An excellent question! Unfortunately I haven't had much opportunity to really vet them, but they definitely have their advantages.
@peacenite7 ай бұрын
I just bought this base game i thought i wanna buy another expansion of this game what you recommend for it?
@TabletopShop7 ай бұрын
The Invaders from Afar expansion is definitely worth it (adds the Togawa and Albion factions), and The Wind Gambit expansion adds some modules that change play a bit. The last expansion is Rise of Fenris, which adds a lot of material via a campaign that you play through. I can recommend all of them!
@peacenite7 ай бұрын
@@TabletopShop for all of them what is Recommended for me (solo) cause not all My friend like to play heavy games like Syhte
@TabletopShop7 ай бұрын
Hmm, you know, I've never played the Automa myself, so I can't really vouch for how they run solo, but at the very least Invaders From Afar is a good start since it gives you new factions to play with.
@matarsenault60515 ай бұрын
@@peaceniteI'd recommend you the Wind Gambit, as the airships give you more flexibility to move your workers around (very usefull in early gameplay) or it can help you a lot in combat aggainst the Automa (from the few games I tried, this f*cker becomes very aggressive on scheme II when you want to hold on to the factory). I don't already own Invaders From Afar tho I really want to buy it, but mainly because I want to have more faction possibilities while playing bigger games with [many] friends. I wouldn't say that it's a must, since I still enjoy a lot of the OG factions, and from what I've heard of IFA, they're rarely you favorite factions. So unless you want a harder challenge (apparently, again, I haven't played them yet...), they won't change a lot to the game. The airships are really cool and they add some new stuff to the game mechanics. If you want longer, deeper games, Rise Of The Fenris adds a campain that can be played with the Automa from what I understand, but I have not played one yet neither. The modular board seems cool also, but I don't personnally feel the urge to have it as much as I want larger hexagons. As stated before, I've played a couple of games with the Automa, I feel like it's getting kinda repetitive and predictable so it's just becoming a shorter race against time the harder you choose to play him. So my top recommendations for Scythe expensions would be: 1) Find new/better friends 2) Wind Gambit for small game mechanics addition, and Rise of the Fenris for bigger ones 3) Bigger board 4 (only if you fullfilled the 1st expension recommendation) Invaders from afar 5) Modular board 6 (don't know them, can't recommend or not-recommend) additional encounter cards package 7) Get new friends, so all of the above gets like, 3X cooler to play with. Hope it helps you choose how much money you want to pour into this awesome game, and if you really can't find anyone to play with in your surroundings, try finding someone on fb groups or local game cafe/bar to play with. In Montreal, there's a few of what we call "bar ludique" where people go to play board games with or without friends, and when I was living on the south shore of mtl there was a board game shop that had dedicated tables for gamers to play alongside other ones with sometimes organised games/turnaments, and sometimes unorganized ones. Also, some times people working in those specialized shops/retailers are big fans and are also looking out for new players, talking to them may find you a new player (for Scythe, or for other games).
@SeanPSАй бұрын
Now rank with modular board.
@MrAatck8 ай бұрын
UPGRADED LIST (in my opinion): 7: Nordic, trash, garbage, and terrible 6: Togawa, little better, traps are good 5&4: Albion and Saxony, its really hard because if you play Albion just right, its very good! But if you're going against a really good saxony player, then its fair game really. 3: Polania, Encounter cards go brrrr 2: Rusviet, very good but dosent match up against... 1: Crimea!!! Best faction, easy winning, smooth win🦧
@TabletopShop7 ай бұрын
A worthy list!
@matarsenault60515 ай бұрын
The Rusviet can reach the Factory on 3rd turn and they can out-produce anyone else on the board right from the beginning, meaning they don't even really need to play the game that hard... They may seem beginner friendly because of how forbidding they are at choosing not-so-efficient actions sequences, (thanks,faction ability) but their Mechs ability (especially people's army) gives them an unfathomable advantage in combats that no one, not even the Crimeans or the Saxons can up-hold aggainst. So basically, you can just dump a shit ton of ressources on an heavily guarded position... every single turn... and pretty much non one can do anything about it, except finish the game faster. The Airships can help a little aggainst them, but I'd argue that they can also help them, most of the time.