Scythe is a registered trademark of Stonemeier Games.
This expansion was inspired by the enhanced action cards in the Marine Worlds expansion of Ark Nova. Except as specified otherwise, the rules of Scythe apply. This expansion is compatible with the Invaders from Afar and The Wind Gambit expansions.
At the beginning of the game, just after the players receive their faction mats, each player is secretly dealt three upper (top-row) enhanced action cards and three lower (bottom-row) enhanced action cards. They then discard two of each. The cards they keep must correspond to actions on different columns of their player mat. (If they draw four or more cards for actions on the same column, they may discard any number of them and draw replacements. They may only do this once, unless they still have four or more cards for actions on the same column.) After all players have done this, they reveal the cards that they kept and place them on the middle of the corresponding columns on their player mats. They may apply the abilities on their cards to the specified actions whenever they do them.
Important note: These abilities only apply during the actions specified on the cards. They are not active during another player’s turn. Also, an ability can only be used on a factory action if it says so on the card.
Remember, if you pay for a lower (bottom-row) action, even if you don’t take the main bonus (upgrade/deploy/build/enlist), you still get the bonus on your enhanced action card, just like you get the money and the enlistment bonus.
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Enhanced action cards
Upper (top-row) enhanced action cards
- Trade: If your armory is on the board, you may gain three power instead of one.
- Bolster: If your monument is on the board, you may gain three popularity instead of one.
- Trade: You may resolve this action twice. You must pay each time. Pay $1 to gain resources or popularity. Then pay $1 to gain resources or popularity.
- Bolster: You may resolve this action twice. You must pay each time. Pay $1 to gain power or combat card(s). Then pay $1 to gain power or combat card(s).
- Produce: You may resolve this action twice. You must pay each time. Pay the normal cost to produce resources. Then do it again.
- Trade: If you gain two resources, you may gain two additional resources on the same territory. Place any combination of four resources on a territory with at least one of your workers.
- Trade: If you gain popularity, you may gain two additional popularity. Gain three (or four, if upgraded) popularity.
- Bolster: If you gain power, you may gain two additional power. Gain four (or five, if upgraded) power.
- Bolster: If you draw combat card(s), you may draw two additional combat cards. Draw three (or four, if upgraded) combat cards.
- Move/Gain: If you gain money, you may gain $2 more. Gain $3 (or $4, if upgraded).
- Produce: On every territory where you produce food, you may produce two additional food. You may produce the extra food on more than one territory.
- Produce: On every territory where you produce metal, you may produce two additional metal. You may produce the extra metal on more than one territory.
- Produce: On every territory where you produce wood, you may produce two additional wood. You may produce the extra wood on more than one territory.
- Produce: On every territory where you produce oil, you may produce two additional oil. You may produce the extra oil on more than one territory.
- Produce: On one territory where you produce resource(s) (not workers), you may produce an additional resource of the same type. Choose one territory and produce an additional resource of the same type as those produced on that territory. You may only do this once per turn.
- Produce: On one territory where you produce worker(s), you may produce an additional worker for the cost of one popularity. You may only do this once per turn.
- Produce: If your mill is on the board, it produces up to three resources instead of one. If the mill doesn’t produce resources (because there are enemy unit(s) on the territory), this ability does not apply.
- Produce: You may produce on a territory twice. This counts as two of your allotted territories. If your produce action is upgraded, you may produce on one other territory in addition to the territory that you produce on twice.
- Produce: You may place resources you produce on any territories. (Lakes and the factory are territories. Home bases are not.) You may place them on the same territory or different territories. You may place them on territories you don’t control, even territories controlled by other players.
- Trade: If you gain resources, you may place them on any territories. (Lakes and the factory are territories. Home bases are not.) You may place them on the same territory or different territories. You may place them on territories you don’t control, even territories controlled by other players.
- Trade: After resolving this action, you may resolve an upper (top-row) action on a different column. Leave your action token where it is. So you resolve two upper (top-row) actions.
- Bolster: After resolving this action, you may resolve an upper (top-row) action on a different column. Leave your action token where it is. So you resolve two upper (top-row) actions.
- Produce: After resolving this action, you may resolve an upper (top-row) action on a different column. Leave your action token where it is. So you resolve two upper (top-row) actions.
