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Decktective: Nightmare in the Mirror
Decktective: Nightmare in the Mirror
2021 | Card Game, Deduction, Murder & Mystery, Puzzle, Real-time
Decktective: Nightmare in the Mirror is an amazing title that just makes people conjure images of actual nightmares and immediately piques interest around the table. But what if you are a solo player about to face your fear of mirrors that was brought on by watching Poltergeist 3 at much too young an age? I am already shuddering!

Decktective: Nightmare in the Mirror (which I will just refer to as Decktective from here) is an immersive storytelling card game where the player(s) attempt to solve the case by the time the final cards are drawn from the deck. At the end of the game player(s) are asked questions and, depending on the answers given, are scored by how many questions were answered correctly.

DISCLAIMER: We were provided a copy of this game for the purposes of this review. This is a retail copy of the game, so what you see in these photos is exactly what would be received in your box. I do not intend to cover every single rule included in the rulebook, but will describe the overall game flow and major rule set so that our readers may get a sense of how the game plays. For more in depth rules, you may purchase a copy online or from your FLGS. -T


Setup is super easy. Open the box, place the paper clips nearby, and set out the deck of cards. The game comes with no rulebook; the cards instruct players what to do along the way. I will not be covering ever facet of the game to avoid potential spoilers, so please keep that in mind.
The mechanics of this game system rely on players either playing or discarding cards as they are drawn. Essentially, players will need to discard enough cards to be able to play others. For example, some cards hold a value of 1-10, meaning that they may only be played to the table once there is at least 1-10 cards already existing in the discard pile. So a card with a value of 4 requires at least four cards in the discard in order to play. So choices will need to be made to determine which cards are vital and which can be sent to the discard. The solo player is eventually told that they may have five cards in their hands and the deck will guide the player through the rest of the game.


I really don’t think I can go much further without spoiling something, so I will stop here and hope I have given enough description of the mechanics to help with understanding.
Components. This is a big deck of oversized cards and a few red plastic paper clips. The clips are fine, but are a little tight on the cards, so I did not leave them on very long. They are only used at the end to answer questions, so I was able to only briefly use them. The cards are big and nice quality and feature great art. I do not want to give away too much, but there are times where the cards and the box have interplay, and I think their usage is absolutely genius. Great job on that!

This is a tough one to give my thoughts on without spoiling some things, so I will be vague. Not because I want to be vague, but because I feel I need to be vague. As I played through the game (and this is one of those that may only be played ONCE ever) I found my head needed scratched and my brows needed furrowed. I usually am not a player that thinks through their turns for a long time, but I felt I gave each card fair consideration throughout. This paid off at the end, but I still finished with a score of 7 / 10. I felt I probably could have achieved the full 10 but I did not really think about my answer on a card, and that one was worth those 3 points.

So here is what I ultimately think about this one (and possibly the entire Decktective series, though I have not played any others): I love it. I have also played several games in the Deckscape series and I definitely prefer Decktective. Is is the system or the individual game though? I am unsure. What I can tell you for certain is that of the three titles in the Deck- family, this is by far my favorite. I really wish I could qualify it much more, but I will offer this: once you play through this title, please message me and I will chat with you about my actual opinions on the game with spoilers a-plenty.

I do recommend this one, as I had an absolute blast playing it, and I think that a good number of players from all ages and skill levels will also enjoy it. If you happen to share my general game preferences, then you will like this one a LOT. Another great benefit? Once you are done playing you can gift it to another gamer or family or library or whatever you like. That said, I am eager to try the other Decktective titles just as soon as I can!
  
Crave (Crave, #1)
Crave (Crave, #1)
Tracy Wolff | 2020 | Paranormal, Romance, Young Adult (YA)
6
6.0 (2 Ratings)
Book Rating
I am super torn about CRAVE by Tracy Wolff.

