Scythe: The Wind Gambit – Stonemaier Games

Scythe: The Wind Gambit

Scythe: The Wind Gambit

Jamey Stegmaier and Kai Starck | art and worldbuilding by Jakub Rozalski

This expansion for Scythe adds 2 expansions: airships and resolutions.

1-7 players

90-140 minutes

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Scythe: The Wind Gambit contains two modular expansions: airships and resolutions. The airship module was originally created and shared in the Scythe Facebook group by Kai Starck. Jamey read over the rules and was impressed both by what the airships added to the game and by the effort Kai had put into the expansion through writing the rules and playtesting it. So Kai, Jakub, and Jamey collaborated to hone the airship module.

In the airship module, 2 airship tiles are randomly paired at the beginning of the game (1 passive and 2 aggressive; there are 16 total tiles). Each player’s airship miniature (a new type of unit; 1 big miniature for each of the 7 factions [the sculpts are identical, and the bases are different colors to match the factions]) has those abilities, as well as the core ability that airships are free to move onto any territory (land or water) and across rivers. Each player starts with their airship on their home base, so they can start moving out of their home area right away. The airship miniatures measure 101x33x41mm, and they have clear, plastic, removable stands/bases.

In the resolution module, resolution tiles add a twist to the way each game ends. There are 8 of them, and 1 will be used each game. They often have an impact in the decisions you’ll make throughout the game.

Scythe: The Wind Gambit is available from retailers worldwide. The SKU is STM631.

62 Comments on “Scythe: The Wind Gambit

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  1. Hi guys, are there any plans to update this expansion with unique airships per faction? (As there also are unique characters and mechs)

    1. Thanks for asking! There won’t be any new Scythe content, but Scythe’s story is continued in the sequel, Expeditions. Each faction’s mechs are unique (compared to other factions), and each character is unique. Thematically, all airships are the same because they’re produced at the same place.

    1. None of our expansions have overlapping components, but The Wind Gambit does indeed include the airships for the factions in Invaders from Afar (see the photos for the green and purple airships).

  2. In Scythe Wind Gambit, card 13 Safe Haven states:
    If your airship’s territory is unoccupied by opponents, you control the territory and your units may retreat here from anywhere.
    By “control” does that mean if your airship is alone on the territory, you may
    – spend resources on the airship?
    – count the territory for final scoring?
    And by “retreat,” is that only after losing a battle? Or may units retreat to the airship territory from anywhere as part of a move action?

      1. if a hero lose a battle and retreat to a territory with a event token, is the event activated ? even in enemy turn

        1. If you lose a combat, you must retreat to your home base (there are never any encounter tokens on home bases).

      2. So, with Safe Haven I can move my airship 3 positions (e.g. to outside the pensula), and then “move” (retreat) multiple units (say my Character plus 6 workers) to that territory with the airship? Would be very powerful to relocate your workers to a new area, not restricted by the pensula early in a game…

  3. Hello,

    I can’t be sure about what meant passive tile #16 for Polonia faction :

    It says that hero can choose one more option for encounters into the same territorie that the airship.

    So Polonia can pick the 3 options, due to it faction ability ?

    Thanks,

    Julien

    1. Passive tile #16 says “Negotiate: When your character has an encounter on your airship’s territory, you may choose 1 additional option on the encounter card.”

      So yes, the Polonia character can select all 3 options due to its faction ability.

    1. While you don’t spend the move action to place a worker from a territory onto an airship in the territory, placing the worker always happens during a move action. In other words, if you have 1 movement, you can place a worker onto the airship and then move that airship once. The move isn’t spent by picking up the worker, but as mentioned in the rules, it can only pick up a worker before, during, or after movement.

        1. Feel free to ask the digital publisher, The Knights of Unity. It’s their information to share if/when they have any.

  4. Hi I have some questions about BLITZKRIEG.
    Wording: “When your airship ends its movement on a territory containing exactly 1 other airship (non-airship units don’t matter), have an airship-only combat (bid power and spend up to 1 combat card).”
    1. When a airship ends its movement on a territory containing 1 other airship, combat is triggered obligatory?
    2. Why is written “exactly 1 other airship”? Is Situation possible when two airships can be in the same hex in the same time when BLITZKRIEG in a play?

    1. 1. Yes, the airship-only combat is obligatory.
      2. It says “exactly 1 other airship” to make it absolutely clear that that is the only possibility. There’s never a situation (with Blitzkrieg) where more than one airship will be in a territory between turns.

