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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!
  
Contains spoilers, click to show
This book had me enthralled in the world from page one. The details made it easy to envision how the scenery looked and how the atmosphere was. It felt almost as if you were there among the Horde. Being one who adores nature, I did find the dying planet depressing and was easily able to understand why the need to pillage and raid other towns and people to provide supplies understandable. After all, I would probably think the same way in that situation. I was amazed by the details in this story, not of just the surroundings and scenes, but of also the people, thoughts of the Queen (Laywrern), and how she interacted with those around her. It is clear to see; her people come before her own wants and needs.

I enjoyed reading about the back story on Laywern and a few characters from her past. I found it helped gain insight on her disposition and how she dealt with situations. I found myself relating to her in some ways because of how her father and her people were towards her because she was a half-breed. This made it easier to fully understand why she was always guarding her emotions from those around her. Her doubt in her beliefs had me questioning some of the things she said and did however. Though she looks to be honored by the Goddess she worships, when she experiences the flush, which would allow her to bear a child with whom the flush chooses, she decided to choose another. One who wasn't destined to be her partner. I found this troubling and hoping that the Goddess would understand. However, I did feel bad for Nethaz, who was her chosen mate, when she didn't accept him. He had known he was chosen and yet she went on to try with another. I couldn't help but feel for him. We have all been there at one point or another.

This story seems to be about finding out what happened to the souls in the Hall, but also about Laywern figuring out who she is. I was sad it was so short, considering, I would have loved to read more, but it does appear to be the first book in a series. Having been released earlier this year (January 2019), I find myself hoping the next one to come out soon. I can honestly say I have never read anything by Cowtan before, but look forward to more of her works. It has been a while since I have read a fantasy with such attention to detail, that I may be a new fan of the author's.

The world she created, though gloomy as it may be, was extraordinary. I wouldn't want to live there, but it is a product of a great imagination. It is abundantly clear, Cowtan had taken the time to create a world to fit her design and story. In such a world, it is clear to see why it is easy for people to lose hope or faith. I just can't praise Cowtan enough for the details and wonderful world creation.

This is a book I would recommend to those who love fantasy books. However short it is, I find it was a gripping tail that leaves you wanting more. Not just in the continuance of the story, but in the knowledge of the characters as well. I would rate this book 5 star out of 5 stars. I definitely think this was an amazing story and love the Author's writing style.
  
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KittyMiku (138 KP) rated Guitar Freak in Books

May 23, 2019  
Guitar Freak
Guitar Freak
6
6.0 (1 Ratings)
Book Rating
Contains spoilers, click to show
This book had me enthralled in the world from page one. The details made it easy to envision how the scenery looked and how the atmosphere was. It felt almost as if you were there among the Horde. Being one who adores nature, I did find the dying planet depressing and was easily able to understand why the need to pillage and raid other towns and people to provide supplies understandable. After all, I would probably think the same way in that situation. I was amazed by the details in this story, not of just the surroundings and scenes, but of also the people, thoughts of the Queen (Laywrern), and how she interacted with those around her. It is clear to see; her people come before her own wants and needs.

I enjoyed reading about the back story on Laywern and a few characters from her past. I found it helped gain insight on her disposition and how she dealt with situations. I found myself relating to her in some ways because of how her father and her people were towards her because she was a half-breed. This made it easier to fully understand why she was always guarding her emotions from those around her. Her doubt in her beliefs had me questioning some of the things she said and did however. Though she looks to be honored by the Goddess she worships, when she experiences the flush, which would allow her to bear a child with whom the flush chooses, she decided to choose another. One who wasn't destined to be her partner. I found this troubling and hoping that the Goddess would understand. However, I did feel bad for Nethaz, who was her chosen mate, when she didn't accept him. He had known he was chosen and yet she went on to try with another. I couldn't help but feel for him. We have all been there at one point or another.

This story seems to be about finding out what happened to the souls in the Hall, but also about Laywern figuring out who she is. I was sad it was so short, considering, I would have loved to read more, but it does appear to be the first book in a series. Having been released earlier this year (January 2019), I find myself hoping the next one to come out soon. I can honestly say I have never read anything by Cowtan before, but look forward to more of her works. It has been a while since I have read a fantasy with such attention to detail, that I may be a new fan of the author's.

The world she created, though gloomy as it may be, was extraordinary. I wouldn't want to live there, but it is a product of a great imagination. It is abundantly clear, Cowtan had taken the time to create a world to fit her design and story. In such a world, it is clear to see why it is easy for people to lose hope or faith. I just can't praise Cowtan enough for the details and wonderful world creation.

This is a book I would recommend to those who love fantasy books. However short it is, I find it was a gripping tail that leaves you wanting more. Not just in the continuance of the story, but in the knowledge of the characters as well. I would rate this book 5 star out of 5 stars. I definitely think this was an amazing story and love the Author's writing style.
  
Transistor
Transistor
2014 | Action/Adventure, Role-Playing, Strategy
New form of strategic fighting (2 more)
Very cool female protagonist
Plot held interest
Felt short (1 more)
Wished there was more to explore
Intriguing mystery with enjoyable gameplay
This game was a thrill. I bought it during a Steam sale, but it's definitely worth full price if you're wondering.

The story was the perfect amount of ambiguous, but still easy to comprehend. The vague terms refer more to concepts than specifics. Like the Process, for instance, which is what the enemies you fight are called. There is never really an explanation given as to why the Process exists (though I am replaying it right now to try and see if I missed any reading material that might shed light on that), but the goal of takeover is clear.

Red is such an interesting character too. Without a voice, she uses the mysterious Transistor weapon to fight off the Process. Along with her vocals, an unknown man is also inside the Transistor and he helps her through the adventure.

The gameplay was really different from anything I've played before. There is a strategic element where you have to plan your attacks out ahead of time, choosing which attacks to use and which enemies to hit. It becomes increasingly difficult, and you really have to be paying attention to get it right.

In terms of replaying the game, the likelihood is high. This is because you can choose to continue playing the game with the same levels you had at your last completion. Each replay is even more difficult than before, which can be fun.

All in all, I highly recommend this wonderful, beautiful game to anyone looking for a quick (first play through took less than eight hours for me) and entertaining time.