First off, the world is kind of amazing. I did love the Hogwarts-Vampire Academy-Narnia-in-Alaska vibes I was getting from the setting. It was beautiful, secluded, and totally magical. Grace is hilarious most of the time, filled with snark and near corny knock knock jokes, but I also enjoyed how she called characters out on their crap. She wasn't always a reckless mess, which was nice, and I readily felt for her grief over the death of her parents. From the beginning, I was there for her pain, her panic attacks, her bravery, her wit, and this new adventure before her. Second to Grace is Jaxon, who I adored in so many ways. Perfection and arrogance aside, he's totally a broody vampire, but this isn't the ONLY side to his character we get, and unlike so many other characters we could compare him to, he does change throughout the course of the book. In fact, I'd go as far as saying that maybe Jaxon, not Grace, is the main lead of this story. They had amazing chemistry, sexy banter, and I deeply enjoyed the tug o' war between them.

Okay. Now for the....not so great. For one, while the setting is so magical and new, we don't really get to explore it much. Yes, we get the AMAZING library filled with witches, unusual tomes, and gargoyles, but I would have loved to hear more about the classes, the different cliques, the way this new place functioned. Unfortunately, because Grace was left out of the loop for pretty much the whole book, we were, too. So we end up not really getting to explore this new place much and that really sucked. This brings us to a second thing I struggled with: Grace.

While I absolutely adored her character, I also kind of wanted to smack her and scream "OPEN YOUR EYES". Even with Macy (her cousin) half spelling it out and with all the impossibilities going on (like students standing outside in below 0 weather without jackets), Grace just sort of files it away as odd, but shrugs. Meh. So that guy wanted to murder me? Meh. So these beads shock everyone but me? Meh. So I fell from a tree and somehow this hot guy caught me midair? Double meh. The list goes on. This went on for the ENTIRE BOOK. And while it was all painfully obvious to us, it sailed over her head like an invisible wind. This really bothered me. Just like the instalove with Jaxon bothered me. Look, I believe in instant attraction. I know a hottie when I see one and, yeah, there's always that little phase of infatuation and attraction, but this started intense and just sort of ended with love bombs. The chemistry, as I said before, was amazing, but I wished we could have had more to go on. It bothered me that Grace was constantly throwing herself at Jaxon, forcing herself on him and forcing him to open on. She also made so many assumptions about Jaxon and I was waiting for her rationale, which never really came. It's like meeting a feral dog in the tundra and believing it wont harm you because it's one of God's creatures or something. She totally idolized him, and I think that, more than anything, kept preventing me from fully loving her as a character.

Odd things I don't know how to feel about: I can totally see where people here are comparing it to Twilight. It pretty much follows the same Vampire Romance formula. Human girl meets broody vampire boy who has a dark past, a set of fangs, and, of course, many enemies. The girl almost always sacrifices herself for love and that happens here, too. I will argue that these characters had WAY MORE personality than Bella and Edward, though. In fact, I FUCKING LOVES all the scenes where Grace handed Jaxon his ass. In fact, this is pretty much why I was unable to put the book down despite all the issues I had with it later. What struck me, though, was I couldn't shake the feeling that the book was either laughing at Twilight (by being a better version of it) or if it was laughing at itself....as if Twilight were the inside joke. This was actually the most entertaining part of the book, and I was unable to figure out if this was meant to be comedic or if I was just reading it that way. Does this make sense? There were so many Twilight references and at one point, Grace event comments to herself about how she wasn't going to be like those female heroines in YA fantasy novels. I don't know. I read this alongside a friend who also felt like the book wasn't taking itself seriously, but neither of us could tell if this was deliberate or not.

Overall, it was a light and entertaining read. Was it perfect? No. Is it funny? Hell yes. Lots of delicious fangy hotness? Um...YEAH. And despite all the problems I had with it, it was still a fun book to setting into during midterms week.
  
NF
Notes from Ghost Town
8
8.0 (1 Ratings)
Book Rating
(This review will be found on my blog (<a href="http://themisadventuresofatwentysomething.blogspot.com/">The (Mis)Adventures of a Twenty-Something Year Old Girl</a>) around the end of June).



