Wizard duels, powered by huge dice and MTG style cards! If that doesn’t do it for you nothing will, also you might be dead inside… Assuming the role of one of the greatest sorcerers of the age, you will be participating in the legendary tournament of the 12 Seasons. Your goal is to raise the most victory points by gathering energy, summoning familiars and magic items. If you amass enough crystals and symbols of prestige, you will become the kingdom’s most illustrious mage. Optimize the cards through skillful combinations, using the seasons wisely to access the energies available and become the new Archmage of the kingdom of Xidit.
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 your own 9-card deck for the main part of the game and with it your strategy.
Once the Prelude is complete, each player must separate his 9 cards into 3 “books” of 3 cards. He will begin the second phase of the game with his first pack of three cards, and then gradually as the game progresses, he will gain access to his other books.
Next comes the Tournament: at the beginning of each round the first player will roll the seasons dice (dice = number of players +1).
These dice 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)
– Draw new cards
– Transmute 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.
– Harvesting energy (water, earth, fire, air) to pay the cost of power cards (energy availability varies by the season). A maximum of 7 energy can be stored.
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. (Number of pips on bottom of die face)
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.
I love this game! It satisfies any gamer itch one might have, cartoonishly cute monsters (the cuter they are the more viciously they savage their opponents… usually),
big custom dice, lots of replayability, as well as strategy. Seasons is a bunch of fun! I would recommend this to everyone!