You are on page 1of 17

A fan-made multiplayer campaign, designed by Ryan Lopez

for the board game Scythe, by Jamie Stegmaier and Stonemaier Games.
Based on the art and world-building of Jakub Rozalski.

Version 1.1 Designed by Ryan Lopez October, 2016


Scythe: Lessons of the Past
A fan-made multiplayer campaign for Stonemaier Games' Scythe
Lessons of the Past is a 10-episode campaign I designed to allow players to
explore the world of Scythe in new and (hopefully) interesting ways, with the
chance to accumulate ongoing in-game benefits every episode.

Each episode starts with a brief story that sets the scene for the events that
are about to unfold. During the setup process, there will be a number of
adjustments players will need to make to prepare for the specific episode or to
account for rewards earned from previous games. Finally, at the end of each game,
certain players will receive temporary or ongoing bonuses based on who won or
achieved specific goals. All of the elements of each episode (story, setup &
rules changes, and rewards) are designed to work together to create a cohesive
thematic experience in the individual episodes as well as across the campaign.

With Lessons of the Past I sought not only to provide an enjoyable alternative
way to play Scythe, but also to explore the effects of war on a population,
physically and psychologically, and to tell a story that reflects those effects
in a way that is consistent with the original theme and intents of the game, as I
understand them.

I would like to thank the following people, all of whom made this project of mine
possible:

 Jamey Stegmaier of Stonemaier Games for designing the wonderful game that
inspired this creative experiment.
 Jakub Rozalski, who devised the beautiful, evocative, and captivating 1920+
series of art that inspired the game.
 Morten Pedersen and the Automa Factory, whose work on making a solo mode for
Scythe, and whose own Automa Campaign played major roles in inspiring my own
campaign.

To begin exploring Lessons of the Past, you will need to download the Campaign
Document as well as the Episode Rewards Sheet.

Thank you for exploring my creation, and if you have any feedback, please leave
it in the comments on my site (https://worldsokayestgamer.wordpress.com/scythe-
campaign/), or on the associated thread on Board Game Geek.

Version 1.1 Designed by Ryan Lopez October, 2016


Lessons of the Past is a multiplayer
campaign designed to explore the post-Great
War world of Scythe. This campaign has some DESIGNER’S NOTE:
light “Legacy”-like elements, and so it is THIS CAMPAIGN TELLS A STORY, HUMBLE ATTEPT
recommended that players play as the same THOUGH IT MAY BE. I RECOMMEND TRYING TO PLAY
faction throughout, although the ongoing
THROUGH WITHOUT READING AHEAD. THERE ARE
effects of the game impact the factions and
not the players. NO SPOILERS, PER SE, BUT I THINK IT WILL BE
RATHER ENGAGING TO SEE THE STORY UNFOLD
It is also recommended that the players GRADUALLY. PLAYERS CERTAINLY CAN READ AHEAD
play at least a few games of regular Scythe IF THEY PREFER, BUT THE ONLY STRATEGIC TIP IS TO
before undertaking this campaign, because TRY TO WIN, ALWAYS. WHAT COMES NEXT WON’T
this campaign makes several adjustments to CHANGE THAT.
the rules that will be easier to understand
if players know the game fairly well.
Furthermore, these changes might make
learning the base game unnecessarily confusing.

Lessons of the Past begins immediately after the end of the Great War and the
decline of the Factory. The nations of Europa are war-weary and ready for
recovery. Over the course of the campaign, players will experience a story of
national recovery, popular anxiety, and, ultimately, the dangers of not learning
from history.

Lessons of the Past unfolds over the course of 10 episodes. Each episode
introduces rules and setup changes that will challenge new & experienced players
alike to think differently about the game of Scythe. Often, tried and true
tactics will be quite effective, but it will also often be the innovative thinker
who prevails. All players should be well aware of the episode-specific setup &
rules changes, as well as the goal of the episode and rewards for victory, before
beginning each game.
Each episode awards the victor and/or players who accomplish defined goals with
powerful ongoing bonuses. In order to track and recall these bonuses during
future games, please log them on the Episode Rewards Sheet. These bonuses can be
powerful, and allowing one player to accumulate multiple rewards early on is
dangerous.

Finally, this campaign was not designed with the expansion factions in mind and
may require revision before it is compatible with them. It would, however, be a
good source of neutral pieces for some scenarios when playing with five
players.