I had been wanting to read this book since forever. I was thrilled when I found out that my local library had Notes From Ghost Town. I really liked this book.

Olivia is a 16 year old girl who has just realized that she's fallen in love with her best friend, Stern. On the day they share their first kiss, Olivia goes colorblind without knowing why. Soon after, Stern gets murdered. People are saying it was Olivia's mother as she was found with his body and because she's Schizophrenic. When Stern's ghost shows up telling Olivia to solve his murder because he doesn't believe it was her mother, Olivia must decide if she should help or if she's going crazy like her mother. Whatever she decides, she only has 9 days...

I like the title a lot. To me, it sounds kinda spooky which I like and which the book is not. I don't really understand why that title was picked since there isn't really any notes from Ghost Town unless they are musical.

The cover is alright. The girl is supposed to be the main character, Olivia. I guess she's hugging herself because Stern is gone, and she just thinks she's losing it completely. I would've had her against a back drop of Ghost Town and possibly with a ghostly Stern, but then again, I don't design covers.

I loved the world building, and the way in which Stern exists in the living world is your typical unfinished business thing. However, the world was written beautifully, and I felt as if I was a person existing in that world. Everything about this book felt real. The only thing that made the world building a little off was the fact that it's mentioned in the book that Stern's body was found all bloated and such because he'd been in the water for awhile. Yet, later in the book, it's said that he wasn't in the water for very long. Which one is it? I believe it's the latter, but the fact that both were written annoyed me a bit. Oh, and one other thing. Olivia mentions how much of an idiot Austin is, yet she hooks up with him and starts falling for him after he seems to be nice to her one time. In the real world, I seriously doubt this would happen. Jock boys that are mean to "weird" girls don't suddenly go sweet on them all of a sudden. I don't know. To me, it just didn't make sense.

The pacing starts out a bit slow, and I was worried that I had spent all my energy wanting this book for nothing. However, after a few chapters, the pacing picks up and stays that way throughout the book. In fact, I read most of this book in a day with the exception of about 60 pages. My husband wanted me to come to bed or else I would've finished it that night. Chapters flow into chapters and sentences into sentences. The pacing was brilliant after a slow start.

I enjoyed the plot even though it's been done before. Girl finally realizes she's in love with her best friend. Best friend dies right as something is getting started. Ghost haunts person due to unfinished business. However, the way the plot was written was fantastic. I felt it was a bit predictable, but I still enjoyed reading the book nonetheless. I didn't feel that there were any plot twists, but as I said, it's still an enjoyable read.

I loved the characters! I felt bad for Olivia becoming color blind since she was an up and coming artist. I loved how much she loved Stern yet she knew she had to keep on living (don't worry, that's not a spoiler). The only thing that annoyed me was how trusting she was during her investigation of who killed Stern. Also, I felt like she was just a tad bit naive because I felt it had become painfully obvious who is was. Perhaps she just wanted to see the good in everyone. I also enjoyed reading about Stern. I just wish I could've got a bit of back story on him so I would've been able to really feel for him. He dies within the first few chapters, so I never really got a chance to connect with him. While I loved reading about him, I just didn't feel for him. I absolutely loved Raina! I loved how much she wanted to help Olivia even though Olivia kept pushing her away. As for Austin, I didn't really know what to think of him. Olivia says he's mean (although she used other words for him), but throughout the book, he seemed really sweet.

The dialogue flowed freely and smoothly. Character interactions never once felt forced, and I felt that everyone spoke and acted appropriately for their age group. There is a lot of swearing in this book though, but I don't feel like it was put in just for the sake of having it in the book. The swearing felt natural, and fit right in with what the characters were going through. And let's be honest, most people would be hard pressed to find a teenager that didn't swear.

Overall, Notes From Ghost Town was a interesting and intriguing read. I loved the way Ellison incorporates a romantic ghost story in with a murder mystery. This makes for a fantastic read!

I'd recommend this book to those aged 16+ who are after an intriguing story that has a lot of different elements to read about.
  