- Trade: You may gain $1 instead of paying $1. Instead of paying the cost of this action, you may gain $1.
- Bolster: You may gain $1 instead of paying $1. Instead of paying the cost of this action, you may gain $1.
- Produce: You do not have to pay any of the costs. You do not have to pay any power, popularity, and money.
- Trade: You may draw three combat cards to your hand and then discard two combat cards from your hand. You may discard combat cards that you had at the beginning of your turn.
- Bolster: After resolving this action, you may draw three combat cards to your hand and then discard two combat cards from your hand. You may discard combat cards that you had at the beginning of your turn or you gained in the action.
- Produce: You may draw three combat cards to your hand and then discard two combat cards from your hand. You may discard combat cards that you had at the beginning of your turn.
- Move/Gain: After resolving this action, you may draw two combat cards to your hand and then discard two combat cards from your hand. This happens after you get a combat card if you used power and lost the battle. You may discard combat cards that you had at the beginning of your turn. If you lost the battle and used any power, you still get a combat card before doing this, and you may discard it. You may not use this ability when you are the defender.
- Move/Gain: On your turn, after every battle, you may draw two combat cards and then discard one of them. You may not discard combat cards that you had at the beginning of your turn. If you lost the battle and used any power, you still get a free combat card before doing this, but you may not discard it. It is possible to use this ability more than once on a single turn. You may not use this ability when you are the defender.
- Move/Gain: On your turn, after every battle, you may keep one of the combat cards that you used. You may not use this ability when you are the defender.
- Move/Gain: On your turn, whenever you lose a battle, you may draw three combat cards (instead one one), even if you didn’t use any power. You may not use this ability when you are the defender.
- Bolster: Before you pay for this action, you may gain as many dollars as the tier of your popularity level, 1, 2, or 3. If your popularity is between 0 and 6, you may gain $1, if it is between 7 and 12, you may gain $2, and if it is above 12, you may gain $3.
- Trade: Before you pay for this action, you may gain as many dollars as the tier of your popularity level, 1, 2, or 3. If your popularity is between 0 and 6, you may gain $1, if it is between 7 and 12, you may gain $2, and if it is above 12, you may gain $3.
- Bolster: Before you pay for this action, you may draw as many combat cards as the tier of your popularity level, 1, 2, or 3. If your popularity is between 0 and 6, you may draw 1 combat card, if it is between 7 and 12, you may draw 2 combat cards, and if it is above 12, you may draw 3 combat cards.
- Produce: Before you pay for this action, you may gain as many dollars as the tier of your popularity level, 1, 2, or 3. If your popularity is between 0 and 6, you may gain $1, if it is between 7 and 12, you may gain $2, and if it is above 12, you may gain $3.
- Trade: After completing this action, you may resolve any lower (bottom-row) action. Leave your action token where it is. You may only resolve one lower (bottom-row) action per turn.
- Bolster: After completing this action, you may resolve any lower (bottom-row) action. Leave your action token where it is. You may only resolve one lower (bottom-row) action per turn.
- Produce: After completing this action, you may resolve any lower (bottom-row) action. Leave your action token where it is. You may only resolve one lower (bottom-row) action per turn.
- Trade: Before you pay for this action, you may pay $5 to gain 2 power. You may not pay any other amount of money to gain power. You can get this bonus without doing the action.
- Bolster: Before you pay for this action, you may pay $5 to gain 2 power. You may not pay any other amount of money to gain power. You can get this bonus without doing the action.
- Produce: Before you pay for this action, you may pay $5 to gain 2 power. You may not pay any other amount of money to gain power. You can get this bonus without doing the action.
- Move/Gain: If you move units, you may move one of those units an additional time for the cost of $1. You may only do this once per turn. If your speed mech (the rightmost mech) is deployed, you may move one unit three times.
- Move/Gain: If you have deployed your speed mech, and you have upgraded your move action, you may move up to four units one time each. If you do this, you may not move any units on more than one territory. The speed mech is the rightmost mech.
- Move/Gain: When you trigger an encounter, draw two cards and discard one. You may only use one card.
- Move/Gain: When you resolve an encounter, you may pay $2 less for the middle option and/or 2 less popularity for the bottom option. The minimum is zero. (You do not get a refund if the result is less than zero.)
