Scythe Expansions in Buying Order (2026): Which to Add First, Which to Skip, and Why the Popular One Isn't the Good One
Buying Guide · Updated 2026-08-01

Scythe Expansions in Buying Order (2026): Which to Add First, Which to Skip, and Why the Popular One Isn't the Good One

Five expansions, a $49 storage box that contains no game, and a board extension that adds no new content. Here is the order that actually improves your table — and the one purchase more people own than any other despite it rating lowest.

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Last editorial refresh: 2026-08-01 Gold-standard QA: 2026-08-01 11 sources reviewed Affiliate links checked during gold-standard pass

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The short answer

Buy Scythe's expansions in this order: The Rise of Fenris first ($49 at Stonemaier, was $60), because it is the only one that changes how the game is played rather than what is in the box — eight linked episodes, permanent-feeling but fully resettable, and it needs nothing else to work. Invaders from Afar second ($35) only if you regularly play at five or more, since its two extra factions are what raise the player cap. The Wind Gambit ($30) last, or never — it is the most widely owned Scythe expansion and the lowest rated, which tells you more about release order than quality. The Modular Board ($25) is not an expansion at all but is the best replayability-per-dollar in the line. The Legendary Box ($49) contains zero game components and is excluded from Stonemaier's free-shipping threshold, so treat it as furniture, not content. And before any of it: Stonemaier's own designer says the base game is finished. He is right.

Decision map

Choose in thirty seconds

Best overall Scythe: The Rise of Fenris

Every Scythe owner past six plays.

Best alternative Scythe: Invaders from Afar

Groups who regularly play at six or seven.

Another strong fit Scythe Modular Board

Tables twenty-plus plays in who always open the same way.

A student wrote to me last month with a screenshot of a shopping cart. Base game, both faction expansions, the airship box, the encounter deck, the metal coins, the big wooden box to hold it all. Four hundred dollars, near enough. His question was whether he had missed anything.

He had missed the point, which is a kinder thing to have missed.

Scythe is a 2016 game by Jamey Stegmaier, painted by Jakub Rozalski into an alternate 1920s where diesel mechs walk through Polish wheat fields. It sits at rank 26 on BoardGameGeek with a 7.94 rating from 94,041 votes and a complexity weight of 3.45 — medium-heavy, not punishing. The community poll of 1,676 players says it is best at four and playable from one to five. It won four Golden Geeks in 2016, including Board Game of the Year.

It also, and this is the part the shopping cart forgets, works completely on its own. Stonemaier says so in plain words on its own buy page: "Scythe is complete, but we continue the story and the world in the game Expeditions." That is a publisher declining to sell you something. Believe it.

So let us do what we do at this table. Lay the five expansions out, ask what each one actually changes, and buy in the order that earns its place. Not the order they were released, and certainly not the order the shelf presents them.

Start here, then go deeper

You are in the right cabinet.

First, the uncomfortable question: do you need any expansion at all?

Scythe expansion buying order: Rise of Fenris first, Invaders from Afar second, Wind Gambit last
The order that improves a table, which is not the order the shelf presents.
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No. And I want that to sit for a moment before the rest of this guide talks you out of it.

The base box gives you five factions — Polania, Rusviet, Saxony, Crimea and Nordic, drawn from Poland, Soviet Russia, Imperial Germany, the Crimean Khanate and Scandinavia — paired randomly against player mats. That pairing is the engine of the game's replay value, and it is combinatorial: the same faction plays differently depending on which mat it draws. Most tables exhaust their patience long before they exhaust those combinations.

The honest test is arithmetic, not appetite. Count your plays. If Scythe has hit your table fewer than six times, buy nothing. The expansions solve problems that only appear once a group has learned the base game well enough to feel its edges — and a group that has played five times has not felt them yet. It has felt the learning curve, which is a different sensation entirely and is not fixed by more cardboard.

If you are past that mark and something specific nags — the same openings, the four-player ceiling, the encounter cards you can now recite — then read on. Each expansion below is matched to the particular ache it treats.

The Rise of Fenris — buy this first, and possibly only this

The Wind Gambit: a Golden Geek winner that still lands last in a well-ordered buy.
The Wind Gambit: a Golden Geek winner that still lands last in a well-ordered buy.

