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Each player takes her character sheet, miniature and 7-10 action cards. These characters enter the grid on one of the side tiles and need to advance around the square – confronting minions and traps along the way – in order to achieve whatever objectives are in place for this game, such as thwarting a nuclear missile attack.\u003c\/span\u003e\u003cbr\u003e\u003cbr\u003e\u003cspan\u003eEach turn, the hero players play 1-2 action cards; each card shows both a special power and modifiers to that hero's inherent statistics – movement, attack, defense and mental – and the played cards can be used for either the special power or the modifiers. 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Players conquer territory, enlist new recruits, reap resources, gain villagers, build structures, and activate monstrous mechs.\u003c\/p\u003e\n\u003cp\u003eEach player begins the game with different resources (power, coins, combat acumen, and popularity), a different starting location, and a hidden goal. Starting positions are specially calibrated to contribute to each faction’s uniqueness and the asymmetrical nature of the game (each faction always starts in the same place).\u003c\/p\u003e\n\u003cp\u003e\u003cem\u003eScythe\u003c\/em\u003e gives players almost complete control over their fate. Other than each player’s individual hidden objective card, the only elements of luck or variability are “encounter” cards that players will draw as they interact with the citizens of newly explored lands. Each encounter card provides the player with several options, allowing them to mitigate the luck of the draw through their selection. 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In \u003cem\u003e\u003cstrong\u003eTerraforming Mars\u003c\/strong\u003e\u003c\/em\u003e, you play one of those corporations and work together in the terraforming process, but compete for getting victory points that are awarded not only for your contribution to the terraforming, but also for advancing human infrastructure throughout the solar system, and doing other commendable things.\u003c\/p\u003e\n\u003cp\u003eThe players acquire unique project cards (from over two hundred different ones) by buying them to their hand. The projects (cards) can represent anything from introducing plant life or animals, hurling asteroids at the surface, building cities, to mining the moons of Jupiter and establishing greenhouse gas industries to heat up the atmosphere. The cards can give you immediate bonuses, as well as increasing your production of different resources. Many cards also have requirements and they become playable when the temperature, oxygen, or ocean coverage increases enough. 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You draft resources to craft wacky inventions and dispatch minions to help with your diabolical plans. Each round, one player controls the Crooked Director for that round. They then separate the available commodities into piles to be drafted. It's up to the scientist controlling the Director to determine the value of whatever resources are available and separate them into piles. Not all piles are created equal! Players then take turns selecting which pile of goodies to grab, with the Director's controller choosing last. Sizing up your competition is key! You know what they need; don't let them have it. Or give them two choices of equal terrible-ness! But each player also has a secret side objective that you may not figure out until it's too late...\u003c\/p\u003e\n\u003cp\u003eBy crafting new inventions, you might be able to put together an engine of cards that eventually fuel themselves. Perpetual motion in our lifetime! 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