Scythe is a registered trademark.
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 top-row enhanced action cards and three bottom-row enhanced action cards. They then discard two of each. After all players have done this, they reveal the cards that they kept. The players may then apply the powers on their cards to the specified actions whenever they do them.
Enhanced action cards
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.
- Bolster: You may resolve this action twice. You must pay each time.
- Produce: You may resolve this action twice. You must pay each time.
- Trade: If you gain two resources, you may gain two additional resources on the same territory.
- Trade: If you gain popularity, you may gain two additional popularity.
- Bolster: If you gain power, you may gain two additional power.
- Bolster: If you draw combat card(s), you may draw two additional combat cards.
- Move/Gain: If you gain money, you may gain $2 more.
- Produce: On every territory where you produce food, you may produce two additional food.
- Produce: On every territory where you produce metal, you may produce two additional metal.
- Produce: On every territory where you produce wood, you may produce two additional wood.
- Produce: On every territory where you produce oil, you may produce two additional oil.
- Produce: On one territory where you produce resource(s) (not workers), you may produce an additional resource of the same type.
- Produce: On one territory where you produce worker(s), you may produce an additional worker for the cost of one popularity.
- Produce: If your mill is on the board, it produces up to three resources instead of one.
- Produce: You may produce on a territory twice. This counts as two of your allotted territories.
- Produce: You may place resources you produce on any territories. (Lakes and the factory are territories. Home bases are not.)
- Trade: If you gain resources, you may place them on any territories. (Lakes and the factory are territories. Home bases are not.)
- Trade: After resolving this action, you may resolve a top-row action on a different column. Leave your action token where it is.
- Bolster: After resolving this action, you may resolve a top-row action on a different column. Leave your action token where it is.
- Produce: After resolving this action, you may resolve a top-row action on a different column. Leave your action token where it is.
- Trade: You may gain $1 instead of paying $1.
- Bolster: You may gain $1 instead of paying $1.
- Produce: You do not have to pay any of the costs.
- Trade: You may draw three combat cards and then discard two of all of your combat cards.
- Bolster: After resolving this action, you may draw three combat cards and then discard two of all of your combat cards.
- Produce: You may draw three combat cards and then discard two of all of your combat cards.
- Move/Gain: After resolving this action, you may draw three combat cards and then discard two of all of your combat cards.
- Move/Gain: On your turn, after every battle, you may draw two combat cards and then discard one of them.
- Move/Gain: On your turn, after every battle, you may keep one of the combat cards that you used.
- 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.
- Bolster: Before you resolve this action, you may draw as many combat cards as the tier of your popularity level, 1, 2, or 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.
- Bolster: Before you pay for this action, you may gain as many dollars as the tier of your popularity level, 1, 2, or 3.
- Produce: Before you pay for this action, you may gain as many dollars as the tier of your popularity level, 1, 2, or 3.
- Trade: After completing this action you may resolve any (one) bottom-row action. Leave your action token where it is.
- Bolster: After completing this action you may resolve any (one) bottom-row action. Leave your action token where it is.
- Produce: After completing this action you may resolve any (one) bottom-row action. Leave your action token where it is.
- Trade: Before you resolve this action, you may pay $5 to gain 5 power.
- Bolster: Before you resolve this action, you may pay $5 to gain 5 power.
- Produce: Before you resolve this action, you may pay $5 to gain 5 power.
- Move/Gain: If you move units, you may move one of those units an additional time for the cost of $1.
- Move/Gain: If you have deployed your speed mech (the rightmost one), and you have upgraded your move action, you may move up to four units one time each.
- Move/Gain: When you trigger an encounter, draw two cards and discard one.
- 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 (minimum of zero).
- Move/Gain: After resolving an encounter, you may pay 2 popularity to draw another encounter card and resolve it.
- 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 can see up to three cards).
- Move/Gain: After you resolve an encounter, you may pay $2 to keep the card. The next time you select this action, at the beginning of your turn, you may resolve the encounter again and then discard the encounter card.
- Move/Gain: If you only move one unit, you may gain 2 power before moving.
- Move/Gain: At the end of every battle, if you spent any power, you may get one back.
- Move/Gain: You may increase your power by one before each battle on a territory next to a lake.
- Move/Gain: You may increase your power by one before each battle on a territory next to a tunnel (not a mine).
- Move/Gain: Before each battle, you may decrease your popularity by 1 or 2 to gain the same amount of power.
- Move/Gain: At the beginning of your turn, you may increase your power by one.
- Move/Gain: When you attack, you may use one additional combat card with a value of 2.
- Move/Gain: In every battle where you would normally be able to use only one combat card, you may use two.
- Move/Gain: You may pass on this action (do nothing except, optionally, the bottom-row action), and then on the following turn, resolve this action twice and, optionally, resolve the bottom-row action once.