DESIGNER’S NOTE:
THIS CAMPAIGN IS, AS OF NOW, UNTESTED. I BELIEVE IT WOULD WORK BEST WITH 4 PLAYERS, AND WOULD BE GOOD
WITH 3 OR 5 PLAYERS AS WELL. I AM CURRENTLY UNSURE ABOUT 2 PLAYERS FOR THIS CAMPAIGN—IT MIGHT MAKE
SOME EPISODES QUITE CHALLENGING.

LOOKING FOR MORE CAMPAIGN ACTION? I HAVE IDEAS FOR ADDITIONAL “INTERLUDE” SCENARIOS, SCENARIOS
INCORPORATING AUTOMA FACTIONS, AND EVEN A POSSIBLE EPILOGUE THAT WOULD CONTINUE THE STORY AFTER
EPISODE 10! CHECK MY SITE FOR FUTURE UPDATES!
HTTPS://WORLDSOKAYESTGAMER.WORDPRESS.COM/SCYTHE-CAMPAIGN/

Version 1.1 Designed by Ryan Lopez October, 2016


General Guidelines for Scythe: Lessons of the Past

 Each episode of this campaign “breaks” the base rules of Scythe in some way
(and sometimes in several ways). Thus, each will require some rethinking of
strategies. The “most obvious” strategy for an episode, may not always be
the best.

 The background story, special setup & rules, and rewards of each episode are
intended to weave a story that thematically affects gameplay in many cases.
Being familiar with each of them before playing an episode should help
players approach each game.

 Pay careful attention to the “Episode Setup & Rules” section of each game,
and consider referencing it frequently during the game. Some episodes limit
or change various elements of the game, such as how stars are earned or the
repercussions of combat.

Global Rules for Scythe: Lessons of the Past


1. Unless otherwise noted, always use the base game’s rules. Episode-specific
rules and setup procedures DO supersede the base game, however.
2. Player boards should change each episode. Initially, distribute player
boards randomly as in the base game. From there, you may continue random
distribution, or you can try this recommended distribution method:

a. The faction that won the previous episode chooses last.


b. The faction who has won the fewest episodes chooses first (the
“Episode Rewards Sheet” should make determining this easy).The next
fewest wins chooses next, and so on.
i. In the case of a tie, the faction to left of the faction that
last won, chooses first.
3. Episode Reward Bonuses follow factions, not players (if players choose not
to play the same faction every game).
a. These bonuses are OPTIONAL. However, if a faction chooses to take a
bonus, it may ONLY be done during game setup.
b. There is one Episode “Reward” that is actually a penalty (in Episode
9), and it is MANDATORY.

Version 1.1 Designed by Ryan Lopez October, 2016


Episode 1: Rebuilding, part I
The Great War has ended, and the Factory has mysteriously closed its doors. The
nations across Europa are battle-weary and broken, their resources exhausted.
Slowly, each begins to rebuild, returning to an agrarian lifestyle and restoring
their economies. Their mechs, once hulking, mechanized bringers of destruction,
are retrofitted and converted to use in the rebuilding process. Each nation hopes
to quickly recover from the war and return its people to top productivity.

Episode Setup & Rules


1) Players set up as usual, but without Factory cards.
2) The following rules changes apply:
a. No unit may occupy the Factory.
b. Mechs produce resources just like workers, on all hexes except
villages.
c. Because the people are especially war-weary, players lose TWO (2)
Popularity per worker displaced by combat units.
3) The game ends as usual. Final scoring is as usual, but with the following
adjustment:
a. For final scoring, players score resource points for every ONE (1)
resource, rather than for every two.

Episode Reward
The winning faction receives a Productivity Bonus. For all future games, that
faction may place ONE (1) bonus resource on each of their original two starting
territories during setup, unless scenario rules specify otherwise. The resource
chosen for each space must be one of your starting peninsula resources, but may
NOT be a worker. This bonus stacks on other starting bonuses a scenario may
award, unless otherwise noted.

Version 1.1 Designed by Ryan Lopez October, 2016


Episode 2: Rebuilding, part II
The rebuilding process continues. Having restored resources and filled some
reserves, the nations of Europa are now trying to rebuild their infrastructure.
The costs of war are many and high, and it is time to rebuild lost structures
that are so crucial to their culture, productivity, and security.