$49.00 at Stonemaier (reduced from $60.00). Verified in stock 2026-08-01.

Fenris is eight linked episodes that unfold across a campaign, introducing new mechanisms as you go. It won the 2018 Golden Geek for Best Board Game Expansion, and on BoardGameGeek it rates 8.69 from 8,336 votes — higher than the base game's own 8.10 raw average, which is unusual and worth pausing on. Expansions typically rate below their parent. This one rates above it.

Two things are commonly misunderstood, and Stonemaier answers both itself.

It is not a legacy game. From their page, verbatim: "'Legacy' refers to permanent changes that cannot be undone. The Rise of Fenris can be reset and replayed any number of times." Nothing is destroyed, nothing is written on. You can hand the box to a friend afterwards intact — which, incidentally, makes it the only campaign product in this hobby I am comfortable recommending as a gift.

It does not require the other expansions. Asked directly whether Fenris needs Invaders from Afar or The Wind Gambit, Stonemaier's FAQ answers: "Nope. We wouldn't do that to you." It supports one to five players with base Scythe alone; you only need Invaders if you want six or seven.

So the expansion most worth owning is also the one with the fewest prerequisites. That is rare, and it is why it goes first regardless of what else you buy.

Invaders from Afar — buy second, but only if you count heads

$35.00 at Stonemaier, no discount shown. Verified in stock 2026-08-01.

Invaders adds two factions, Albion and Togawa, and with them the components to run six and seven players. That is the whole proposition, and whether it is worth $35 turns entirely on a question you can answer without my help: how often do more than five people sit at your table?

If the answer is rarely, this is the weakest buy in the line for you — not because the factions are poor, but because you are paying mostly for a player-count ceiling you will not reach. Two extra factions in a game that already ships five is a marginal gain to the combination space; the ceiling is the real product.

If the answer is often, it moves to first place, above Fenris. A six-player Scythe that cannot seat six is not a game with a small problem — it is a game that stays in the cupboard on the nights your group is largest.

Worth knowing before you commit: Scythe's own community poll of 1,676 voters names four players as the best count and recommends one through five. Six and seven are supported, not celebrated. The game gets longer and the downtime grows. Buy Invaders to solve a seating problem you actually have, not to chase a better game.

The Wind Gambit — the one more people own than any other, and the one rated lowest

Chart comparing Scythe expansion ownership against rating on BoardGameGeek
Owned more, rated lower. Release order, not quality — the single most useful chart in this guide.
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$30.00 at Stonemaier. Verified in stock 2026-08-01.

Here is the fact that made me want to write this guide.

On BoardGameGeek, The Wind Gambit is owned by 34,363 people and rates 7.76. The Rise of Fenris is owned by 32,151 people and rates 8.69. More people own the lower-rated expansion. That gap is not a mystery once you check the calendar: Wind Gambit arrived in 2017, Fenris in 2018. It had a year's head start, and a year is a long time in a shopping cart.

This is worth naming plainly because ownership numbers are the thing shoppers instinctively read as quality. They are not. They are a record of what was available when people were buying, and Wind Gambit was available first.

In fairness — and it deserves the fairness — Wind Gambit won the 2017 Golden Geek for Best Board Game Expansion. It was not a bad product. It adds airships, each pairing a movement ability with an aggressive one drawn randomly, plus alternative resolution modules. The airship is genuinely a new toy.

But it is an additive expansion in a game whose problem was never a shortage of things to do. Fenris changes the shape of a campaign; Invaders changes who can sit down; Wind Gambit adds a unit. For most tables that is the least valuable of the three changes, which is why it goes last — after you know you want more Scythe, not while you are still deciding.

The Modular Board — not an expansion, and the best value in the line

$25.00 at Stonemaier (reduced from $30.00). Verified in stock 2026-08-01.

Scythe's map is fixed. Every game begins on the same terrain, which means openings calcify: a group that has played twenty times has, in effect, memorised the first three turns. The Modular Board replaces the fixed map with tiles you arrange before play.

For twenty-five dollars this does more for a well-played copy than either faction expansion, because it attacks the specific thing that kills a heavy euro at a regular table — not a shortage of content, but the disappearance of surprise. If your group's complaint is "we always open the same way," this is the fix, and it is the cheapest item in this guide bar the board extension.