  5. for the Blitzkrieg “ship vs ship” battle.. if the losing ship is carrying resources, the ship retreats to home base.. but what happens to the resources? thanks

    1. If you’re playing with Blitzkreig, airships carry workers, not resources. The workers would retreat with the airship.

  6. Reap, Airship Ability #14, can it produce +1 worker if the airship is on a village territory? Or do workers not count as resources as per the wording of the tile?

  7. Hello Jamey,
    In the Wind Gambit expansion, can airships carry characters and/or mechs? There is nothing in the rules about this and no comments that I can tell.
    Thanks

  8. Hey,
    We played with the airships once prior to Fenris and used them in 6 games of Fenris. I quite like that the option is there and that it isn’t overly complex. The resolution tiles are great to change up the game and keep it fresh. Overall, I am selling the airships half of the expansion because I feel like no players wanted to waste moves on their airships. We would use them strategically if they were there, but would just move other units instead. They are easy to pickup and use so definiely check out this expansion.

  9. Hi Jamey. Does Saony airship with ‘drill’, activate disarm on the airship’s hex?
    (Thanks for the usual great support)

  10. Hey, I had a problem, me and my father were playing with each person using their own airship abilities, he has the ferry ability (card 9) and was wondering if he can move a worker through the lake where his airship is, even if there is a polonia mech on the lake. I believe it doesnt work that way but he argues the worker enters the airship and then exits it

    1. Hello from France, I have two questions about “Factory Explosion”
      1) Can the Nordics use their ability to retreat to a lake when the factory explodes ?
      2) If someone reach 18 popularity thanks to the explosion, is the star locked for the next two turns ?

      1. Remi:

        1. No, per the tile, you must retreat to home base.
        2. Yes, once you gain a star for anything, it cannot be removed.

  11. Helo i have one question about Factory explosion Card. Here on site are two version of it and i dont know what is correct. In game we have: The first player to have 5 or 6 stars on the Triumph Track during their turn will gain 5coin and complete their turn….
    Question is if first player place 5th star he gain 5coin then second player place 5th and 6th star in his turn he gain 5coin too?
    Then from first player must be playing two round or from second player or second player end the game.
    In case: if first player lose fight in his turn then second player put his 5th star on triumph. Then the second player came on turn he end his turn and then start that two rounds or he must put star in his turn and thats the reson why there are or 6th stars.

    P.S. Sorry for my English and thanks for great game. We loved it in Slovakia

    1. It’s just the first player to place their 5th star (the 6th star is mentioned because players can still place 6 stars if possible before the game ends). It’s from that first player that the last two rounds begins.

      1. Hi i am here again :D
        We playing today with BackUp Plan and get another unexpected situation.

        In my turn I decide to take move action and get more hexes in control. I was in bether situation with population to win the game.(Potencial higher score) With last unit i start fight with Crimea and want to finish the game with the sixt star of Crimea (i cannot wait on his turn cose he get bether situation then to win – i want losed the battle) Then we start calculating ours score and i get the most. Now we dont know who could benefit from Back Up Plan.
        I with Saxony (who caused putting the sixt star) or Crimea that put their sixt star.

        And one more question. If Crimea benefit from it and he is before me. Am i going next turn again (two times in row) and all others player with last Crimea or i am skipped.

        Thanks for answer.

        1. Crimea placed their 6th star, so they triggered the end of the game. If they didn’t win, the player to their left starts the final round, with Crimea taking the final turn.

  12. I’m really sorry, but I don’t have the wording for those abilities nearby. Can you type them out?

    1. Yes, sure.

      Crimea’s faction ability:
      CRIMEA (COERCION): Once per turn, you may spend 1 combat card as if it were any
      1 resource token. The Crimean faction has a longstanding tradition of selling information to the highest bidder. They may spend 1 combat card per turn as if it were a resource to pay for
      something (1 combat card = any 1 resource token, regardless of the number on the
      combat card). Combat cards are still worth nothing at the end of the game.

      aggressive airship tile for my example:
      BOMBARD
      Before you engage in combat on your airship’s territory, you may pay 1/2/3 resources from this airship to reduce your opponent’s power by 1/3/5.

      1. Oh yes! As long as it’s on the Crimean player’s turn and they haven’t already used the ability, they can use 1 combat card as if it’s 1 resource.