Episode Rules & Setup


1. Players set up as usual, with two exceptions:
a. Do not use Factory cards
b. Place TWO (2) Structure Bonus Tiles, rather than one.
2. The game is played as usual, with the following addition to final scoring:
a. Players may score structure bonuses from either or both of the
Structure Bonus Tiles.

Episode Reward
For all future episodes, the winner of this episode may draw a Structure
Bonus Tile randomly from the five unused tiles after setup. This player alone
may choose to use EITHER the drawn tile OR the public tile for structure
bonus points during the scoring of all future games.

Version 1.1 Designed by Ryan Lopez October, 2016


Episode 3: The Tesla Rescue
Word is spreading that Nicolai Tesla has been found and captured by a mercenary
group that was scavenging parts at the Factory. He is reportedly being held at
the factory and tortured into creating new technology for them. However, there
are rumors that he is secretly sabotaging their machinery, trying to cripple them
from within. Word that the genius behind such advanced technology is endangered
and in need of help has sparked renewed interest in the nations of Europa.
Hopefully one of them can rescue him before it is too late . . . .

Scenario Setup & Rules


1) Players set up as usual (taking any rewards from previous victories), except
no Factory cards will be used this game.
2) Place a mech and worker from an unused faction on the Factory. If all
factions are used, a substitute for each will be necessary.
3) Place the power marker from the same unused faction (or a substitute token)
on the 16 Power spot of the power track. This is the Mercenary Power marker.
4) Beginning with the second round, before the starting player’s turn, move the
mercenary power marker DOWN one spot on the power track.
a. Give the first player the mercenary faction’s “action pawn” to move
from spot to spot with their own pawn, to remind them to lower the
power each turn.
5) When a player reaches the factory, he must defeat the mercenaries to rescue
Tesla. The mercenaries’ combat value is equal to the marker on the power
track, plus two random cards of the combat card deck. Remove the mercenary
mech when they are defeated.
a. If Crimea has the SCOUT ability, draw a card from the deck before the
mercenaries draw two cards.
b. If Nordic Kingdom has ARTILLERY unlocked, the -2 power counts toward
the battle, but does NOT lower the power marker on the track.
6) The first player to defeat the mercenaries is now considered to be escorting
Tesla.The first player to return Tesla to their base wins.
7) Tesla must be escorted via a mech OR a character, and can only move when
that unit moves (Tesla's movement does NOT count toward the number of units
the player may move in a turn).
a. For this scenario, a player’s mech or character may move ONTO their
base space from an adjacent hex, but only if they are escorting Tesla.
b. Tesla is exhausted from his ordeal and may not move more than once per
turn. Thus, he may not be carried by one mech, then transferred to
another to continue moving.
c. Because of his weakened state, Tesla also cannot handle treacherous
movement across water or broad swaths of land. Therefore, the
following mech movement abilities cannot be applied to the unit
escorting Tesla: Submerge, Underpass, Seaworthy, Wayfarer, & Township.
d. If the player escorting Tesla is defeated in combat, the
character/mechs retreat as usual and Tesla transfers to the winner.
e. If Tesla is still held by the mercenaries when their power reaches 0,
they will have discovered his sabotage and killed him. The game ends
and nobody wins this episode.
8) The games ends when a player moves Tesla onto their base, or when six stars
have been placed. If no one gets him to their base, the player escorting
Tesla when the sixth star is placed is the winner.

Episode Reward
The winning faction takes the Tesla Bonus. In gratitude for your help, Tesla
grants the winning faction special technology that allows them to take ONE (1)
free Upgrade action during the setup stage of all future games in this campaign.

TIP! Being first to the Factory isn’t necessarily best. Once you rescue Tesla,
you must still protect him from your opponents! Plan for the long game.

Version 1.1 Designed by Ryan Lopez October, 2016


Episode 4: Knowledge Race
With the awareness that the factory remains a trove of advanced technology, the
nations of Europa begin a race to control the factory and its mysteries. Their
objective: to explore as much of the factory's secrets as they can before other
nations can arrive. This is a knowledge-gathering mission.

Scenario Rules & Setup


1) Players complete setup as usual (taking any rewards from previous
victories).
2) Players acquire Factory cards as normal, but all Factory card actions are
ignored. Factory cards have only ONE function:
a. While a CHARACTER is on the Factory, the player may take this “bonus”
action at the end of their turn:
i. Factory Research: Pay ONE (1) power and place a star on the
Factory card. These stars count toward the end-game trigger and
end of game scoring.
b. The Factory Research bonus action may ONLY be taken by a player whose
character controls the factory at the end of their turn and may be
taken on the same turn that a character arrives at the Factory.
3) Game end and scoring are as usual, with the players counting the stars on
their Factory cards as part of their final star tally (and toward ending the
game).