- Move/Gain: If you are entitled to a factory card, before choosing one, you may draw two additional factory cards from the box, keep one, and then place any two of the remaining cards in the box.
- Move/Gain: Instead of resolving this action, you may place your speed mech (the rightmost one) on the board (where you have a worker) for the cost of 2 metal.
- Move/Gain: Before you resolve this action, you may change one of your mech powers by moving a mech that hasn’t been deployed to an uncovered mech’s space.
- Move/Gain: Your character may carry workers and mechs, and your mechs may carry mechs and your character.
- Move/Gain: Your mechs have the same powers as your character. (They can draw encounter cards and factory cards.)
- Move/Gain: If you move and do not attack anyone, you may set your power to 7.
- 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 are playing Polonia, discard this card and draw another one.
- Move/Gain: One of your units may cross one lake that has no opponents’ units on it. It may not stop on the lake. If your faction is Polonia, Nordic, or Togawa, discard this card and draw another one.
- Move/Gain: After you deploy your riverwalk mech (the leftmost mech), you may cross rivers to any type of territory that is not a lake. If your faction is Togawa, discard this card and draw another one.
- Move/Gain: On each turn, one teleportation move (such as a move through a tunnel) doesn't count as one of your moves. 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.
- Move/Gain: For you, the 3 on the combat dial is an 8.
- Move/Gain: At the end of this action, if the factory is completely empty (no units, resources, or stars), you may place a star on it. If your character is ever there at the end of your turn, you may place that star on the Triumph Track as a combat star, if possible. (So, if you have no combat stars, and you win a battle on the factory when you have a star there, you get two combat stars.) Alternatively, you may use that star in the normal way.
Bottom-row enhanced action cards
- Upgrade: You may take $2 more.
- Deploy: You may take $2 more.
- Build: You may take $2 more.
- Enlist: You may take $2 more.
- Upgrade: You may draw three combat cards and then discard two of all of your combat cards.
- Deploy: You may draw three combat cards and then discard two of all of your combat cards.
- Build: You may draw three combat cards and then discard two of all of your combat cards.
- Enlist: At the end of your turn, you may draw three combat cards and then discard two of all of your combat cards.
- Upgrade: At the end of your turn, you may pay power and popularity to gain the same amount of money, up to $4.
- Build: At the end of your turn, you may pay power and popularity to gain the same amount of money, up to $4.
- Enlist: At the end of your turn, you may pay power and popularity to gain the same amount of money, up to $4.
- Upgrade: At the end of your turn, you may trade up to 5 popularity for the same amount of power or vice versa.
- Deploy: At the end of your turn, you may trade up to 5 popularity for the same amount of power or vice versa.
- Build: At the end of your turn, you may trade up to 5 popularity for the same amount of power or vice versa.
- Upgrade: At the end of your turn, you may trade up to $5 for the same amount of power or vice versa.
- Deploy: At the end of your turn, you may trade up to $5 for the same amount of power or vice versa.
- Enlist: At the end of your turn, you may trade up to $5 for the same amount of power or vice versa.
- Deploy: At the end of your turn, you may trade up to $5 for the same amount of popularity or vice versa.
- Build: At the end of your turn, you may trade up to $5 for the same amount of popularity or vice versa.
- Enlist: At the end of your turn, you may trade up to $5 for the same amount of popularity or vice versa.
- Upgrade: You may discard one combat card to gain as many dollars as the value of the card.
- Deploy: You may discard one combat card to gain as many dollars as the value of the card.
- Build: You may discard one combat card to gain as many dollars as the value of the card.
- Enlist: At the end of your turn, you may discard one combat card to gain as many dollars as the value of the card.
- 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 (but not both), you may move one of your cubes to an empty space on the same row (top or bottom).
- 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.
- 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.
- Enlist: After moving your recruit, you may take the one-time bonus twice.
- Build: You may build on a territory that already has a structure. A territory with more than one players’ structures is not controlled unless there are units there.
- 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.
- 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.
- 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.
- 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.
- Upgrade: After you get an upgrade, you may pay 4 oil to get another upgrade. You may not repeat any of the other bonuses.
- Deploy: After you deploy a mech, you may pay 4 metal to deploy another mech. You may not repeat any of the other bonuses.
- Build: After you build a structure, you may pay 4 wood to build another structure. You may not repeat any of the other bonuses.
- Enlist: After you enlist a recruit, you may pay 4 food to enlist another recruit. You may not repeat any of the other bonuses.
- Factory Move: If you have deployed your speed mech (the rightmost one), and you have upgraded your move action, you may move one unit up to four times.
Important note: These powers only apply to the actions specified on the cards. They are not active during another player’s turn, even if they attack you or trigger a recruitment bonus. Also, a power can only be used on a factory action if it says so at the top of the card.
Remember, if you pay for a 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 coins and the enlistment bonus.