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My Little Scythe: Pie in the Sky

Expansion for My Little Scythe

My Little Scythe: Pie in the Sky Rulebook

Table of Contents

Table of Contents

  • Expansion Components
  • Expansion Game Setup
  • Painting Guide
    • Foxland
    • The "True" W.P. Grey Academy of Magic
  • Using the Airship
    • Cargo Holds
    • Seek with Air Support
  • Using Your Cargo Hold
  • Using Your Airship Gadget
  • Airship Movement Rules
  • Trophies & Grand Finale
  • Reminders from Base Game
  • Automountie (Solo Rules)
    • Components
    • Tokens
    • Setup
    • Check for Trophies
    • Airship Ability: Trophy Dropper
    • Airship Ability: EMP Device
    • Airship Movement
    • Optional Consistent Seek Variant
    • Optional Team Variant
    • Clarifications

Expansion Components

  • 9 airship mats, 1 for each animal kingdom
  • 6 Seek action overlay cards
  • 5 airship gadget tokens
  • 4 new Power Up tiles
  • 2 new quest cards
  • 7 extra trophy tokens, 1 for each of the original kingdoms
  • 10 new trophy tokens, 5 each for the Fox and Owl kingdoms
  • 2 pairs of Seeker miniatures representing the Fox and Owl kingdoms
  • 1 miniature of the Airship Kai
  • 1 custom airship die

Expansion Game Setup

  1. Set up a game of My Little Scythe according to the base game rules, leaving the 5th trophy aside for now.
  2. Decide whether to assign the new asymmetric airship abilities by animal kingdom or randomly.
    • By animal kingdom: Claim the appropriate airship mat for your animal kingdom and align it to the left of your player mat.
    • Randomly: Mix all 9 airship mats face down and randomly assign 1 to each player. Align the airship mat to the left of your player mat.
  3. If your airship ability uses a gadget token, claim the appropriate token for your ability and place it on your airship mat (note: some airship abilities do not use gadget tokens).
  4. Place your 5th trophy on the trophy space of your airship mat.
  5. Claim a Seek action overlay card and place it on your player mat, covering the original Seek action.
  6. Assemble and place the airship miniature on the portal space closest to the last player's base camp.

The airship is split into 2 halves to allow it to fit in the insert for the original game.

Painting Guide

Character descriptions from the printed Painting Guide page, as printed.

Foxland

The cunning Foxes used their technology to adapt to the frigid North and build a thriving civilization. But with their arctic lands quickly melting away, they had little choice but to rebuild the Airship Kai and let it guide them back to their original home of Pomme.

JoJo and Becca are Foxland's most accomplished young technologists. Their breakthrough algorithms have led to impressive developments in biomechanics and replicator technology. It's even rumored that they will be testing their latest replicator model in the upcoming Harvest Tournament.

The "True" W.P. Grey Academy of Magic

The returning Owls proudly adorn the ancient robes of Pomme's foremost magic school for good reason—they are the disciples of the school's original headmaster who had vanished aboard the Airship Kai 3000 years ago. They are eager to demonstrate their own brand of magic during the Harvest Tournament.

Firean and his sister Aubrey are an unstoppable duo who are eager to represent their school. They will try to win using Firean's mischievous creativity and Aubrey's detailed planning. Having hatched from their eggs early, they are wiser than they look.

Using the Airship

Each animal kingdom is capable of commanding the airship to provide Air Support through the use of cargo holds, unique abilities, and gadgets. Unlike Seekers, the airship is a shared unit that each player may command on his/her turn.

Cargo Holds

The airship contains separate cargo holds for each animal kingdom. Your own cargo hold is represented on your airship mat. Cargo holds can store apples and gems obtained through Air Support (see below).

