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In Seasons the board game, you are playing as one of the greatest sorcerers. The goal is to win (duh!) by collecting the most victory points and become the kingdom's most illustrious mage.
If you are familiar with board games, Seasons brings in a lot concepts seen in other board games, such as Castle Dice, 7 Wonders, and Munchkin. The game steps you through all four seasons over a course of three years. There is deck building, dice rolling, and power activation. The game ends once you reach the end of the fourth season in year three and whoever has the most victory points wins.
The game starts with each player building their hand of cards. Each player will have nine cards to start. Depending on which level of difficulty you choose for the game, these cards are picked differently. In a normal game, each player is dealt nine cards, takes one, and passes the rest to the next player until all nine cards are chosen (similar to 7 Wonders). Then the players must divide their nine cards into three groups of three. Each time a new year begins in the game, the player gets to pick up their next set of three cards to be added to their hand. A bit of planning needs to occur at the beginning because you won't have access to your whole hand. Once this is complete, the gameplay can begin.
To begin a turn, the starting player rolls a set of dice. The dice are different depending on which season the game is in and they determine the actions that a player can take during their turn. Each season favors different elements (four elements in total) and players need to collect certain elements in order to play the cards in their hand.
Once the dice are thrown, the starting player selects one die and then each other player selects a different die in clockwise order (like Castle Dice). There is always one additional die on the table than the number of people playing.
Then each player takes their turn resolving their die and completing any additional actions (i.e., putting a card in play or using a card ability). Once everyone is finished with their turn, the final die on the table determines how far to advance the time counter. If the season changes, a different set of dice are rolled. If the year changes, three of the cards set aside at the beginning of the game are picked up and added to the hand.
The cards have many different abilities (like Munchkin). They can be used to gain additional elements, attack other players, advance on the crystal track, draw additional cards, or any combination of these actions. Some cards have a one time effect, while others can be used once a turn. Each card also has a point value that gets added to a player's overall score at the end of the game. Additional victory points are earned by adding in a player's place on the crystal track (like Ticket To Ride). Victory points are subtracted for every card still in a player's hand at the end of the game and for every 'special' ability used during the game.
This game is heavily dependent on the cards dealt at the beginning of the game, so it is crucial to know how each card works and how to use cards properly together. A normal game has a choice of 30 different cards, whereas an advanced game incorporates an additional 20 cards. The cards can completely change the tide of the game.
Overall, this is very entertaining game. There is a lot of playability here, especially if you use all 50 cards plus the added cards from the expansion. Each game can be completely different and once the mechanics of the game are understood, it is not an exceptionally long game. The three year cap makes the game go by quickly. If you are looking for a good board game for 2-4 players, check out Seasons. It incorporates enough concepts from other board games that it has its own flavor of play. The game itself is well made with very pretty dice and entertaining cards. Our group will definitely be playing this game again.
Its getting to be that time of year again. The time of year the author in me dreads, yet looks forward to. November is National Novel Writing Month. The goal: Write 50,000 words of a new novel in 30 days. I actually managed to complete it last year. It was awesome! ... Though my wife didn't see very much of me.
To get the feat accomplished, you need to write an average of 1667 words a day. Write more, and you've got a bit of wriggle room later on in the month. Write less and you'll have to up your average, or pull a marathon. I LOVE writing, but 1667 words a day, every day, for a whole month is monstrous. I was good for the first week. Made it out ahead of the curve and bought myself a little breathing room. Then I fell behind for a couple days, but didn't get too far behind. I spent the month going from above the curve to below it and managed to finish on the last day with just a couple hours to spare. Thus was the second book in the Iron Principles series born! Well, really, it was the second half of the first book at that point, before I realized how monstrous (I like that word tonight) Impervious had become.
This year, I still haven't decided what I'm going to do yet. Do I write the third book in the series, which is the responsible, sensible thing to do. OOOOOOooor do I go off and do something completely different? I've had another story, an urban fantasy bouncing around in the back of my brain for a while now that sounds really fun to write. What's it about? Vampires. What?! Look, everyone else is writing about vampires. I just want to be cool like them. Actually, I've got... ten some different stories I've been sitting on for a while now. I've got a couple short stories that need books to go with them. I've got a few other ideas for urban fantasies that have nothing to do with zombies or vampires. Thankfully, I've got a couple weeks yet to think things over and decide how I want to go.
Last year I went into NaNoWriMo with no preparation whatsoever. The year, I'm actually going through my options, working on a few loose outlines and will flesh one out before hand so I'm not completely "pantsing" (writing by the seat of your pants) it this year. Don't get me wrong. That served me pretty well last year, but it also led to some HUGE plot holes in Impervious, not to mention a really confusing and disjointed first draft. I'm hoping to come out of this year with something a bit more solid to build a second draft off of.
Honestly, they could have chosen a better month for NaNoWriMo. Something in the spring maybe? Without Thanksgiving and my birthday (two days that I'm going to have to make up for sure.) Oh well. What's done is done. I've got the next chapter of Edge written, so I should be good for a month. Consider this my notice, that in about 14 days, I'm going to drop off the map completely. Poof! Gone! You won't see me until December 1st. Enjoy the quiet, I guess.
Can't wait for the Kickstarter to finish?
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A1:S02, A1:S03 (part 1)"Mutiny" and "The Naccisti" (part 1)
A1:S03 (part 2)"The Naccisti" (part 2)
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The next iteration of Lego video games. This time it is Marvel. Oooh.
The Legend of Zelda Collector's Edtion Game Guide complete set.
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