I place it outside the numbered order deliberately. It is not an expansion; it is a repair for a problem only frequent play creates. A table five plays in does not need it. A table fifty plays in may need nothing else.

The accessories, honestly ranked: coins, resources, boxes and a board that adds nothing

What each Scythe accessory actually contains, ranked by whether it adds game content
Three of these add no game content at all. The store pages say so — most buyers never read that far.
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This is where Scythe money goes to die, so let us be exact about what each thing is.

Scythe Encounters — $20.00, currently sold out at Stonemaier (2026-08-01). Thirty-two new encounter cards, numbered 43 to 74, released December 2018. Stonemaier's own advice is better than mine: "We recommend that you play with this deck of cards by itself a few times to experience the new options before shuffling them into the original encounter deck." Good value when it returns to stock; not worth chasing at a markup.

Board Extension — $15.00. Read the store page carefully, because it is admirably honest: "The board extension slides next to the back side of the standard game board, creating a complete board with 70% bigger hexes (the content is the same)." The content is the same. You are buying legibility and elbow room — the board grows from 624×818mm to 818×939mm — not new game. For a table with older eyes or big hands that is money well spent. For anyone else it is fifteen dollars of nothing.

Legendary Box — $49.00 (reduced from $60.00). Verbatim from the store: "While the Legendary Box does not include any game components, it contains 3 large tuckboxes to fill unused space." Zero game content. It holds the core game plus all three expansions. And the sting is in a second note: "This product is not compatible with free shipping discounts/thresholds." That is a real added cost on a heavy wooden box. Buy it if you own everything and want one box on the shelf. It is furniture, priced like an expansion.

Metal coins ($29.00, SKU STM662) and realistic resources ($30.00). Table jewellery. They change nothing and they are lovely, and I will not pretend those two facts cancel out. Buy them when the game has earned a place in your life, not while you are deciding whether it will.

Where Expeditions and Duel of Meloch fit — and why neither replaces Scythe

Two adjacent products confuse buyers constantly, so let me place them precisely.

Expeditions ($69.00 at Stonemaier, reduced from $85.00) is the 2023 standalone successor — same world, later in the story, different game. Stonemaier frames Scythe as complete and says the story continues here. It is not an expansion, does not need Scythe, and does not replace it. If you love the setting and want a fresh system rather than more of the old one, this is the door.

Duel of Meloch ($49.00, SKU STM672, released 15 July 2026) is the newest arrival: a one-to-two player, forty-five-minute standalone with a five-minute setup. Its cleverest property is described on Stonemaier's own page: "As long as you know one of those games and your opponent knows the other, you can play Duel of Meloch, and you don't need anything other than Duel of Meloch to play this game." A Scythe player and an Expeditions player can meet across it. That is an elegant piece of design and a genuinely good answer to "what do we play when it is just the two of us on a weeknight."

And the cheapest way to find out whether you like Scythe at all: the Digital Edition on Steam, $19.99 and frequently discounted — it was $3.99 when I checked. 'Very Positive' reviews, 90% of 2,205 English reviews. Four dollars to learn whether a hundred-dollar box belongs in your house is the best-value item in this entire guide, and I would think less of myself for not saying so.

The complete buying order, and what it costs

The five-stage Scythe buying order with running cost
Base plus Fenris is $133 and is where most tables should stop.
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Assembled, in the sequence that respects both your table and your money.

Stage zero — play the base game six times. $84.00 at Stonemaier and most retailers, against a $105.00 MSRP. That is not a sale; $84 is the prevailing street price across Stonemaier, Miniature Market, Game Nerdz and others, and it has been for some time. Anything below it is worth a second look at stock status before you celebrate.

Stage one — The Rise of Fenris, $49.00. The only expansion that changes how the game is played. No prerequisites. Resettable.

Stage two — Invaders from Afar, $35.00, if and only if you seat six or more. Skip without guilt otherwise.

Stage three — the Modular Board, $25.00, once openings feel memorised. Out of sequence by design; it answers a problem only frequent play creates.

Stage four — The Wind Gambit, $30.00, when you simply want more Scythe. A good expansion in a line with two better ones ahead of it.