The Long Earth
The Long Earth
Terry Pratchett, Stephen Baxter | 2013 | Fiction & Poetry
9
7.7 (7 Ratings)
Book Rating
Note: this review is transposted from my personal review blog, and so was originally written several years ago. I figured if I reposted it here, someone might actually read it….

I’m a huge fan of Terry Pratchett’s work, in case you hadn’t noticed. I’m slowly working my way through his Discworld novels and Good Omens: The Nice and Accurate Predictions of Agnes Nutter, Witch, cowritten with Neil Gaiman, is among my favorite books of all time.* So when I discovered The Long Earth at my local library, I was ecstatic. I’d heard good things about Stephen Baxter, but never actually read any of his material. What I found was one of the best novels I have read in a very long time.


The premise here is that there are infinite worlds parallel to ours, spread out across the vast “contingency tree” of possible Earths, and in all of the Long Earth only one iteration has developed Human life–ours. Throughout our history there have always been a few with the natural ability to “step” between worlds at will, and still others who did so unintentionally and disappeared forever, but the world at large was unaware of this phenomenon until a reclusive scientist posted the blueprint for a “stepper” device on the internet and promptly disappeared from his apartment. Suddenly, the whole of the Long Earth is opened up to humanity. Suddenly, there is no shortage of land or resources. Economies are hard hit, jobs are lost, and once again humanity’s pioneer spirit is stirred to go out into the frontier and try to make their way….

Joshua Valiente is a so-called “natural stepper,” but he is probably unique among humanity. In the stress of childbirth, his mother stepped out of her world and into a parallel forest before slipping back without him. She managed to get back and recover him pretty quickly, but nevertheless young Joshua spent the first ten minutes or so of his life completely alone in his universe. As a result, he is uniquely attuned to the Long Earth. He can step between worlds without nausea, and is keenly sensitive to the number of people around, growing intensely uncomfortable the more crowded things get. Now, fifteen years after the world learned of the Long Earth, he spends most of his time exploring where no man has gone before. Lobsang, on the other hand, is a keenly intelligent AI, who may or may not be the latest reincarnation of a Tibetan motorcycle repairman. In collaboration with the shadowy Black Corporation, Lobsang has conceived a plan to test just how far the Long Earth goes. And he wants Joshua to go with him….the resulting journey is as much an exploration of what may have been as it is a geographical one, with most worlds mirroring our own, but a few display the effects of a cosmic “toss of a coin” going the other way–for example, there’s one where the Earth was completely destroyed by an asteroid strike sometime in the distant past.

Put quite plainly, this was the best thing I’ve read in a very long time. Very original, and to my (admittedly limited) understanding very faithful to the relevant science without losing quality of narrative or character. Pratchett’s humor and sardonic narrative voice shines through quite often in the interpersonal or introspective moments as well as those detailing more plot driven points–those scenes that would, in a film, become some form of montage showing that time is passing and this is what’s happening in the meantime. As I mentioned, I’ve never read Baxter before, so it’s harder to pick out his voice from their collaboration.

Infodumping has become something of a cardinal sin in the science fiction world, but sometimes you just have to throw some information at the reader so that he doesn’t get lost. I felt that The Long Earth handled that very well. We get our first glimpse at the long earth in montage mode, a series of vignettes that don’t make sense on their own, people popping in and out of worlds without understanding themselves what is going on. This is followed by the main story, twenty years after the discovery of the Long Earth, in which the bare bones are presented via a TV interview a character is half-watching while he waits. These bare bones of the conceptual basis of the book are then fleshed out in more detail as Joshua and Lobsang and introduced and get to know each other, discussing the various theories regarding the Long Earth at length in an effort to better understand it themselves. This is interspersed with flashbacks, sometimes Joshua recalling his experiences, sometimes Lobsang telling stories of other people based on his research into early encounters with the Long Earth. In this way Pratchett and Baxter manage to convey how humanity as a whole is dealing, not just Joshua and Lobsang. If I have one complaint with this it is not always clear why or how we are being told this–you don’t discover until the end of the chapter that Lobsang is telling this to Joshua instead of the authors just throwing in a tangential bit with no direct connection. And it is all connected–every revelation, every character you visit and then abandon early in the book will come back and have significance later on.

