Scythe Expansions Guide: Invaders, Wind Gambit, Rise of Fenris & More
Scythe has three major boxed expansions plus smaller content modules.
Scythe has three major boxed expansions plus smaller content modules.
Scythe has three major boxed expansions plus smaller content modules. Duel of Meloch is a separate standalone duel whose pieces also add options to Scythe and Expeditions. Invaders from Afar expands the faction roster and raises the player count, The Wind Gambit adds airships and alternate end conditions, and The Rise of Fenris adds a campaign that can also be broken into reusable modules.
Scythe expansion comparison
| Expansion | Main change | Best reason to add it |
|---|---|---|
| Invaders from Afar | Albion and Togawa factions | More factions and support for 6–7 players |
| The Wind Gambit | Airships and Resolution tiles | More movement variety and alternate endings |
| The Rise of Fenris | 8-episode campaign plus modular content | Campaign play and the largest strategic refresh |
| Encounters | Additional encounter cards | More event variety with almost no rules burden |
| Duel of Meloch | Standalone Scythe-versus-Expeditions duel; its faction, cards and player mat also work in Scythe | A focused two-player star race, plus compatible additions for owners of the parent game |
Invaders from Afar
This expansion adds Clan Albion and the Togawa Shogunate, including their faction mats, miniatures and tokens. It is the expansion to prioritize when your main goal is more faction matchups or a higher player count.
The Wind Gambit
The Wind Gambit adds airships with configurable abilities and Resolution tiles that can replace the standard game-end trigger. It changes mobility and late-game tempo without replacing Scythe’s core engine-building structure.
The Rise of Fenris
Rise of Fenris is an eight-episode campaign. It also contains modules that can be used after the campaign, so its value is not limited to one playthrough. It is the most substantial expansion for groups that already know Scythe well.
Scythe Encounters
Encounters adds more encounter cards to the game. It increases variety without adding a major board or phase and is therefore the lightest gameplay expansion.
Duel of Meloch
Duel of Meloch plays on its own: one side follows Scythe, the other Expeditions, with a compact map and first-to-four-star Triumph Track. It is also listed among Scythe expansion products because it brings a new faction and player mat, six encounter cards, three Factory cards and a redesigned combat deck to ordinary Scythe. The Duel map is not a substitute for the original Scythe board, and the standard Duel does not need Scythe. Read our standalone and compatibility guide for the precise modes and card-mixing limits.
Other Scythe products
The Modular Board changes geography and faction setup but is better treated as a board-variation product rather than one of the three main expansion boxes. Stonemaier’s current Scythe bundle also groups it with promo cards and accessories.
Which Scythe expansion should you get first?
Choose Invaders from Afar for more factions, The Wind Gambit for modular mechanical variety, or Rise of Fenris if your group wants the deepest new content and a campaign.
Detailed Scythe expansion guides
- The Rise of Fenris expansion guide
- Invaders from Afar expansion guide
- The Wind Gambit expansion guide
- Scythe Encounters expansion guide
- Duel of Meloch compatibility guide
Related Scythe guides
Factions & Player Mats · Solo / Automa · Rules FAQ
Publisher sources
Expansion line checked October 4, 2026.