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A masterstroke in game design |
I've struggled for more than a week to write this review. I'm still struggling. Usually when I enjoy a game enough to want to review it the words flow from my fingertips, pointed and descriptive.
Scythe is so good as to almost defy description.
Let me explain. Scythe is a 4x game (kind of, more on that later) about gaining wealth in an alternate-universe, post-Great War Eastern Europe shattered by previous events. Players take on the role of faction leaders, competing to earn wealth, popularity, and a mandate to lead in this world. It's a hex-based area control and resource management game that makes use of restricted action selection and the threat of combat to maintain a constant pressure for you to be efficient, careful, and vigilant.
That's an accurate description of Scythe that places it somewhere between Kemet, Memoir '44, and Agricola, games I like, love, and detest (respectfully), and yet the sum of its parts provide something unique in my experience. Scythe feels a little like puzzle-solving, provides a little of the quasi-negotiation you get from a good game of Kemet, and a lot of the pressure to keep up that you feel in Terra Mystica.
See what I mean? In describing it, I've referenced four of the most popular games in our hobby without scratching the surface of what Scythe really
is. That's the mark of something new - even in my most ambitious comparisons, I can only approximate its qualities. Read on, and I'll convince you to play it as quickly as you can.
(Full disclosure: I was provided a review copy of Scythe by
Jamey Stegmaier, owner of
Stonemaier Games.
Scythe is live on Kickstarter now.)