This is perhaps not the easiest read–you do have to engage it to understand it properly–but neither is it an incomprehensible enigma. As long as you pay attention you should be fine.


CONTENT: Some R-rated language, but not nearly what you could find elsewhere. Some violence, some grisly aftermath of violence. Sexual references, but nothing explicit.

*I’m frankly a little surprised I don’t have a review of that one up here, I must have reread it last just before I started doing this. I’ll have to fix that in the near future….


Original post: https://jordanbinkerd.wordpress.com/2013/09/18/review-the-long-earth-by-terry-pratchett-stephen-baxter/
  
Harry Potter: Hogwarts Battle - Defence Against the Dark Arts
Harry Potter: Hogwarts Battle - Defence Against the Dark Arts
2019 | Card Game, Fantasy
“OMG when is Purple Phoenix Games gonna review another Harry Potter game??” We listened. So here is the next installment of our unofficial Harry Potter games series. In Harry Potter: Hogwarts Battle – Defence Against the Dark Arts (which I will gladly reduce to Defence throughout the review, even though my American English Spidey-Senses are all over that spelling), players will be playing through a duel in the classroom using spells, allies, and items to push back and stun their opponent. Have you got the wand strength to stand up to your rival?

Like I just mentioned, Defence pits two players against each other in a sparring scenario. Players will be drafting cards that represent Spells to sling, Allies to aid, and Items to help knock opponents off their balance. The winner of Defence is the wizard who can stun their opponent three times. Only then will they be able to stand a chance against their dark foes.

DISCLAIMER: We were provided a copy of this game for the purposes of this review. This is a retail copy of the game, so what you see in these photos is exactly what would be received in your box. I do not intend to cover every single rule included in the rulebook, but will describe the overall game flow and major rule set so that our readers may get a sense of how the game plays. For more in depth rules, you may purchase a copy online or from your FLGS. -T


To setup a game, follow the rulebook instructions to lay out the main duel board and its shuffled decks that will surround it. These include the Hogwarts deck (from which players will be purchasing cards to add to their discard piles), the Library deck (which includes only Books cards that add influence or the ability to draw the top card of the player deck), Hexes (which are placed directly in the opponent’s discard pile and must be dealt with first when in hand), and Banished cards. Each player will choose a House card and a matching mover token to be placed on the board. Likewise, each player will have a starting hand of seven Alohomora! cards, one Wand, one Cauldron, and one starter Ally: Owl, Toad, or Cat. Each player will shuffle their starting deck, drawing five for their starting hand. Determine the starting player and the duel may begin!
On a player’s turn they will first deal with any Hex cards they have acquired, following the instructions written on the card. Once cleared, the active player will play cards from their hand in any order they wish to gain Influence to purchase cards from the Classroom (market), Attack points to push back their opponent towards the Stun space, or Health points to move their own mover token one space closer to the Starting space on the board.

Cards that are purchased from the Classroom can be Items, Spells, or even Allies. Items and Spells typically provide Influence, Health, or Attack, and some will have House bonuses in addition to normal effects. In order to take advantage of the House bonus, a player will either need to be from the affiliated House, or have an active Ally belonging to the affiliated House. This is a new mechanic in this game and adds another layer of strategy to a player’s purchasing.