Episode Rewards
The faction with the most stars on their factory card may choose to place their
character ON the Factory during the setup of Episode 5. In the case of ties, the
player with the most coins wins. If it is still tied, follow the usual tie
breakers from the base game rules.

The faction that wins the game (has the most coins) may take +1 objective during
setup of all future games.

Version 1.1 Designed by Ryan Lopez October, 2016


Episode 5: The Ground Game
The new knowledge gained from the Factory has rekindled the nations’ interest in
conquering their neighbors. However, none are ready to enter into open aggression
at this time. Nations are rebuilding the trust and morale of their people, and
reestablishing their place in the region. To that end, the leaders of each
country, seeing their neighbors slowly expanding their territorial claims,
realize that now is the time to secure their borders and claim any new ground
they hope to hold, as well as secure the support of the local populations.

Scenario Setup & Rules


1. Players set up as usual (taking any reward bonuses from previous victories).
a. Reminder: The player with the most stars on their Factory card in
Episode 4 may begin the game with their character on the Factory.
2. End game and final scoring are the same as usual, with the following
adjustments for scoring:
a. Territories are worth +1 coin during end of game scoring (3 coins at
tier 1, 4 at tier 2, and 5 and tier 3)

Episode Rewards
The faction that wins begins all future games with +1 Popularity.

The faction that controls the most Encounter territories at the end of the game
may take a free Enlist action during the setup stage of all future games. This
action includes gaining the one-time bonus as a result of enlisting.
Break ties in the following order: 1) most territory controlled (Factory counts
as three still), 2) most recruits taken this game, 3) most coins, 4) most
structures, 5) fewest mechs, 6) most resources.

Propaganda Machine Bonus: Any Faction that has not yet won an episode is now
increasing their propaganda at home and may take ONE (1) of the following one-
time bonuses. A faction may only ever have ONE (1) of each bonus in reserve, but
may reacquire a spent bonus in the future. More than one bonus may be used in a
single game, but remember that factions may only have one bonus of each TYPE at
any given time.
1. +2 Power
2. +2 Popularity
3. +1 Worker (must be placed on a valid starting territory that already
contains a worker)
4. +1 Combat Card
5. +1 Objective Card

For groups with “analysis paralysis” issues or who like a more random element,
roll a D6 and take the appropriate bonus. On a 6, either reroll or take your
choice.

Version 1.1 Designed by Ryan Lopez October, 2016


Episode 6: Arms Race

As territorial expansion gradually slows among the nations, their minds soon
return to the marvels they discovered at the Factory. They recalled seeing
heretofore unknown mech technology in various states of disrepair or development,
and it isn’t long before each has decided to return to the factory and steal some
unknown military technology—strictly as a precautionary measure lest a neighbor
become too aggressive, of course. Each nation dispatches a leading official to
sneak into the Factory and return with one of these mech prototypes that could be
of future military value.
Scenario Setup & Rules
1. Players set up as usual (taking any reward bonuses from previous victories).
2. Place mechs from an unused faction on the Factory, equal to the number of
players in the game (eg. Three mechs for three players). In a five-player
game, use a substitute token to represent the mechs.
3. Players’ characters, upon reaching the factory and after taking a factory
card (their first time there), will now pilot one of these mechs back to
their home base.
4. The Factory mech can only move when escorted by a character.
5. Factory mechs are in various states of disrepair. Therefore, the following
rules apply:
a. In combat, they do not contribute a combat card, only the faction’s
characters and mechs do that.
b. Mech abilities unlocked on the faction mats do NOT apply to Factory
mechs
c. Factory mechs can Riverwalk to all territories (and so can characters,
while escorting them).
6. If a character is defeated in combat, the mech it was escorting remains in
that territory and can be claimed by any player's character that isn’t
already escorting a mech.
7. Game-end and final scoring are as usual.

Episode Reward
Players receive a +1 power bonusEpisode Reward
in future games for EACH mech they hold on
their home peninsula at the end of the game. (Place
Players receive a +1 power bonus in future games for aeach
number
mechinthey
the box
holdonon
the Episode Rewards Sheet to mark your reward.)
their home peninsula at the end of the game.
The winner of the episode may place the Armory on a worker-controlled
territory during the setup of future games.

