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Description
My Little Scythe. A family-friendly adaptation of the board game Scythe. It has been picked up by Scythe’s original designer/publisher and realized as an original IP. It’s due to be released in August.
Like I said, a much simplified version of Scythe. The map is a hex grid divided into 6 colored regions, with a castle in the center and portals scattered around. Each player has two “Seeker” pawns they’re moving around the map, gathering up apples and gems and finding quest markers to pick up. Each player has a base camp placed at one of the map edges, where their Seekers start. Gems, apples, and quest markers are scattered around the map. The board has a track showing how much Friendship and how many pies each player has at the moment.
The goal of the game is to complete 4 of the 8 possible goals:
When a player finishes a goal, they put a trophy marker of their color on the goal’s space on the board. A player may only claim one goal on their turn except during the endgame. Each player may claim each goal once, and any number of players may claim the same goal. A player can’t claim any goals if their Friendship score is below 3. Friendship is magic, and all that.
Players take one action per turn, and must always take a different action than the last one they picked. Each player has an action board with 6 possible actions they can take:
Gems and apples stay on the map, even when Seekers pick them up. When a Seeker moves, they can carry gems and apples with them from the space where they started to the space where they end up. Gems and apples are needed for Make actions, quests, and deliveries to the castle. When a Seeker takes 4 gems or 4 apples to the castle, they earn the appropriate delivery goal and are returned to their base camp.
When a Seeker moves into a space with a quest marker, they draw a quest card, read it, and choose one of the three options to resolve it. Options may cost resources, and players can’t choose them if they can’t pay the cost, except for Friendship which stays at zero if it would go below zero. Gems and apples paid for a quest may come from either of a player’s Seekers. Choices may give gems or apples, which get placed with either of the player’s Seekers. Quest cards have a “no thanks” option which sends the card to the bottom of the deck without any cost but without resolving the card. Players keep cards that they resolve, and if it’s their second resolved quest they may earn the “2+ quests” goal immediately.
If a Seeker moves into another player’s Seeker, they start a pie fight. The attacker loses one Friendship right away. Each player gets a dial that lets them wager pies to throw in the fight, secretly choosing any number from zero to the number of pies they have on the pie track. Each player may also choose one of their spell cards to add extra “hidden” pies to the fight. Both players reveal their wager and cards at the same time. Whomever has more total pies in the fight wins, with ties going to the attacker. The winner stays in the space and earns the “win a fight” goal if they haven’t already done so; the loser gets moved back to their base camp, leaving behind any apples and gems they had, but they get their choice of a free spell or two pies, and they can choose any action on their next turn.
When one player claims their 4th goal, every other player gets one final turn to claim as many goals as they can, then the game ends. The winner is decided by most goals claimed, then most Friendship, then most gems & apples held by Seekers.