- Move/Gain: After resolving an encounter, you may pay 2 popularity to draw another encounter card and resolve it. You may only choose one option on each card (unless your faction is Polonia).
- Move/Gain: If you get an encounter card you don’t like, you may discard it and draw another one. You may do this up to two times. So you may see up to three cards. Once you discard a card, you may not use it.
- Move/Gain: After you resolve an encounter, you may pay 2 popularity to keep the card. Then, the next time you select this action, at the beginning of your turn, you may resolve the encounter again. After resolving the encounter the second time, discard the encounter card.
- Move/Gain: If you only move one unit, you may gain 2 power before moving.
- Move/Gain: On your turn, at the end of every battle, if you spent any power, you may get one back. If you didn’t spend any power, this does not apply, even if you used a combat card. It is possible to gain more than one power on a single turn. You may not use this ability when you are the defender.
- Move/Gain: On your turn, you may increase your power by one before each battle on a territory next to a lake. This cannot be done for battles on lakes. It is possible to gain more than one power on a single turn. You may not use this ability when you are the defender.
- Move/Gain: On your turn, you may increase your power by one before each battle on a territory next to a tunnel (not a mine). This cannot be done for battles on tunnels. It is possible to gain more than one power on a single turn. You may not use this ability when you are the defender.
- Move/Gain: On your turn, before each battle, you may decrease your popularity by 1 or 2 to gain the same amount of power. It is possible to do this more than once on a single turn. You may not use this ability when you are the defender.
- Move/Gain: At the beginning of your turn, you may increase your power by one. You may only do this once per turn.
- Move/Gain: When you attack, you may use one additional combat card with a value of 2. This means you may use one more combat card than normal as long as at least one of them is a 2. It is possible to use this ability more than once on a single turn.
- Move/Gain: On your turn, in every battle where you would normally be able to use only one combat card, you may use two. If you can use more than one combat card, this ability doesn’t apply. It is possible to use this ability more than once on a single turn. You may not use this ability when you are the defender.
- Move/Gain: You may pass on this action, and then on the following turn, resolve this action twice. Passing means doing nothing on the upper (top-row) action. If you do this, you may still do the lower (bottom-row) action, but only once on each turn. Do not move your action token (both times). (After the first turn, you might lay your action token on its side to remind you that you are using this ability.)
- Move/Gain: If you are entitled to a factory card, before choosing one, draw two additional factory cards. After choosing which card you want to keep, discard any two of the remaining cards. You draw cards from those that are out of play, and the discarded cards are then out of play. You may choose a card from those that were originally in the set, and you may discard cards that were originally in the set.
- Move/Gain: Instead of resolving this action, you may place your speed mech on the board for the cost of 2 metal. The speed mech is the rightmost mech. You must place the mech on a territory where you have a worker.
- Move/Gain: Before you resolve this action, you may change one of your mech abilities by moving a mech that hasn’t been deployed to an uncovered mech’s space. The ability on the space that the mech moves from now becomes available, and the ability on the space it moves to is no longer available.
- Move/Gain: Your character may carry workers and mechs, and your mechs may carry mechs and your character. This means any number of your mechs and character may move together, and then any of them, but not all of them, may move again.
- Move/Gain: Your mechs have the same abilities as your character. They can draw encounter cards and factory cards. Your mechs must stop when they move to an encounter token (just like the character).
- Move/Gain: If you move and do not attack anyone, you may set your power to 7. If your power is greater than 7, you don’t have to move it down.
- Move/Gain: You do not lose popularity for forcing opponents’ worker(s) to retreat, even if you don’t have a battle on their territory. If you move into a territory that only has opponents’ workers, or you win a battle against an opponent with workers, you don’t lose any popularity.
- Move/Gain: One of your units may cross one lake that has no opponents’ units on it. It may not stop on the lake. You may only do this once per turn. You must have the ability to move a unit more than once.
- Move/Gain: After you deploy your riverwalk mech, you may cross rivers to any type of territory that is not a lake. The riverwalk mech is the leftmost mech. Home bases are not territories.