Propaganda Machine Bonus: Any Faction that has not yet won an episode is now
increasing their propaganda at home and may take ONE (1) of the following one-
time bonuses. A faction may only ever have ONE (1) of each bonus in reserve, but
may reacquire a spent bonus in the future. More than one bonus may be used in a
single game, but remember that factions may only have one bonus of each TYPE at
any given time.
1. +2 Power
2. +2 Popularity
3. +1 Worker (must be placed on a valid starting territory that already
contains a worker)
4. +1 Combat Card
5. +1 Objective Card

Version 1.1 Designed by Ryan Lopez October, 2016


Episode 7: Hearts and Minds
The increased militarism creeping back into the continent has caused murmurings
of a second Great War among the people. Gradually, productivity wanes as the
population of Europa grows nervous and rumors swirl. The leaders of each nation
slowly realize that they need to allay any fears and make an effort to assure
their people that war is not eminent.

Scenario Setup & Rules

1. Set up as usual (taking any rewards from previous victories), with the
following changes:
a. Players each take one additional Objective card (but may only complete
the usual number of objectives).
b. All players begin with 1 Popularity (before Episode Reward bonuses).
2. In addition to the regular cost, players must pay ONE (1) popularity any
time they place a mech (via Deploy or Encounter/Factory cards). If they
cannot pay that popularity, they may not place the mech.
3. End game and final scoring are as usual.

Episode Rewards
The faction with the highest popularity at the end of the game may place a worker
on the third hex of their starting peninsula in all future games of this
campaign. Break ties in the following order: 1) most Recruits, 2) most
structures, 3) fewest mechs, 4) most resources, 5) most coins.

The winning faction may begin all future games by placing the Monument on one of
his worker-occupied starting territories.

Propaganda Machine Bonus: Any Faction that has not yet won an episode is now
increasing their propaganda at home and may take ONE (1) of the following one-
time bonuses. A faction may only ever have ONE (1) of each bonus in reserve, but
may reacquire a spent bonus in the future. More than one bonus may be used in a
single game, but remember that factions may only have one bonus of each TYPE at
any given time.
1. +2 Power
2. +2 Popularity
3. +1 Worker (must be placed on a valid starting territory that already
contains a worker)
4. +1 Combat Card
5. +1 Objective Card

Version 1.1 Designed by Ryan Lopez October, 2016


Episode 8: Posturing
Peace and prosperity have been propagated. As the people increase their wealth
and comfort, fear of aggression from their formerly hostile neighbors grows.
Eventually, the people begin to demand that their governments protect them as
they become increasingly cautious, fearful, and xenophobic. Once again, they have
something to lose, and they do not want to lose everything for a second time. The
nations’ leaders all respond to the cries of their people, some with feigned
reluctance, and others by stoking the flames of fear and mistrust. As a show of
strength meant to bolster the morale of their people, each nation becomes much
more aggressive in defending its borders and takes increasingly more aggressive
stances toward enemy militaries.

Scenario Setup & Rules


1. Players set up as usual, taking any previous Victory Rewards bonuses.
2. Lose ONE (1) popularity any time an enemy combat unit that did not begin its
turn on or adjacent to one of your three home territories, ends its turn on
or adjacent to one of your three home territories.
3. Gain ONE (1) popularity every time you successfully defeat an enemy combat
unit on or adjacent to your starting peninsula
4. Game end and final scoring are as usual, with the following additional
scoring categories:
a. Defend the homeland: Players gain the following bonuses based on the
number of territories in their home peninsula and adjacent hexes that
are occupied by enemy combat units:
 0: 6 coins
 1-2: 3 coins
 3+: 0 coins

b. Show of Force: Players gain bonus coins for having their own combat
units adjacent to enemy combat units:
 1-2 enemy units: 2 coins
 3-4 enemy units: 5 coins
 5-6 enemy units: 8 coins
 7+ enemy units: 12 coins

Episode Rewards
The winner of this episode receives +1 combat card to start all future games in
this campaign.

Propaganda Machine Bonus: Any Faction that has not yet won an episode is now
increasing their propaganda at home and may take ONE (1) of the following one-
time bonuses. A faction may only ever have ONE (1) of each bonus in reserve, but
may reacquire a spent bonus in the future. More than one bonus may be used in a
single game, but remember that factions may only have one bonus of each TYPE at
any given time.
1. +2 Power
2. +2 Popularity
3. +1 Worker (must be placed on a valid starting territory that already
contains a worker)
4. +1 Combat Card
5. +1 Objective Card.