Never a stage — the Legendary Box, the coins, the resources. Buy them as gifts to yourself after the game has proven it belongs, and know exactly what you are buying: storage and beauty, not play.

Base plus Fenris is $133 and is, for the large majority of tables, the complete and final answer. My student's four-hundred-dollar cart would have bought him one genuinely better game and a great deal of cardboard he would have shelved. He bought Fenris. He has played it four times.

From the rabbit hole

Real voices from players, reviewers, and the communities who know these games best.

data

“BoardGameGeek's live figures put The Rise of Fenris at 8.69 from 8,336 ratings and The Wind Gambit at 7.76 from 7,930 — yet Wind Gambit shows more owners, 34,363 against 32,151.”

BoardGameGeek (pulled 2026-08-01)
publisher

“Stonemaier states the base game is finished: 'Scythe is complete, but we continue the story and the world in the game Expeditions.'”

stonemaiergames.com buy-scythe page
publisher

“On whether Fenris requires the other expansions, Stonemaier's FAQ answers in four words: 'Nope. We wouldn't do that to you.'”

stonemaiergames.com Rise of Fenris FAQ
awards

“Scythe took four Golden Geeks in 2016 including Board Game of the Year; The Wind Gambit won Best Expansion in 2017 and The Rise of Fenris won it in 2018.”

Golden Geek awards via BoardGameGeek

The picks

Some links below are affiliate links — as an Amazon Associate, Puzzlewick earns from qualifying purchases, at no extra cost to you. It never changes a pick.

1
Stonemaier Games · best for Every Scythe owner past six plays. If you buy one thing, buy this.

Scythe: The Rise of Fenris

  • Changes how the game plays, not just what is in it
  • Fully resettable — not legacy
  • Needs no other expansion
  • Campaign structure asks for a committed group
  • Best value only after the base game is well learned
2
Stonemaier Games · best for Groups who regularly play at six or seven.

Scythe: Invaders from Afar

3
Stonemaier Games · best for Tables twenty-plus plays in who always open the same way.

Scythe Modular Board

4
Stonemaier Games · best for Tables that already own Fenris and simply want more Scythe.

Scythe: The Wind Gambit

5
Stonemaier Games · best for Anyone starting. Play it six times before you buy a single expansion.

Scythe (base game)

6
Stonemaier Games · best for Scythe owners who want the world again in a new shape.

Expeditions (standalone successor)

At a glance

ProductPriceWhat it addsBGG ratingOwnersKenji's call
The Rise of Fenris$49 (was $60)8 linked episodes, new mechanisms8.6932,151Buy first — the only one that changes play
Invaders from Afar$352 factions + 6-7 player supportOnly if you seat six
The Wind Gambit$30Airships + resolution modules7.7634,363Last, or never
Modular Board$25 (was $30)Arrangeable map tilesBest value once openings feel stale
Board Extension$1570% bigger hexes — same contentLegibility only. No new game.
Legendary Box$49 (was $60)Storage. Zero game components.Furniture — and excluded from free shipping
Scythe Encounters$20 (sold out)32 cards, numbered 43-74Good when back in stock; never at a markup

Questions, answered

Which Scythe expansion should I buy first?

The Rise of Fenris ($49 at Stonemaier, reduced from $60). It is the only expansion that changes how Scythe is played rather than adding to what is in the box, it rates 8.69 on BoardGameGeek — above the base game's own raw average — and it requires no other expansion. The single exception: if your group regularly seats six or seven, buy Invaders from Afar first, because that is what raises the player cap.

Is The Rise of Fenris a legacy game? Will it destroy components?

No. Stonemaier states it plainly: "'Legacy' refers to permanent changes that cannot be undone. The Rise of Fenris can be reset and replayed any number of times." Nothing is torn, written on, or destroyed. You can reset it and replay, or pass the box on intact — which makes it the rare campaign product that also works as a gift.

Do I need Invaders from Afar or The Wind Gambit to play The Rise of Fenris?

No. Stonemaier's FAQ answers this directly: 'Nope. We wouldn't do that to you.' Fenris supports one to five players with just the base game. You only need Invaders from Afar if you want to run six or seven players.

Is Scythe complete without expansions?