Seek with Air Support

The Airship Kai makes the Seek action more robust than ever. While performing a Seek action, include the new airship die as you roll your apple, gem, and quest dice. After all apples, gems, and quest tokens are placed on the map following normal Seek action rules, you may move the airship and call for Air Support:

  1. Move the airship one space at a time, following the Airship Movement Rules on page 6, to any space containing an apple or gem. The maximum movement range is determined by the result of the airship die:

    • Trophy Symbol: Movement range is equal to your number of remaining Trophies. Example: If you have 3 Trophies on your player mat, you may move the airship up to 3 spaces.
    • Boost (6): Movement range is up to 6 spaces.

    Note: If you are unable to reach a space containing at least 1 gem or 1 apple, you may not move the airship or use Air Support unless the airship is already on a space containing these items (a movement of 0 spaces is acceptable).

  2. Once the airship reaches its destination space containing an apple or gem, you may then use Air Support to either:

    • a. Retrieve 1 apple or gem from the airship's space and place it into your cargo hold (lose 2 friendship if this is taken from another player).
    • OR
    • b. Perform your kingdom's unique airship ability (some abilities involve placing a gadget token). Some abilities impact a single space while others affect entire regions.

Using Your Cargo Hold

  • You cannot add or remove items from other players' cargo holds unless instructed by quests.
  • There is no limit to the number of items stored in your cargo hold.
  • You may spend items from your cargo hold even when the airship is not on the same space as the quest. You may spend any number of apples and gems from your cargo hold as required by quests, Make actions, and even deliveries. This is in conjunction with any apples and gems you already control on the map.

Example: For an apple delivery of 4 apples, you may have a Seeker deliver 2 apples while the remaining 2 are taken from your cargo hold.

Using Your Airship Gadget

Five of the 9 kingdoms have unique airship abilities that involve placing and moving gadgets around the map.

  • Gadgets are placed from the airship mat and moved by the owning player during later Seek actions (they are never returned to the airship mat except in rare cases when the Automountie is used).
  • Gadgets stay where they are placed and their benefits are persistent until they are moved.
  • No more than 1 gadget may ever exist on a space.

Example card text, Unstable Portal: Airship Ability: You may move the Unstable Portal token onto the airship's space. The Unstable Portal's space acts as a portal for your own Seekers. You may also replace any number of apples/gems being carried through this portal. Each one may be replaced with either an apple or a gem.

Airship Movement Rules

Airship movement follows a few basic rules:

Flying: Unlike Seekers, Airship Kai is an air unit that moves "above" the entire game map. Therefore:

  • It is not required to stop when it enters spaces occupied by Seekers.
  • It does not start or defend in any pie fights like a normal unit.
  • It cannot pick up and attempt to resolve any quests on its own.
  • It cannot move apples or gems unless enabled by a player's unique airship ability.
  • It cannot teleport through portals (although it can still share their space).
  • Unless there are Seekers on the same space, the airship's space is not considered occupied.

Castle Everfree & Deliveries: The airship can never enter the center Castle Everfree space. Your Seekers may still enter this space for the purpose of completing a delivery. However, items required for a delivery may now be spent from your cargo hold, carried in from the map (as with base game), or a combination of both. The location of the airship has no effect on deliveries.

Base Camps: Base camps are inaccessible by the airship.

Move Actions: The airship is only moved for Air Support during Seek actions. It may never move with your Seekers during normal Move actions (with the exception of the "Air Transport" Power Up).

Trophies & Grand Finale

To trigger the game end (Grand Finale), you will now be required to earn 5 Trophies instead of 4. Unless you roll a boost (6) with the airship die, the number of remaining Trophies on your player mat determines the movement range of the airship.

Tiebreaker: If the game goes to the second tiebreaker (resources controlled), include apples and gems in your cargo hold.

Reminders from Base Game

Carrying resources during special moves: Unless otherwise instructed to leave all resources behind, your Seekers may carry any apples/gems with them during moves. This includes movement from Power Ups such as Air Transport.

Spaces vs Regions: Spaces are the individual hexagons where units can travel. Like-colored spaces form regions: white (arctic), grey (mountains), green (forest), yellow (desert), red (red rock), and blue (swamp).

Portals are not in regions: While portals are spaces, they are not considered to be a part of any of the 6 regions.