Version 1.1 Designed by Ryan Lopez October, 2016


Episode 9: Peace Talks
Recent events and posturing have caused tensions throughout Europa. Citizens are
anxious and governments are nervous. Not all parties have the same military
ambitions, and to that end, leaders from each nation have managed to broker a
cease-fire in order to hold peace talks. Their hope is to negotiate a permanent
cease-fire and eventual truce between all nations. They stand at a crossroad, and
time will tell whether they can learn the lessons of the past and usher in a new
era of peace, or will succumb to the rising tide of fear and violence that
threatens to consume them.

Episode Setup & Rules


1. Players set up as usual (taking any previous victory rewards bonuses), with
the following adjustment:
a. All characters (leaders) begin on their faction mats, as they are away
at the peace talks. This leaves players with only their starting
workers and any victory bonuses.
2. Only a violation of the present cease-fire will draw the characters from the
peace talks—if more than one player places stars for combat, the cease fire
is immediately broken, and all faction leaders leave the peace talks and
begin returning home.
a. Characters may not be deployed until the cease-fire has been violated,
which happens immediately when a second player places a combat star.
b. After the cease fire has been violated, players may use the Deploy
action to bring their characters into play. To Deploy a character,
players must:
 Pay a cost of 1 food, 1 wood, 1 oil, and 1 metal (instead of the
usual Deploy cost).
 Deploy their character to their base.
3. Game-end and final scoring are as usual; however, the episode rewards, and
the very nature of the final two episodes, will vary based on the events of
this game.

Victory Rewards

Cease-fire was maintained Cease-fire was broken


No more than one faction placed More than one faction placed
combat stars combat stars

The faction that committed combat All Factions that placed combat stars
during the cease-fire suffers economic receive +1 power for the remainder of
sanctions by the rest of Europa. For the the campaign.
next episode, they may not use the
Trade action. The winning faction receives +1
combat card for the rest of the
All other factions receive +1 Popularity campaign.
in Episode 10-A.

ADVANCE TO EPISODE 10-B


ADVANCE TO EPISODE 10-A

Version 1.1 Designed by Ryan Lopez October, 2016


Episode 10-A: A New Dawn
The peace talks were successful. Suspicions remain high amongst the populace and
their leaders, but hope too gradually bubbles up as the possibility of long-term
peace slowly becomes more tangible. Old recovery efforts, long ago interrupted by
threats of war, are resumed, and each nation is now on a mission to finish their
rebuilding and become the greatest nation they can as they usher in a new era of
peace and prosperity.

Scenario Setup & Rules


1) Players set up as usual (taking any rewards from previous victories), with
one exception:
a. The Saxony faction may take TWO (2) additional objective cards.
2) Players can score SIX (6) stars from objectives.
3) Players can score “Objective” stars for every TWO (2) encounters they have.
Players should keep their encounter cards/tokens as a reminder during the
game.
4) Players may ONLY score stars from structures, recruits, popularity, and
power, objectives, and encounters (1 objective star for every 2 encounters).
5) Every time a player completes an objective card, the player draws two new
objective cards and returns any one card they are holding to the bottom of
the deck.
6) The game ends when a player places the sixth star for their faction. Tally
scoring as usual.

Episode Rewards
The faction that places all SIX (6) stars receives an Objective Bonus. For all
future games, this faction may draw ONE (1) additional objective card during
setup.

The faction with the highest score may build the Mill as a free action during the
setup of future games.

Propaganda Machine Bonus: Any Faction that has not yet won an episode is now
increasing their propaganda at home and may take ONE (1) of the following one-
time bonuses. A faction may only ever have ONE (1) of each bonus in reserve, but
may reacquire a spent bonus in the future. More than one bonus may be used in a
single game, but remember that factions may only have one bonus of each TYPE at
any given time.
1. +2 Power
2. +2 Popularity
3. +1 Worker (must be placed on a valid starting territory that already
contains a worker)
4. +1 Combat Card
5. +1 Objective Card

Version 1.1 Designed by Ryan Lopez October, 2016


Episode 11-A: Lessons Learned
The tenuous peace continues to hold, and each nation once again equips their
mechs to assist in production and recovery. The citizens of Europa breathe a
collective sigh of relief as they cautiously begin to settle in to new lives of
peace. However, it takes time for old anxieties and animosity to fade, and the
people of each nation remain vigilant and wary of foreign forces. Even a whiff of
aggression sets the rumor mills churning and it will not take long for word to
spread across the land if any nation shows signs of returning to the warring ways
of recent history. The people are ready for a new era of prosperity, and, as they
see it, history’s weapons of war have no place in this new world, other than as
tools for peace.

