Scythe: The Rise of Fenris – Episode 4: Fenris

After the big ending to Episode 3 where the Saxony player transformed into the Vesna Faction, we were intrigued as to what Episode 4 had in store for us. Inquiring minds what to know! So my intrepid readers, read on and find out!

Setup

Episode 4: Fenris begins with a narrative that the “strange soldiers with glowing eyes” had returned to Europa. And sure enough, the setup instructions say to Open Box B and place one new “Fenris Agent” on each tunnel and two agents on the Factory.

— Box B and the “Fenris Agents”. Note: these are the upgraded meeples available thru Stonemaier Games/Meeplesource

The Special Rules included the way to “combat” these Fenris Agents. In short, a player that encounters these agents must draw a combat card for each agent, total the combat strength on those cards, and then discard any combination of power, coins, and popularity equal to that amount to defeat the agents.

Another special rule was that the game could end normally (i.e. when a player places their sixth star) but it also would end immediately when the 8th and final Fenris Agent was defeated.

Getting Started

For the first time so far, the Wind Gambit was an allowed component of an Episode, so we decided to include the Airships.

— setting up the board with the Airships deployed!

And of course, Neal would now give up playing Saxony and have to play the Vesna Faction. This faction’s special power is to draw 3 random Factory Cards at the start of the game. The Vesna player can use each card once, discarding it after using it. Vesna also has a random draw of unique Mech Mods that can be used to customize the Vesna board every game.

— the Vesna components. Love the color!

The Vesna player ended up deploying a combination of previously purchased Mech Mods and random Mech Mods: Underpass, People’s Army, Comraderie, and Speed.

After passing out factions and random player boards, we had the following turn order:

Bob – Clan Albion

Stew – Rusviet

Lee – Crimean (switched at end of last episode from Togawa Shogunate)

Neal – Vesna

We shuffled and randomly chose the following Airship cards:

Aggressive: Bombard (use resources to reduce opponent’s power)

Passive: Boost (+1 Speed from home base or hex with the Airship)

Gameplay

With Boost, all players sprinted out toward encounters and the Tunnel spaces. It promised to be a mad rush to get to the Fenris Agents. We didn’t know what benefit would be procured by defeating them, but with Boost we were going to find out quickly.

On Turn 3 Vesna completed the first Objective, Machine over Muscle by having 1 Mech, a Factory Card, and less than 3 workers. That was a very lucky card draw indeed since Vesna starts with Factory cards.

But on Turn 4 Rusviet matched it by completing Stockpile for the Winter by having 9+ resources and 1 of each type.

Then we started quickly dropping the Fenris Agents! First Vesna got 1, then Crimea got 1, then Rusviet got 1 too!

Crimea got too close to the Vesna Airship which used Bombard to decimate the Crimean Power which allowed a Vesna Mech to rout a Crimean Mech. Vesna now had 2 stars.

The combination of Boost and the alternate ending caused the game to accelerate rapidly. Rusviet used its ability to move turn after turn to nab its 2nd Fenris Agent. Clan Albion then got 1. Rusviet moved again and got a 3rd. Crimea managed to build its 4th Mech and get a star.

But soon thereafter Rusviet decided to end the game by descending on the Factory and capturing the final 2 Fenris Agents which ended the game immediately.

— the end of the game with Rusviet units at the Factory

Final Scoring

Because the game length was unusually short, no player had more than 2 stars. Clan Albion, Crimea, and Vesna were at the second stage of popularity while Rusviet was at the bottom stage. Crimea occupied the most territory and Clan Albion had a stash of coins and resources. Because Rusviet had moved so many times and fought so many Fenris Agents, it had no coins and few territories. After counting, Crimea won quite handily:

Crimea 38

Clan Albion 29

Vesna 27

Rusviet 19

Episode Rewards

But there was a pay off to Rusviet! After final scoring, each player gained a Setup Bonus for each subdued Fenris Agent rounded up. So while every other faction got 1 bonus, Rusviet got 3!

Also, after Episode 4 the Infrastructure Mods became available to campaigns that in Episode 2 were at war (if your campaign was at peace in Episode 2, you now have access to the Mech Mods).