Power Up tiles: Only Move and Make actions may receive Power Up tiles. The new Seek action overlay card is not a Power Up and does not count towards the Power Up trophy.

Automountie (Solo Rules)

These are the official solo rules for Automountie, the expansion's automated opponent, transcribed from the official Automountie rules sheet (MLS_PS_Aut_Rules_r3, designed by Morten Monrad Pedersen with Hoby Chou, published by Stonemaier Games).

Components

  • 1 doubled-sided Automountie airship mat. One side is the Trophy Dropper ability and the other is the EMP Device ability.
  • 1 Automountie gadget token

Tokens

As in the Automountie rulebook for the base game, the term "token" means a quest token, gem, or apple.

Setup

  1. Remove the "Copy Cat" Make Power Up tile from the game. (The removed tile reads: "Take any Make action belonging to a player to your left or right.")
  2. Place Automountie's airship mat with a side of your choice face up.
  3. Place 1 quest token in the cargo hold.

Check for Trophies

  • When checking whether Automountie can earn a trophy, she includes tokens in her cargo hold (in the usual order: quest → gem → apple), but she uses all those with her Seekers before returning any from her cargo hold to the general supply.
  • When earning a trophy by paying tokens, if there are no available spaces in the top row, place it in the leftmost space of the bottom row.

Airship Ability: Trophy Dropper

Airship Ability: When Automountie is to place a trophy by paying tokens, place the trophy onto the airship's space. (This trophy still counts towards winning the game.) You may pay 1 apple / gem in order to move one of your Seekers onto a space with one or more trophies.

Airship Ability: EMP Device

Airship Ability: After Automountie moves the airship, move the EMP Device token onto the airship's space and remove any other gadgets in that region. No Air Support actions by other players are permitted within the EMP Device's region. The airship can still be moved as normal. If the EMP Device is on a portal: Portals cannot be used to make a portal jump.

Airship Movement

Immediately after Automountie places all tokens on the board in a Seek action, she attempts to move the airship.

The possible paths extend in straight lines from the airship's current space in all 6 directions.

Automountie's movement range is always unlimited. Paths continue until they reach:

  • The edges of the board; or
  • Castle Everfree

The valid paths from among the 6 possible are those paths that have at least 1 token that is not controlled by the Automountie. It doesn't matter whether the token is on a space with another player's Seeker.

  1. If there is no valid path, the airship doesn't move.
  2. If there is more than one valid path, she picks the direction that's alphabetically first using the Move section of the current Automountie card. She moves the airship to the first space containing a token on the chosen path.

If there is a token on the space the airship is now on, she places 1 token from that space in her cargo hold (quest → gem → apple). She does not lose friendship by taking a token from an opponent's Seeker.

If there is no token, she places a quest token from the supply in her cargo hold.

Optional Consistent Seek Variant

To give Automountie a more consistent use of the airship, you can use this slight setup change:

  1. Remove the 6 cards with a Seek diagram on them from the Automountie deck.
  2. Divide the remaining cards into 2 roughly equal halves and add 3 cards with a Seek diagram to each deck.
  3. Shuffle each deck separately.
  4. Place one on top of the other.

Optional Team Variant

If you use the team variant from the base game:

  • The Automounties have 1 shared cargo hold and share the gadget (if any).
  • When moving the airship, players/Automounties can take a token from a space with a teammate's Seeker.

Clarifications

  • When earning trophies by paying tokens, she places the trophies left to right on the top row of the Trophy Track.
  • If the 2-pie rejuvenation bonus takes Automountie to 8 or more pies, she'll gain the 8-Pie trophy during the Gain Pies step of her next turn—assuming she still has 8 pies at that time.
  • If Automountie gains the 8-Pie trophy, she cannot win the Pie Fight trophy on the same turn, unless it's the Grand Finale.
  • Automountie movement: When determining how many tokens are on a path, do not count tokens on the space of her other Seeker, since she already controls those.
  • When Automountie must place a quest token, if it would be placed on any Seeker, the token is not placed. So, she will only place 3 tokens that turn.