As wizards duel back and forth slinging Spells, recruiting and activating Allies, and using Items to push back their opponent, one wizard will be stunned. When this happens the players will reset their play areas by combining all of their cards they have in their possession. Shuffle the lot of them, draw another hand of five cards and reset their mover token back to the Starting space. The next round is ready to begin and the wizard who stuns their opponent thrice will be crowned champion! Or get an A for the day… or whatever the Common Core equivalent is nowadays.
Components. I have many great things to say about the components in this box and a couple little gripes. Gripelets, really. First gripe: the box comes with a cardstock sleeve. It is very cool and looks great, but it’s unnecessary and I find it keeps snagging on other boxes and such. Not a big deal, as I can always get rid of it, but that’s an opinion. Second, the board is very dark. It features a very dark purple (yay purple!) with black spaces upon which players move their tokens. The colors are very close under certain lighting and I wish there was even just a faint outline of the spaces in a white or gray. Lastly, and probably just me and the way I play, the Attack and Health trackers are almost completely unnecessary. I know you are supposed to take a token every time you “Gain” a Health or Attack point, but I always just keep track in my head thus negating the need for the tokens.

But onto the great. Literally everything else is great. I have always enjoyed the components in the original game, and as this one contains many of the same, I also enjoy these. The art style is interesting and pretty cool, and I really don’t mind screencaps as much as many others do. So for me, overall, I really enjoy the components here.

All in all I truly love this game. I am almost always in the mood to play Harry Potter: Hogwarts Battle, but it is cooperative and my wife doesn’t really enjoy the OG HP game. This one, however, she does enjoy because she can just flex on me and stun me into oblivion with her superior deckbuilding abilities. This one is quicker to setup and play, and holds a much smaller footprint. The mechanics are familiar without being totally duplicating, and I just love deckbuilders in general. So this one was bound to be a big hit with me from the start.

If you are looking for a great Harry Potter-themed deckbuilding game and are not completely sold on the bigger cooperative game, take a look at this much smaller two-player competitive title. Do try to take some of the cards with a grain of salt, as I am sure it is difficult to imagine having both Hermione and Draco as allies simultaneously, but it can happen in the game. Purple Phoenix Games gives this one a very enthusiastic 11 / 12. Just a word of caution, try not to Flipendo your table when you lose. It won’t end well.
  
40x40

Purple Phoenix Games (2266 KP) rated Seasons in Tabletop Games

Jul 6, 2019 (Updated Nov 4, 2021)  
Seasons
Seasons
2012 | Card Game, Dice Game, Fantasy
I have mentioned before that I have a bad habit. Well several, but this one pertains to board games. You see, I once had a collection of games that I loved, but was pulled into the BGG Auctions and would engage in auctioning off many of games that I deemed of good return value. But then I would start to miss them. And then I would start to reacquire them. Then my wife stepped in and made me see how foolish I was to rid myself of them in the first place. Well, next up in this line is a game I recently reacquired and never should have let go in the first place – Seasons!

Seasons is a fantastical dice rolling, card drafting, hand management game for two to four players. In it, players are sorcerers competing in a legendary magical tournament that spans three years in an attempt to be crowned the next Archmage of the kingdom. As the seasons change, sorcerers may draw power from changing mana sources, and utilizing these sources most efficiently and effectively will earn victory over all. So tighten up your belt and get to casting, young mage!


To setup, follow the rules in the rulebook (there are many steps, and I have feeble and weak fingers) until the table looks somewhat similar to the photo below – except for the obvious oversight in placing the orange cube on the zero space of bonus actions. The main areas of interest are the main game board where the years and seasons are tracked, the Crystal score track, and player board/tableau area. Players will be dealt a hand of nine cards to start, and then draft one card at a time, passing to their neighbor each time, and deciding which three cards they would like to start the game with, and assigning three more cards each into the Library for rounds two and three. The game begins in Winter, and the black cube is placed on the number 1 of the seasons board. The game is now setup and ready to begin with the first player!
Each turn the active player will roll all dice in the current season (this game is setup for two players, so three total dice are used each turn). They will choose one die to use for the turn, and other players will choose theirs. The players then gather the resources present on the die face. These could be element tokens, crystals (VP), summon gauge stars, cards drawn from the deck, or even transmutation powers. Once resources are gained, the active player may then choose to play a card from their hand to their personal tableau, given they have adequate summoning power (the number of cards that can be played) available on their board. The cost to play the card is found under the illustration, and is usually paid in crystals, element tokens, or a combination of both. These Power Cards may allow the player immediate benefits, ongoing benefits, or benefits that may be activated at certain times during the game.

