Professional Documents
Culture Documents
for the board game Scythe, by Jamie Stegmaier and Stonemaier Games.
Based on the art and world-building of Jakub Rozalski.
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.
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/
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.
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.
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.
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.
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.
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.
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
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
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.
Victory Rewards
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.
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
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.
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
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 . . . .