  13. Hi, I have a question about combination of aggressive airship tiles BOMBARD/BOUNTY/ESPIONAGE abilities and Crimea’s ability COERCION.

    Can Crimea’s player pay 1 combat card as if it were any resource token from his airship to use more ability of aggressive airship tiles BOMBARD/BOUNTY/ESPIONAGE before he engages in combat on his airship’s territory?

    For example: Before combat on his airship’s territory, can Crimea’s player pay 2 resources from his airship and 1 combat card from his hand to reduce his opponent’s power by 5 according to BOMBARD tile? Or only 2 resources to reduce power by 3?

  14. I have a question concerning the Wind Gambit extension.

    What happens with the resources uploaded to an airship which lost a combat? Are they dropped and remain on the territory (like during land combat)? The description of the airship tile “Blitzkrieg” just refers to what happen with workers, but not to resources.
    Thank you for your support.

    Best regards

    Michael

  15. Tried this extension for the first time yesterday with my kids and we can’t figure out exactly, even by watching videos, how exactly to move workers/ressources from the airship to the hex and vice versa…

    Exemple: Wood available on an hex and I move my airship on the hex. Rules say I can’t use the woord since it’s not on the airship. How/when can I transfert the ressource abord the airship? Only when I move the airship to another hex? Same thing for workers : THe airship grabs them just like the mech does when it moves to another hex? The mech drops automatically the workers on the destination hex. Same thing for the airship?

    Thanks you!

    1. Whenever you move an airship from, to, or over a hex that either (a) you control or (b) no opponent controls, you can put the resources on the airship. So yes, same as the mech.

  16. Love being able to move workers to new hexes and build on them in order to meet the Structure Bonus cards easier! Love the expansion!

  17. With the aggressive tile 7 of the Wind Gambit, will placing the airship in a territory with units prevent the units from leaving it without paying a toll, or can the units leave the territory freely?

  18. Hello Jamey, what happens to the Bounty card if I have my airship in a territory under my control, but only with workers and an opponent’s mech moves in? Do I get to use the resources on the ship to call in my mechs?

  19. Hi, i just get my hands in this super cool game who fascinated all my group, but even being easy to grasp i have some confused ideas about some rules im sure you can help me with (For a disclaimer i will say i looked after those questions before but didnt found anything related too).

    Got a question about the skill tool in the airship card.

    Whe play the advanced variant where every ship has different skills, this means not all the ships can carry resources.

    Since we have to pay one resource the unit carry to leave the space of the airship with tool this seems to be impossible for certain ships to do since they can only carry workers.

    So the question is ¿Does tool affect other airships or it work only for ground units).

    Also, in the same variant, if someone has the blitzkrieg skill, ¿Is him the only one allowed to put cards/power in the airfight? Looked reasonable to me since otherwyse the usefulness of the skill will be pretty much negated.

    And while whe are at that ¿Isnt the war reporters (Sorry for the translate, i have the spanish version of the game) too lame compared with other belic skills? Just win 2 or 3 coins at the cost of havinf 1 or 2 workers not producing nor doing something useful looks pretty bad in my opinion.

    1. Vladimir: Thanks for your question. That variant is a variant because of situations like this–there are no rules that allow for these situations. I think you could house-rule Toll to apply only to ground units, not airships (as it normally does).

      I would say that Blitzkrieg cannot be used at all in this variant, as its ability is specifically about airship-to-airship combat.

      Whether or not a card is “lame” is up to you to decide. Obviously I think the ability is good enough, or I would not have designed it.

  20. Stephen: Good question. Normal rules still apply–when you completely your first and only objective, you must discard the rest.

  21. I have a question about passive card 12 in wind gambit expansion. If I complete an objective card and earn a star, do I turn in my other objective cards to the deck? In other words, can l still use the airship’s passive ability to exchange objective cards and earn a popularity bonus?

  22. There was a backstory for the mechs and characters that I used for inspiration for painting them. Is there any backstory to the factions airships?

    1. There’s an overall backstory in the Wind Gambit rulebook, but not a different backstory for each faction.

  23. Hi, I have a question, when a player move a airship he can also move another thumbnail?
    For example I move an airship of two hexagon, then I can move also a mech?

    1. Riccardo: At the beginning of the game, your player mat’s Move action shows 2 movement. That means you get to move 2 different units. So you could apply one of those movements to your airship (each airship has a different range, but if it has a range of 3, you could move the airship up to 3 spaces), and then you could apply the other movement to one of your other units, like a mech.

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