Another option players have from their chosen die is the ability to transmutate. When a player chooses a die with this option, they are able to consult the current season on the main board and exchange element tokens for crystals, depending on the provided exchange system. For example, a player wishing to exchange earth tokens (the green plant) during Winter will be provided with three crystals each, while attempting the same transmutation during Spring will only provide one crystal each.

Once each player has taken their turn to collect their resources, complete their turn actions, and pass onto the next player, the unchosen die is resolved. Each die face also shows a number of dotted pips at the bottom. The number of pips shown on the unchosen die refers to the number of spaces the cube on the main board season tracker is to be moved forward around the board. One pip, one space forward. This could result in the current season continuing or progressing into the next season. When the cube progresses from Fall to Winter, players will collect their cards set aside for year two or three, respectively. These cards are added to their hand and available to be used immediately on their turn. If, however, on their turn a player has little they can do, or simply wish to boost their turn, they may use one of four bonus actions, as printed on their player board. These actions allow the player to trade two element tokens from their reserves for any other two element tokens from the main supply, allow transmutation if the symbol is not present on their chosen die face, increase their summoning gauge by one, or draw two power cards from the deck and choose one to add to their hand instead of drawing one, per their die face. Each player can use three total bonus actions for each game at a cost of crystals for each usage. Certainly a trade-off.


Play continues in this fashion of choosing and resolving dice, playing cards, and transmuting tokens for crystals until the cube has completed its three year journey around the main board. At that time crystals are scored from cards and added to the tracker, with five points deducted for each card remaining in hand and points deducted for the usage of bonus actions. The player with the most crystals at the end of the game is the winner!
Components. I have a lot to say here, but will attempt to be as succinct as I can. The components in Seasons are simply phenomenal. Yes, the boards, cards, and cubes are all fine quality and unimpressive. However, the art style throughout the game and those big chunky dice are the real standouts to me. I mean, who DOESN’T like to roll big, chunky dice? And the player colors? Oh man, I love them! Players can choose orange, purple, gray, or lime green. Those are some great color options, and such a simple upgrade from primary colors used on many other games. The dice are primary colors, but I still enjoy them and I will let it slide. No real complaints on components from me. I have heard complaints about people not vibing on the color choices associate with the elements/energy, but I applaud the mold-breaking here. Why can’t Fall be red and associated with a feather? Why can’t Summer be yellow and associated with a flame? Fire doesn’t always have to be red. Go on, Seasons! Be you!

Our thoughts on each game should never be a surprise. I will say this for Seasons – I believe that when I auctioned it off the first time, part of the reasoning was because I did not fully understand the rules. I was a newer gamer at the time and was lured in by colors and art style (which are still stunning). More than likely I thought I was smarter than I truly am and included all the cards in my first plays instead of heeding the suggestions given by the rulebook for easier first games. Now, being a more seasoned (I couldn’t resist) gamer, I can better appreciate what is in this box. The unique card play, the dice drafting for resources and actions, the progression of time as a result of the rejected die, all come together to make a very solid and different game. I am trying to think my way through my collection to find a parallel that uses all these mechanics together as well as Seasons does and I am finding it difficult. It is so easy to just throw mechanics into a blender and see the goo that results, but everything with Seasons feels right and I am just in love.

Why did I ever get rid of Seasons? I will claim young and dumb, though I wasn’t very young. Do not emulate my decision to shed this one out of your collection. You don’t have a copy? I would recommend visiting your FLGS to see if they might have a copy in stock. It’s a great one, and one that I will treasure from here on out. Purple Phoenix Games officially gives this one an amazingly colorful 5 / 6. I know the others will enjoy it too, but until they play it, I will be giddy with excitement each time I am able to play my copy. Why are you still here? Go get Seasons!