- Move/Gain: On each turn, one teleportation move (such as a move through a tunnel) doesn’t count as one of your moves. You may only do this once per turn. If your speed mech is deployed, a unit could move through a tunnel and then move again. Mine moves and Polonia’s, Crimea’s, Saxony’s, and Rusviet’s second mech powers and Albion’s and Togawa’s fourth mech powers count as teleports.
- Move/Gain: On one move, you may pass through one territory that has an opponent’s units without stopping. Those units do not retreat to their home base, and you don’t lose popularity if there are workers there. You must have the ability to move a unit more than once. You may only do this once per turn.
- Move/Gain: For you, the 3 on the combat dial is an 8. If you use it, you must pay 8 power.
- Move/Gain: After this action, if the factory is empty, you may place a star on it. If your character is there at the end of any turn, place that star on the Triumph Track as a combat star. You may not place the star if there are any units, resources, structures, or stars on the factory. Your opponents cannot affect your star, but if an opponent’s units are on the factory with your star, you must win a battle against them. If you do, and you have no combat stars, you get two of them, one from the factory and one from your player mat. You still may not get more than two combat stars. You may remove your star from the factory at any time, even on another player’s turn.
Lower (bottom-row) enhanced action cards
- Upgrade: You may take $2 more. You gain the money you normally would plus $2 more.
- Deploy: You may take $2 more. You gain the money you normally would plus $2 more.
- Build: You may take $2 more. You gain the money you normally would plus $2 more.
- Enlist: You may take $2 more. You gain the money you normally would plus $2 more.
- Upgrade: You may draw three combat cards to your hand and then discard two combat cards from your hand. You may discard combat cards that you had at the beginning of your turn.
- Deploy: You may draw three combat cards to your hand and then discard two combat cards from your hand. You may discard combat cards that you had at the beginning of your turn.
- Build: You may draw three combat cards to your hand and then discard two combat cards from your hand. You may discard combat cards that you had at the beginning of your turn.
- Enlist: At the end of your turn, you may draw three combat cards to your hand and then discard two combat cards from your hand. You may discard combat cards that you had at the beginning of your turn. If you gain card(s) via the ongoing enlistment bonus and/or the one-time enlistment bonus for cards, you may discard them.
- Upgrade: At the end of your turn, you may pay power and popularity to gain the same amount of money, up to $4. For example, you could pay one power and two popularity to gain $3. If you gain the enlistment bonus, you do so before using this ability.
- Build: At the end of your turn, you may pay power and popularity to gain the same amount of money, up to $4. For example, you could pay one power and two popularity to gain $3. If you gain the enlistment bonus, you do so before using this ability.
- Enlist: At the end of your turn, you may pay power and popularity to gain the same amount of money, up to $4. For example, you could pay one power and two popularity to gain $3. If you gain a one-time enlistment bonus, you do so before using this ability.
- Upgrade: At the end of your turn, you may trade up to 5 popularity for the same amount of power or vice versa. For example, you could pay two power and gain two popularity. If you gain the enlistment bonus, you do so before using this ability.
- Deploy: At the end of your turn, you may trade up to 5 popularity for the same amount of power or vice versa. For example, you could pay two power and gain two popularity.
- Build: At the end of your turn, you may trade up to 5 popularity for the same amount of power or vice versa. For example, you could pay two power and gain two popularity. If you gain the enlistment bonus, you do so before using this ability.
- Upgrade: At the end of your turn, you may trade $5 for 2 power or vice versa. If you gain the enlistment bonus, you do so before using this ability.
- Deploy: At the end of your turn, you may trade $5 for 2 power or vice versa. If you gain the enlistment bonus, you do so before using this ability.
- Enlist: At the end of your turn, you may trade $5 for 2 power or vice versa. If you gain the one-time enlistment bonus, you do so before using this ability.
- Deploy: At the end of your turn, you may trade $5 for 2 popularity or vice versa. If you gain the enlistment bonus, you do so before using this ability.
- Build: At the end of your turn, you may trade $5 for 2 popularity or vice versa. If you gain the enlistment bonus, you do so before using this ability.
- Enlist: At the end of your turn, you may trade $5 for 2 popularity or vice versa. If you gain the one-time enlistment bonus, you do so before using this ability.
- Upgrade: You may discard one combat card to gain as many dollars as the value of the card. For example, you could discard a combat card with a value of 3 and gain $3.