The Verdict

This was a very fun game! The absolute speed of the Airship Boost ability combined with the special objective of subduing Fenris Agents turned the game into a mad dash! Most games of Scythe can be a bit plodding…but this Episode was completely different. It was a very pleasant break from the usual.

Scythe: The Rise of Fenris — Episode One

— the new expansion/campaign for Scythe is out. Let’s get ready to rumble!

I picked up my order of Scythe: Rise of Fenris from Meeplesource at Gen Con 2018. My gang of friends was ready to get started right away, so we got a game in yesterday. I might give away a few spoilers, so you are forewarned! And remember to be forewarned is to have four arms! Wait…that’s not right. Oh well, you understand what I am trying to say.

The Premise: The Search for Tesla

The basic idea of the campaign is that the disastrous and inconclusive Great War is over. The city-sized Factory run by Nikola Tesla that supplied all the designs for the Mechs has gone silent. It’s 1921 and the Europa powers are back on their feet. They also are trying to get into Tesla’s Factory to see what is in the sealed inner vault. (As an aside, I hope Gerardo Rivera is not involved and that there is going to be more in Tesla’s vault than Al Capone’s Vault.)

Anyway, the set up for the first game is pretty much like a normal game of Scythe, except for three differences. First, an extra Objective Card is flipped over and placed near the objective track. Each player can try to complete this Objective in addition to their normal Objective requirements. Second, each player can pick a “perk” and add its bonus to their starting position. For example, there are +2 resources, +1 starting worker, +3 Power, etc. Third, an Influence Marker is placed on each of the 10 possible Achievements plus one marker on the revealed common Objective Card.

— a couple of the Influence markers

It wasn’t explained in the rules what the Influence tokens would be used for, but whomever was first to the achievement could grab the token.

The Game

There were four of us. Stew played the Rusviet Union and got to go first. Lee was next with the Togawa Shogunate, I was third with Saxony, and Bob last with Clan Albion. Lee got off to a quick start by upgrading his board to reduce the cost of more upgrades to a single resource. Stew was first to the Factory and looked to be catching up. I developed my mechs quicker than the others, allowing my Character to move quickly around the map looking for Exploration card bonuses. Bob focused on slow expansion and placing his flags.

As the game moved along, I slowly gained the most Influence tokens, mainly from being the first to complete an Objective, Build all my mechs, and place all my workers. I got to the Factory second but the cards there were not all that good. I retreated in the face of Lee and his Shogunate mechs, and he eventually got into the Factory.

As the end game approached, Stew, Lee and myself were getting close to the sixth Achievement, but each didn’t want to end the game from a losing position. Lee had a lot of hexes controlled, Stew had a lot of coins, Bob had top tier Popularity, and I was arguably in last. When it looked like my situation couldn’t get better, I stormed the Factory with two Mechs and knocked Lee’s Character out of it–but at a high cost! The Shogunate Trap was a -2 Popularity which sunk me down out of the second-tier and back to the first-tier, costing me roughly 15 coins!

Lee and his Shogunate ended up victorious with 81 coins, Stew’s Rusviet were second with 73, while Bob’s Clan Albion and my Saxons we’re tied at 53.

Each player now could mark on their Campaign Log the Achievements that they completed. For each Achievement, a player marks a spot on their Triumph Log. At the end of the campaign, completed rows and columns will give a coin bonus.

— Lee’s Campaign Log. Note that he got to mark his Episode One victory.

The Influence Vote: Peace or War?

After calculating victory, we learned what those Influence tokens were for. Each player was given 1 extra Influence token on top of what they earned. Each player then secretly allocated their Influence tokens into two hidden piles: any in the closed left hand was a vote for war, and any in the closed right hand was a vote for peace. We made our choices and then revealed simultaneously. Saxony and Rusviet had 7 votes for war and zero for peace, while Clan Albion and Togawa had 0 votes for war and 5 for peace. 7 to 5 for War!!!

The campaign has two separate sets of rules for the second episode: one for peace and one for war. This is pretty cool as different groups and/or second attempts at the campaign can have different episodes. Sweet!

Anyway, the first episode didn’t differ much from the base game, but given this war vs peace vote, we are expecting it to lead to some sort of big changes in the next episode. See you there!