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Seasons: drafting, magic and combos are on the agenda!

It's what ?

Immerse yourself in the heart of the Argos forest for the legendary Tournament of the 12 Seasons! In Seasons , a tactical card and dice game created by Régis Bonnessée and illustrated by Naïade, 2 to 4 wizards compete over 3 years to claim the supreme title of Archmage of the Kingdom of Xidit . The game involves managing elemental resources (air, water, fire, earth)  and strategically drafting power cards.

How do we play?

A game of Seasons takes place in two main phases: the prelude, during which players build their future map engine, and then the tournament, which spans three years and forms the heart of the game.

1. The prelude: selecting your nine power cards

Each player receives nine power cards and must choose one simultaneously with the other participants. The remaining cards are then passed to the player on their left.

Players then take the cards from their neighbor to the right, select a new one, and pass the rest on. This process continues until each player has selected nine cards.

Once the selection is complete, each player divides their nine cards into three groups of three:

  • First year: the first three cards constitute the starting hand.
  • Second year: the next three cards join the hand at the beginning of the second year.
  • Third year: the last three cards are collected at the beginning of the final year.

2. The tournament: three years to become Archmage

The tournament constitutes the second phase of the game. It takes place over three years, each consisting of four seasons: winter, spring, summer and autumn.

Each season has its own dice, recognizable by their color:

  • Blue for winter.
  • Green for spring.
  • Yellow for summer.
  • Red for autumn.

At the start of each round, the dice corresponding to the current season are rolled. Players will then select the ones that will allow them to perform the most advantageous actions.

3. Choosing your season die

The dice are rolled by the first player, then each player takes turns choosing one. There is always one extra die compared to the number of participants.

This choice is particularly important since each side offers different possibilities:

  • Recovering energies: obtaining one or more energies of air, water, fire or earth.
  • Earn crystals: advance directly on the crystal track.
  • Increase your summoning gauge: increase the number of power cards you can have in play.
  • Draw a card: retrieve a new power card, which can be kept or discarded.
  • To crystallize one’s energies: to transform the energies in one’s reserve into crystals.

4. Manage your energy and crystallize your resources

Energy is one of the central resources of Seasons. There are four types: air, water, fire, and earth.

They are primarily used to summon and activate power cards. Their availability varies depending on the season, requiring players to adapt their choices throughout the game.

It is also possible to transform one’s energies into crystals through the action of crystallization.

5. Summon power cards and develop your engine

Power cards are at the heart of Seasons. They allow you to develop different strategies thanks to their effects and the prestige points they award at the end of the game.

Two main categories can be distinguished:

  • Magical objects: their effects only benefit their owner.
  • Familiars: their effects can affect several players and directly influence the course of the game.

To summon a card, you must pay its cost in energy and/or crystals, but also have a sufficiently high summoning gauge.

Once in play, the cards can offer three types of effects:

  • Enter-the-play effects: These trigger immediately when the card is summoned.
  • Permanent effects: they remain active as long as the card is in play.
  • Activation effects: These can be triggered during your turn, provided you pay their possible activation cost.

6. Endgame: Who will become Archmage?

The game ends when the third year is over.

Each player then calculates their prestige score by adding:

  • The crystals accumulated on the crystal trail.
  • The prestige points indicated on his power cards are in play.

Next, you need to remove:

  • 5 points for each power card still present in his hand.
  • Any potential penalties related to the bonuses used.

The remaining energy points do not score any points.

The player with the most prestige points wins the tournament and becomes the new Archmage of the Kingdom of Xidit!

It's good ?

Seasons effectively blends drafting, resource management, and engine building.

Selecting the nine cards is already a real strategic choice. It requires thinking about synergies, identifying the cards you want to acquire, and, above all, deciding when to integrate them into your game.

The way the dice work, linked to the seasons, also forces you to make choices and take into account those of your opponents. The available resources vary according to the seasons, which influences the possibilities offered each turn and how you will develop your engine.

Therefore, a constant trade-off must be made between the different options. One die might be useful for the resources it provides, while another offers a combination of actions much better suited to its current engine.

The game also features numerous cards with varied effects, allowing for the creation of particularly interesting combinations. Some cards facilitate the summoning of subsequent cards, while others improve crystal production or allow for the recovery of more energy.

It will take a few games to fully grasp the synergies between the cards and master their various effects. The element of chance involved in the dice also sometimes forces you to work with the available results and the choices of other players. Another possible criticism: the theme ultimately feels rather tacked on. You spend most of your time observing the symbols and optimizing your actions, without really experiencing the magical world of the game.

Ultimately, Seasons has strong appeal for fans of card games, dice management, and engine building. Its drafting system, card combinations, and season management offer significant strategic depth, requiring constant decision-making.

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Seaons review
8.0Good
Seasons is a strategy game that blends drafting, dice management, and engine building, with numerous cards allowing for the creation of effective combinations. Despite a steep learning curve, an element of chance, and a somewhat superficial theme, it offers considerable depth and a wide range of tactical choices.

Positives

  • Strategic drafting of the nine cards at the start of the game.
  • Numerous cards with varied effects.
  • Interesting combinations and synergies for building your engine.
  • Resource management that evolves with the seasons.
  • Dice offering multiple possibilities and constant tactical choices.
  • Good strategic depth and significant room for improvement.

Negatives

  • Several playthroughs are needed to master the cards and their synergies.
  • An element of chance linked to the dice that can disrupt plans.
  • A dependence on available results and the choices of opponents.
  • A rather tacked-on theme.

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