Yes, and the publisher says so. From Stonemaier's own buy page: 'Scythe is complete, but we continue the story and the world in the game Expeditions.' The base box ships five factions paired randomly against player mats, so its replay value is combinatorial. Play it six times before buying anything.

Why does The Wind Gambit have more owners than The Rise of Fenris if it rates lower?

Release order. Wind Gambit arrived in 2017 and Fenris in 2018, so Wind Gambit had a year's head start in shopping carts. On BoardGameGeek today Wind Gambit shows 34,363 owners at 7.76, while Fenris shows 32,151 owners at 8.69. Ownership counts record what was available when people were buying — they are not a quality signal.

Is the Scythe Legendary Box worth it?

Only as storage, and know two things first. It contains zero game components — Stonemaier's page says so: 'While the Legendary Box does not include any game components, it contains 3 large tuckboxes to fill unused space.' And it is explicitly excluded from free-shipping thresholds, which on a heavy wooden box is a real added cost. It holds the core game plus all three expansions. Buy it as furniture, not content.

What does the Scythe Board Extension actually add?

Legibility, not content. Stonemaier's store page is candid: 'The board extension slides next to the back side of the standard game board, creating a complete board with 70% bigger hexes (the content is the same).' The board grows from 624×818mm to 818×939mm. Worth $15 for older eyes or crowded tables; worth nothing otherwise.

How much does Scythe cost, and is $84 a good price?

$84.00 is the prevailing street price across Stonemaier's own store, Miniature Market, Game Nerdz and others, against a $105.00 MSRP. It is not a limited-time sale — treat $84 as the real benchmark and judge any advertised discount against that number, not against $105.

Is the Modular Board worth $25?

For a well-played copy, it is the best value in the line. Scythe's map is fixed, so groups twenty-plus plays in tend to memorise their openings; the Modular Board replaces the fixed map with arrangeable tiles and restores surprise. For a table only five plays in it does nothing, because that table has not yet developed the problem it solves.

Is Expeditions an expansion for Scythe?

No. Expeditions ($69 at Stonemaier, reduced from $85) is a 2023 standalone game set later in the same alternate-1920s world. It needs nothing you own and replaces nothing you own. Stonemaier points to it as where the story continues, precisely because Scythe itself is finished.

What is Duel of Meloch?

A standalone one-to-two player game released 15 July 2026 at $49, playing in about 45 minutes with a five-minute setup. Its neat trick, in Stonemaier's words: 'As long as you know one of those games and your opponent knows the other, you can play Duel of Meloch.' A Scythe player and an Expeditions player can meet across it, and you need nothing but the box itself.

What is the cheapest way to try Scythe before buying?

Scythe: Digital Edition on Steam, $19.99 and frequently discounted — it was $3.99 during an 80%-off week when we checked. It holds a 'Very Positive' rating with 90% of 2,205 English reviews positive. Spending a few dollars to find out whether a hundred-dollar box belongs in your house is the best-value decision in this guide.

How many players is Scythe best with?

Four. BoardGameGeek's community poll of 1,676 voters names four best and recommends one through five. The game supports six and seven with Invaders from Afar, but longer play and more downtime come with them — supported is not the same as celebrated.

How complex is Scythe?

Medium-heavy: 3.45 out of 5 on BoardGameGeek's weight scale from 3,629 votes. It rewards learning but does not punish newcomers the way a true heavyweight does. It sits at rank 26 overall with a 7.94 rating from 94,041 ratings.

Kenji's verdict

Scythe's expansion line is unusually honest, and almost nobody reads it that way. The publisher says the base game is complete; one expansion openly contains no game components; another states outright that its content is identical and only the hexes are bigger. All of that is printed on the store pages. Buy The Rise of Fenris first, because it changes how the game plays and asks nothing else of you. Add Invaders from Afar only if you genuinely seat six. Reach for the Modular Board when your openings start feeling recited, and The Wind Gambit only when you have decided you simply want more. Base plus Fenris is $133 and is, for most tables, the last Scythe purchase you will ever need to make — which is a strange thing for a buying guide to tell you, and the reason you should trust it.

Research ledger 11 sources · reviewed 2026-08-01

Specifications, rules, current product information, community experience, and contrary evidence were checked against the sources below. Commercial links are kept separate from editorial evidence.

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