- Deploy: You may discard one combat card to gain as many dollars as the value of the card. For example, you could discard a combat card with a value of 3 and gain $3.
- Build: You may discard one combat card to gain as many dollars as the value of the card. For example, you could discard a combat card with a value of 3 and gain $3.
- Enlist: At the end of your turn, you may discard one combat card to gain as many dollars as the value of the card. For example, you could discard a combat card with a value of 3 and gain $3. If you gain cards via the ongoing enlistment bonus and/or the one-time enlistment bonus for cards, you may discard one of them.
- Upgrade: You may reduce the cost by one oil.
- Deploy: You may reduce the cost by one metal.
- Build: You may reduce the cost by one wood.
- Enlist: You may reduce the cost by one food.
- Upgrade: You may draw one combat card.
- Deploy: You may gain one power.
- Build: You may gain one popularity.
- Enlist: You may gain one popularity.
- Upgrade: If you have enlisted this action’s recruit, you may gain 3 power instead of 1.
- Deploy: If you have enlisted this action’s recruit, you may gain $3 instead of $1.
- Build: If you have enlisted this action’s recruit, you may gain 3 popularity instead of 1.
- Enlist: If you have enlisted this action’s recruit, you may draw 3 combat cards instead of 1.
- Upgrade: Before or after doing the upgrade action, you may move one of your cubes to an empty space on the same row. You may only do this once per turn. You can do this in addition to the normal upgrade. The extra move cannot be from an upper (top-row) action to a lower (bottom-row) action or vice versa.
- Deploy: You may place your new mech on a territory adjacent to any of your units that is not occupied by any opponent’s units. You cannot place it on a territory where you have a combat unit but no workers if it is not adjacent to a territory where you have a unit. But, for example, if two mechs are on adjacent territories, there are no workers on those territories, and you have no units on any adjacent territories, you may place your new mech on either of those two territories.
- Build: You may place your new structure on a territory adjacent to any of your units that is not occupied by any opponent’s units. You cannot place it on a territory where you have a combat unit but no workers if it is not adjacent to a territory where you have a unit. But, for example, if two mechs are on adjacent territories, there are no workers on those territories, and you have no units on any adjacent territories, you may place your new structure on either of those two territories.
- Enlist: After moving your recruit, you may take the one-time bonus twice. The one-time bonuses are on your upper player mat where you place your recruits.
- Build: You may build on a territory that already has a structure. A territory with more than one player’s structures is not controlled unless there are units there. You may build more than one structure on the same territory. If a territory has two of your structures and one of an opponent’s structures, it is not controlled by any player unless there are units on the territory. Two structures on the same territory do not count as being in a line for the line structure bonus.
- Deploy: At the end of your turn, if you have no combat cards, you may draw four and discard three of them.
- Upgrade: Instead of paying for an upgrade, you may gain 2 oil. If you do, you may not upgrade. You still get the money and the enlistment bonus (if it is uncovered).
- Deploy: Instead of paying for the deployment, you may gain 2 metal. If you do, you may not deploy a mech. You still get the money and the enlistment bonus (if it is uncovered).
- Build: Instead of paying for the build, you may gain 2 wood. If you do, you may not build a structure. You still get the money and the enlistment bonus (if it is uncovered).
- Enlist: Instead of paying for the enlistment, you may gain 2 food. If you do, you may not enlist a recruit. You still get the money and the enlistment bonus (if it is uncovered).
- Upgrade: After you get an upgrade, you may pay 4 oil to get another upgrade. You may not repeat any of the other bonuses. The other bonuses are the money and the enlistment bonus.
- Deploy: After you deploy a mech, you may pay 4 metal to deploy another mech. You may not repeat any of the other bonuses. The other bonuses are the money and the enlistment bonus.
- Build: After you build a structure, you may pay 4 wood to build another structure. You may not repeat any of the other bonuses. The other bonuses are the money and the enlistment bonus.
- Enlist: After you enlist a recruit, you may pay 4 food to enlist another recruit. You may not repeat any of the other bonuses. The other bonuses are the money and the enlistment bonus.
- Factory Move: If you have deployed your speed mech, you may move one unit up to four times. The speed mech is the rightmost mech.