Quick answer

Start with the modular encounter cards and airship module from Scythe: The Rise of Fenris before adding the Invaders from Afar factions. This lets new players learn one new rule at a time. Avoid the campaign mode until everyone has played at least three full games with expansions.

Scythe

Scythe

Why a gradual approach matters

Scythe is already a medium-heavy game with a lot of decision space. Throwing in all expansions at once can make new players feel lost. By adding content in small, meaningful chunks, you keep the game fresh without sacrificing clarity. The key is to choose modules that add variety rather than complexity.

Step-by-step expansion plan

  1. Play the base game at least twice: New players need to internalize the core actions (move, trade, produce, deploy, upgrade, enlist) before you add more rules. Common mistake: assuming a tutorial game is enough. A second game helps players see how strategies evolve. After two games, if everyone can explain how combat and popularity work, you're ready.
  2. Add the modular Rise of Fenris airship tile: Use only the airship module from The Rise of Fenris – ignore the campaign book. The airship gives each player a free, reusable move action and a combat bonus. It adds tactical depth without new resources or phases. Checkpoint: if players forget to use their airship, it's too early. If players use the airship naturally every round, they're ready for the next step.
  3. Introduce the modular encounter cards and resolution tokens: From the same expansion, replace the base game's factory encounter cards with the modular ones. They offer clearer, more varied choices. Resolution tokens (fire, oil, etc.) add a light resource layer. Common mistake: explaining all tokens at once. Instead, reveal each token only when a player picks it. After 4–5 games with these modules, players can manage the extra decision points.
  4. Add the Invaders from Afar factions for veteran groups: Albion's flag ability and Togawa's trap tokens are radically different from the base factions. Only add them to a full player count (5–7 players) after everyone has played with the airship and modular cards. Checkpoint: if a player's turn time doubles, pull back. Use these factions only when your group consistently finishes the base game in under 90 minutes.
  5. Reserve the campaign for experienced players: The Rise of Fenris campaign runs 8 episodes with permanent upgrades, story choices, and hidden information. It's best for a dedicated group that has played Scythe 10+ times. Common mistake: starting the campaign with mixed experience levels leads to burnout. Agree as a group before starting – the campaign is a commitment, not a one-off session.

Products mentioned in this guide

  • Scythe: The Rise of Fenris: Scythe: The Rise of Fenris, the conclusion to the Scythe expansion trilogy, enables two different options for any player count. Because you can use its modular components (airship tile, encounter cards, and resolution tokens) independently from the campaign, making it the ideal first expansion even for groups that never plan to play the campaign.
  • Scythe: Invaders from Afar: Scythe: Invaders from Afar adds two new factions: Albion and Togawa, each with distinct playstyles and their own custom wooden tokens. These factions introduce asymmetric abilities that reward experienced players but can confuse new ones. Save this expansion for after they understand the base game's flow.