present). Trap Tokens cannot be removed or moved once placed. Triggering a Trap: If an opponent moves a figure into a territory with an Installed Trap, the movement ends immediately. Flip the token to show the penalty. The Trap effect applies before anything else, including combat or adventures. Once triggered, the token becomes a Disarmed Trap. Movement and Combat Rules (Albion & Togawa) Tunnel: Your Hero and Robots can cross rivers to move to adjacent territories with Tunnels or from such territories. A territory with your Mine counts as having a Tunnel; an opponent's Mine does not. Sword (Albion): If you are the aggressor, the defending opponent loses 2 Power before combat begins (cannot go below 0). This can be used once per combat. Shield (Albion): If you are defending against an aggressor, you gain 2 Power before combat begins. This can be used once per combat. Gathering (Albion): During a Move action, your Hero and Robots can move to any territory with a Flag Token or at least one of your Workers, regardless of distance. Ferry (Togawa): Once per turn, your Hero or one Robot can cross a river. This can be used by a Robot to move Workers. When using a Factory card move action, Heroes or Robots cannot cross multiple rivers using this ability. Power of Water (Togawa): Your Hero and Robots can move to and from Lakes. In combat on a Lake (against a nation capable of moving on lakes), you may play one additional Combat Card once per combat. Note: You cannot leave Workers or Resources on a Lake, and Workers cannot leave a Lake without a Robot. You cannot build a Building or collect a Robot on a Lake, but you can set a Trap. Ronin (Togawa): Before a combat involving exactly one of your figures (0 Workers and either 1 Robot or 1 Hero), you may gain 2 Power. Shinobi (Togawa): Your Hero and Robots can move to any territory with a Trap Token regardless of distance. If they end their movement on a Disarmed Trap (and it is not part of a Factory card move action), you may flip it back to the Installed side. If this triggers combat, the trap can only be "re-installed" if you win the combat. End of Game and Scoring Consulte el manual para detalles sobre esta sección. Tips for Winning Consulte el manual para detalles sobre esta sección. ## FAQ ### Do I need the base game to play? Yes! This is an expansion, so you must own the original Scythe to use these new components and rules. ### How many more players does the expansion allow? It increases the player limit, allowing up to 7 people to join the territorial struggle. ### Do the new factions change the game much? Yes, Albion and Togawa bring abilities and playstyles quite different from the original factions, refreshing the game's strategy. ### What components are included in the box? You get 10 miniatures, 62 wooden tokens, faction mats, Automa cards, and a plastic organizer. ### Does the game become much harder with the expansion? Complexity increases slightly due to the new abilities, but if you're familiar with the base game, the adaptation is smooth. ### Does it improve the solo experience? Absolutely! 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