Episode Setup & Rules


1. Players set up as usual (taking any rewards from previous victories).
2. The following rules changes apply:
a. Mechs may produce resources just like workers, except on villages.
b. Deploy action:
i. Players must pay 1 popularity (in addition to the regular cost)
if a mech will be deployed outside their home peninsulas,
c. Factions may not gain popularity while they have mechs outside of
their home peninsula
3. Game-end and final scoring are as usual.

The faction to win this episode becomes a civic and cultural leader throughout
Europa. They will usher in a newly enlightened era, learning from their past and
growing together with neighbors in a new world of peace and prosperity. This
faction in particular stands as a beacon of hope as dawn breaks on the dark years
that followed the Great War and its ensuing recovery. Congratulations! You have
won this campaign and lead the way in ushering in a new era of peace and
prosperity for the people of Europa.

Version 1.1 Designed by Ryan Lopez October, 2016


Episode 10-B: Battle for the Factory
Any pretense of "national defense" has fallen aside. The aggressive posturing of
opposing nations has been leveraged by local leaders to whip the populace into a
frenzy. Fear of the unknown has driven the people of every nation to demand a
preemptive move to stop any violence against them before it might start. Every
nation is now in an open arms race and dashing all-out for the Factory, to grab
whatever advantages they can in order to drive their enemies into submission
before the same might be done to them.

Scenario Setup & Rules


1. Players set up as usual (taking any previous victory rewards bonuses).
2. The winner is the player who controls the Factory when the sixth star is
placed.
a. If no player controls the Factory when the sixth star is placed,
decide the winner by most money, as usual.

Episode Reward
The winning faction begins the next episode with one mech deployed at the
factory.

Propaganda Machine Bonus: Any Faction that has not yet won an episode is now
increasing their propaganda at home and may take ONE (1) of the following one-
time bonuses. A faction may only ever have ONE (1) of each bonus in reserve, but
may reacquire a spent bonus in the future. More than one bonus may be used in a
single game, but remember that factions may only have one bonus of each TYPE at
any given time.
6. +2 Power
7. +2 Popularity
8. +1 Worker (must be placed on a valid starting territory that already
contains a worker)
9. +1 Combat Card
10. +1 Objective Card

Version 1.1 Designed by Ryan Lopez October, 2016


Episode 11-B: Lessons of the Past, Forgotten
Full-scale war has once again strangled Europa. Any hope for peace is now lost
and forgotten. There will be no treaties. There will be no quarter. A fierce,
unyielding fire of fear and bloodlust has engulfed the continent and nothing can
extinguish it—it must simply run its course. Unadulterated nationalism runs
rampant, and pride in national victories overrides any reputational damage that
may have once occurred. Every nation seeks to distinguish itself, but only one
will rise up to establish, once and for all, its dominance over the region.

Scenario Setup & Rules:


1. Players set up as usual, taking any previous Episode Rewards bonuses. In
addition, all players receive the following, during setup:
a. +2 Combat cards
b. +2 Power
c. ONE (1) free mech deployed on any worker-occupied space on their home
peninsula. The winner of the previous episode deploys an ADDITIONAL
mech on the Factory to start the game.
2. When drawing combat cards or gaining power, all players gain +1 card or
power, respectively.
3. NO faction loses popularity for displacing workers after combat.
4. Polania’s “Camaraderie” ability has a new effect: Polania GAINS 1 popularity
for displacing workers during combat
5. All factions still lose popularity for displacing workers in non-combat
movement.
6. The game-end and final scoring are as usual.

Episode Reward
The winner of this episode is the victor of the campaign, but only the strictest
sense.

War has once again ravaged the land. Fields are destroyed, populations slain, and
the nations are once again in ruin. The winning faction has imposed its will on
the people of Europa, who now must decide between moving forward under the thumb
of this tyrannical nation, or rising up to claim their freedom yet again . . . .

Version 1.1 Designed by Ryan Lopez October, 2016

You might also like