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Seasons


The greatest sorcerers of the kingdom have gathered at the heart of the Argos forest, where the legendary tournament of the 12 seasons is taking place. At the end of the three year competition, the new archmage of the kingdom of Xidit will be chosen from among the competitors. Take your place, wizard! Equip your ancestral magical items, summon your most faithful familiars to your side and be ready to face the challenge!



Seasons is a tactical game of cards and dice which takes place in two phases:



The first phase "Prelude" consists of a card draft: the goal during this phase will be to establish own 9-card deck for the main part of the game and with it the strategy.



Once the Prelude is complete, each player must separate his 9 cards into 3 packs of 3 cards. He will begin the second phase of the game with his first pack of three cards, then gradually as the game progresses, he will receive the other two packets of three cards.



Next comes the Tournament: at the beginning of each round a player will roll the seasons dice (dice = number of players +1).



These cubes offer a variety of actions to the players:

- Increase your gauge (maximum number of cards you may have placed on the table and in play)

- Harvesting energy (water, earth, fire, air) to pay the cost of power cards

- Crystallizing the energy (during the current season) to collect crystals. Crystals serve both as a resource to pay for some cards, but also as victory points in the end.

- Draw new cards



Each player can choose only one die per turn. The die not chosen by anyone determines how many fields the "time track" would move forward.

In addition, all the dice are different depending on the season. For example, there are not the same energies to a particular season. Throughout the game, players will therefore have to adapt to these changes - also the "exchange rates" of energy to crystals vary during seasons - the energy not present on the dice in any given season is also the best paid during the season.



At the end of the game, the crystals are summed with victory points granted by the cards (minus some penalties, where applicable). The highest score wins.




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  • Description

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    The greatest sorcerers of the kingdom have gathered at the heart of the Argos forest, where the legendary tournament of the 12 seasons is taking place. At the end of the three year competition, the new archmage of the kingdom of Xidit will be chosen from among the competitors. Take your place, wizard! Equip your ancestral magical items, summon your most faithful familiars to your side and be ready to face the challenge!

    Seasons is a tactical game of cards and dice which takes place in two phases:

    The first phase "Prelude" consists of a card draft: the goal during this phase will be to establish own 9-card deck for the main part of the game and with it the strategy.

    Once the Prelude is complete, each player must separate his 9 cards into 3 packs of 3 cards. He will begin the second phase of the game with his first pack of three cards, then gradually as the game progresses, he will receive the other two packets of three cards.

    Next comes the Tournament: at the beginning of each round a player will roll the seasons dice (dice = number of players +1).

    These cubes offer a variety of actions to the players:
    - Increase your gauge (maximum number of cards you may have placed on the table and in play)
    - Harvesting energy (water, earth, fire, air) to pay the cost of power cards
    - Crystallizing the energy (during the current season) to collect crystals. Crystals serve both as a resource to pay for some cards, but also as victory points in the end.
    - Draw new cards

    Each player can choose only one die per turn. The die not chosen by anyone determines how many fields the "time track" would move forward.
    In addition, all the dice are different depending on the season. For example, there are not the same energies to a particular season. Throughout the game, players will therefore have to adapt to these changes - also the "exchange rates" of energy to crystals vary during seasons - the energy not present on the dice in any given season is also the best paid during the season.

    At the end of the game, the crystals are summed with victory points granted by the cards (minus some penalties, where applicable). The highest score wins.

    Additional Info

    Additional Info

    Designer Régis Bonnessée
    Mfg Suggested Ages 14 and up
    # of Players 2 − 4
    User Suggested # of Players Best with 2 players Recommended with 2, 3 players (258 voters) [ ]
    Year Published 2012
    Artist Xavier Gueniffey Durin Stéphane Gantiez
    User Suggested Ages 12 and up (41 voters) [ ]
    Subdomain Strategy Games
    Website No
    Publisher Libellud Asmodee Asterion Press Gém Klub Kft. Hobby Japan REBEL.pl Swan Panasia Co., Ltd.
    Playing Time 60 minutes
    Family No
    Honors 2012 As d'Or - Jeu de l'Année Nominee 2012 Lucca Games Best Art Winner 2012 Meeples' Choice Nominee 2012 Tric Trac Nominee 2013 As d'Or - Jeu de l'Année Nominee 2013 Golden Geek Best Board Game Artwork/Presentation Nominee 2013 Golden Geek Best Card Game
    Primary Name Seasons
    Expansion Seasons: Air Elemental Promo Seasons: Crystal Titan Promo Seasons: Enchanted Kingdom Seasons: Geek d' Argos Seasons: Igramul the Banisher Seasons: Orb of Ragfield Seasons: Path of Destiny Seasons: Speedwall the Escaped
    Alternate Names Évszakok Pory Roku 十二季節の魔法使い 四季物語
    Mechanic Card Drafting Dice Rolling Hand Management
    Game category Card Game Dice Fantasy
    Language Dependence Extensive use of text - massive conversion needed to be playable (55 voters) [ ]
    Play time filter N/A

    Reviews

    A game for all seasonsReview by James Orr
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    You’re playing through 12 seasons, 3 years of magic items and familiars, aiming to end up with the most crystals at the end of everything. You’re going to start with drafting 9 cards, into 3 hands of 3 per year.

    Every round, you’ll draft dice from the pool to represent the resources you have during that round to summon cards, increase your summoning meter, get crystals and transmute energy into crystals. The remaining die leftover after everyone has chosen is going to tell you how fast the season is advancing and acts as a pacing mechanic in that regard. each season has 3 sections that divide it up into the year. The die can have between 1 and 3 season pips on it that determine how many spaces on the season track the marker moves at the end.

    Most familiar cards are pvp based and effect the other players. Most magic items are personal and will affect how things are played. The individual energies that you can gather exchange at different rates during the various seasons. The rarer ones go for more crystals during specific seasons. Crystals are how you end up winning the game.

    Take turns playing cards, getting energy, transmuting, and getting crystals. At the end of 3 years, most crystals wins. Lots of card combos. chunky dice. easy to get into the hang of. This game speaks to me. I like the big chunky dice. I like the cards. That you're only dealing with a few at a time, rather than having to know a whole deck makes this digestible. You'll see the same cards come up when you play, and can sort of build a strategy based on it. There's some ability to alter plan mid flight if someone really throws a wrench into the plan, or you manage to draw cards that make another strategy better. It's something that's going to be in my collection for a long time, I think. (Posted on 5/25/2016)

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