Scythe vs Root
Scythe is asymmetric in starting position and abilities but every faction plays by the same rules, so it teaches once and stays approachable. Root gives each faction its own rulebook and win condition, which creates far more variety and a much harder teach. Scythe suits mixed groups; Root suits a dedicated group willing to learn four systems.

Scythe

Root
Both games come from Leder Games and Stonemaier's corner of the hobby respectively, and both are bought for the same reason: players want factions that feel genuinely different.
The difference is how far that asymmetry goes.
Side by side
| Scythe | Root | |
|---|---|---|
| Players | 1-5 | 2-4 (6 with expansions) |
| Play time | 90-115 minutes | 60-90 minutes |
| Teach time | 25 minutes | 45+ minutes |
| Asymmetry | Shared rules, different abilities | Separate rules per faction |
| Conflict | Medium — combat is rare but decisive | High — constant direct attacks |
| Solo | Automa included | Clockwork expansion required |
| Best for | Groups new to asymmetry | Groups who replay the same game often |
How asymmetric are they really?
In Scythe everyone takes the same action types on a player mat; your faction changes what those actions cost and unlock. One teach covers the table.
In Root the Marquise, the Eyrie, the Alliance and the Vagabond barely share a rulebook. Teaching four players usually means teaching four games, and a bad faction match can ruin a first session.
Conflict tolerance
Scythe punishes attacking: combat costs power and cards and often leaves both players worse off, so many games end with only two or three fights.
Root requires attacking. If nobody hits the leader, the leader wins. Groups that dislike direct conflict tend to bounce off it hard.
First-game experience
New Scythe players usually enjoy their first game even when they lose, because the engine building is satisfying on its own.
First games of Root often end lopsided, with the Marquise or Eyrie running away while the table works out what to do. Root gets much better on the third play.
Buy Scythe if…
Pick Scythe if your group wants asymmetry without four rulebooks and prefers building over fighting.
Buy Root if…
Pick Root if you will replay it enough for the factions to click and your table enjoys direct conflict.
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Frequently asked questions
Is Root a good family game?
Only for families that play a lot of games together. The art is cute but the rules load and the need for direct attacks make it a poor casual choice.
Which is easier to teach?
Scythe, by a wide margin. One 25-minute teach covers all players, while Root needs a separate explanation per faction.
Which has better solo play?
Scythe includes an Automa in the base box. Root needs the Clockwork expansion for solo, though that expansion is very well regarded.
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