

🛩️ Elevate your strategy—soar above the rest with The Wind Gambit!
Scythe: The Wind Gambit is a premium expansion for the acclaimed Scythe board game, designed for 1-7 players and offering 60-120 minutes of immersive strategic gameplay. It introduces two modular additions, including detailed airship models and variable endgame scenarios, enhancing tactical depth without overwhelming complexity. Perfect for players seeking fresh challenges and a vibrant community experience.













| ASIN | B072HZSLL6 |
| Assembly Required | No |
| Batteries Included | No |
| Batteries Required | No |
| Best Sellers Rank | #245,548 in Toys & Games ( See Top 100 in Toys & Games ) #9,838 in Board Games |
| Colour | Multi-colored |
| Country of Origin | USA |
| Customer Reviews | 4.8 4.8 out of 5 stars (1,138) |
| Date First Available | 5 July 2017 |
| Educational Objective(s) | To improve skills in strategic thinking and decision-making |
| Generic Name | board game expansion |
| Included Components | 1 |
| Item Dimensions LxWxH | 7.2 x 30.2 x 13 Centimeters |
| Item Weight | 820 g |
| Item model number | STM631 |
| Language | English |
| Manufacturer | Stonemaier Games |
| Manufacturer recommended age | 0 months and up |
| Material Type(s) | Plastic |
| Model Number | STM631 |
| Number of Game Players | 2 |
| Product Dimensions | 7.2 x 30.2 x 13 cm; 820 g |
| Remote Control Included? | No |
| tech_spec_battery_description_toys | No batteries required |
T**S
Es erweitert Scythe richtig gut. Die neuen Taktiken des Luftschiffs sind klasse, ändern das Spiel aber nicht extrem. Macht richtig Spaß. Volle Empfehlung.
B**L
This great expansion just adds to a fantastic base game. The airship models are chunky and look great on the board and like the variable end game senario cards they bring a twist to every game of Scythe.
J**N
A must for the base game, even if you are less players, there are more choices of factions to play.
J**S
Snelle en correcte levering. Speldoos een héél klein beetje beschadigd op een hoek, maar amper zichtbaar. Dus al bij al zeker aan te raden!
N**K
Scythe is one of our most played and most often played games. We love it at anywhere between 1 and 7 players think the Fenris campaign is absolute genius and have bought most upgrades and additions to the game that we can get. So it is no surprise that we also love the Wind Gambit expansion. First off I do believe this is an expansion that is for you hardcore Scythe fans out there like us, if you want to add even more abilities and awesome pieces to move around the board to your game get it! If though Scythe is just a game you enjoy and you've not really seen any need to upgrade it, I truly believe you could pass on adding in the airships and alternate end game scenarios that are included in this expansion. Others in our game group who also love Scythe have this expansion and for them it doesn't work for their style of play but have said they are glad to own it as part of their collection. This is why that we love it though; first there are 8 alternate game winning conditions that you can play. You can choose one of these randomly or go through them one at a time as you play games and see which ones work for you. Most of them are great at shaving off some time off of your games as the alternate win conditions can often be achieved in less time, others focus more on shifting entirely how you play the game and can force a lot more player interaction and battles. Doomsday Clock is probably one of our least favorite and usually is the only one we won't play in a 2 player game. This one has each player take exactly 20 turns and then the game ends. This one shortens game length quite a bit and is one we reserve for an option when playing at a full 7 players, Doomsday Clock however does make a great teaching game scenario we've found. What you're here for though is the airships right? These big chunks of plastic floating around the board and I'm sure you hope they will alter games to where you are having these huge epic air to air combat fights with air drops of giant mechs. Sadly that is not quite how they work, in standard play you randomly select an offensive and defensive power and everyone shares those same powers for all the airships. The cards also determine an airships travel distance in hexes and whether they can transport workers or resources. So while most of the cards aren't unleashing destructive attacks they are providing interesting little perks and add variability in how your games play. Something like that your airship can act as a bridge over lakes, or that it has a drill on it that makes the hex it is on connect to all the tunnel spaces. A more exciting variant with the airships is that each player can instead take a unique offensive and defensive power card for their specific airship. So now you have any number of airships flying around the game board at different speeds, some of them carrying workers toward the factory, others carrying resources to do an aerial bombardment on a bunch of mechs. This for us is what makes the Wind Gambit work so well it adds 2 more random elements to your play style for each and every game you play. The end game objective might push you towards collecting all the event markers on the board and your airship might be the only one in play that can control a territory. These additions add more great fun to one of our already favorite games.
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