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For everything, there is (a) Seasons...

    

Our more biblically inclined readers may know of a popular verse, Ecclesiastes 3:1, which states: For everything there is a Season, a time for every activity under heaven. For first time players of Asmodee/Libellud's newest game, Seasons, it may just feel like the game has every mechanic under heaven smushed into one package. Instead of leading to a muddled package however, Seasons handles all these things masterfully, and what results is a fantastic experience. 

Like many of the games I've played while running this website, I first heard about Seasons through W. Eric Martin's news article(s) on BGG News. Initial reports didn't have much information, but did provide preview cards with absolutely gorgeous art done by Xavier Gueniffey Durin. If nothing else, I told myself, I'd have to check this game out just to look at the pictures on the cards. 

It has begun...
As luck would have it, Stefan and company had a demo copy available at the Asmodee booth during Origins. So, I sat down and played a game with one of the booth workers; and, even after a clunky playthrough--we drafted 7 cards rather than 9 and forgot to separate them into seasonal piles--I was hooked. The game felt like Magic without being M:tG. I was drafting, I was managing resources, I was rolling dice... my brain was leaking out my ears trying to keep track of everything, but I was loving it nonetheless. After the dust had cleared and I had fully exchanged my energy tokens for Crystals and manipulated the board with some temporal boots, I came up just short of defeating the Asmodee worker (138-129 I believe). Nonetheless, I was impressed and wanted to share this new discovery with my friends.

So I took to BGG, hoping to spread the word about this game. Slowly, and through the help of Asmodee and other reviewers, Seasons started to gain a little bit of visibility. BoardGameArena supported a free online version of the game, Podcasts featured it, Video reviewers got some preview copies, bloggers far more prominent than me put it on their most anticipated lists. All this seems to have had a good effect because, as of 10:45am on Thursday of GenCon, the game was sold out. Fortunately, I was able to snag one of the last 5 copies available at the show; and I've been playing the tangible and online versions quite heavily ever since. 


(Thanks to BGG and Asmodee for this image)
The first thing one will notice upon opening the box is the component quality and the great insert. Twenty, large, custom engraved die catch your eye. The card art will have you rifling through the deck looking at all the amazing illustrations, and the board and player tableaus have bright colors that pop and demand your attention. The insert itself is very well done (on par with something like the Lords of Waterdeep insert, and gives a definitive "a place for everything  and everything in its place" vibe. I do wish, however, that the two compartments for the cards were a little deeper, as the card stack becomes a little too high if players choose to sleeve their cards. I, admittedly, am a sleever... but I think something like this calls into question the fact that more companies need to acknowledge that players do sleeve their games. By making the wells for the decks deeper, it seems like they could kill 2 birds with one design stone, but I digress.



From a gameplay perspective, Seasons may seem a little intimidating. However, if pared down into its individual parts, it becomes much more palatable. To start, each player is dealt a hand of 9 cards. From that point, much like 7 Wonders, players will draft one card and pass the rest to their left. This will continue until players, again, have 9 cards. The 9 cards are then divided into 3 piles of three, with the first pile starting in the players' hands and each subsequent pile being unlocked once the marker on the seasons board completes one full revolution. With a total of 50 cards (each represented twice in the full deck) available to draft, the number of combinations a player can come up with is staggering.

Once each player has their cards assigned to piles, the real fun of the game begins: a number of die equal to 1+ the number of players is rolled, after which each player will draft a die and gain the benefits from it as indicated by the symbols etched onto its face. A large rectangle indicated that the player can draw a power card from the stack of undrafted cards. A number indicates that the player gains that many crystals (the game's term for VP), Symbols indicate the gain of a Magic-esque resource token (raindrop = blue, feather = red, fire = yellow, leaf = green.), and a star increases a player's summoning gauge. The summoning gauge dictates the maximum number of power cards a player can have in play at one time; and considering that every card left in your hand is worth -5 points at the end of the game, you'll want to get as many on the table as possible. 

Additionally, if a circle is present on the die, it indicates the opportunity for a player to transmute (i.e. change energy tokens into crystals/VP). The value of each type of energy changes dependent on the season. Lastly, there are four special actions players can take on their turn: they may exchange 2 energy tokens for 2 different tokens, they may also transmute, up their summoning gauge by 1, or draw 2 cards instead of 1 (and put one back) if they draft a die with the Power Card icon on it. For each of these special abilities used in game (up to a max of 4x), a player takes a larger and larger end-game penalty (ranging from -5 to -20) so it's advisable to only use these in dire circumstances and/or if the payout will be greater than the penalty. 

Personally, I really enjoy this game; I'd even go so far as to say that it's one of the 5 best games I've played so far this year (and I expect to see it on a lot of "best of" lists at the end of the year). Yes, it does have a lock of parts to keep track of, but all of those parts work as part of a greater, interlocking, whole and feel cohesive rather than individual elements layered on to add complexity for complexity's sake. 



I have, as you might imagine, heard a few complaints about the game, which is to be expected. The first, and most minor one is that the score track for crystals/VP is too small. This is a perfectly valid argument and one with which I would agree. The size of the board could have been enlarged; as it stands, if players are on the same number VP, you have to stack their cubes. Doing this makes the cubes much too easy to knock over, and if you get into the game hardcore it's easy to lose track of what number you were on. 

The second complaint about Seasons that keeps getting thrown around is that the cards are imbalanced. I think this is complete and utter B.S. Yes, some cards present ridiculous combos (e.g. The Longneck+Boots combo that seems to be all the rage online, or the Olaf's Statue+Runic Cube that gives you 30VP for 3Blue) and some cards are better in certain years than others, but no card is an auto-win all by itself. Take the Bespelled Grimoire for example; it grants you 2 energy tokens and lets you store up to 10 (normal max = 7). Many people argue that, if taken in year 1, the Grimoire provides a nigh-insurmountable advantage. FALSE. Absolutely False. For starters, in order to take full advantage of the Grimoire, you need to draft cards that give you 2 resources. If you're doing that, you're not drafting dice that increase your summoning gauge, which means most of the spells you would summon with said increase are going to be stuck in your hand. Conversely, if you draft a card to increase your summoning gauge and negate the drawback of the Grimoire, that's one fewer true power card you have to cast. The name of the game in Seasons is balance; generally speaking, the more things your drafted cards can do and react to, the higher the higher the likelihood is that you'll win.



The other reason that I really enjoy Seasons is that, without fail, every time I play, a story is born that I feel like I need to share with all my gamer friends who weren't present. Whether it be the 180 beatdown Grant Rodiek put on a few of his fellow gamers at GenCon or the epic 2+ hour, 4P game last night that included a perfectly timed Air Elemental --> Glutton Cauldron combo and a Double Amsung Longneck into Temporal Boots combo that rewound the game from late year three to very early year 2, there always seems to be something to talk about after a game is concluded. As stated earlier, Seasons is the game this year that's changed more apprehensive gamers, asking "does this have a tutorial" into convinced fans who constantly blurt out "I love this, let's play again." To me, that's the mark of a great game. 

Other opinions about Seasons:

InD20 Group 
Eekamouse

 




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Smashes, Seasons, and Sleepers: Games of GenCon

In our last article, we shed light on many of the great people with whom we hung out at GenCon. This time, we'll be taking a look at the games we played with those people: some highly anticipated and some under-the radar, and some not-yet-published or released to the public.

The Obligatory and Ubiquitous:

Tricksters + Aliens = Someone is rage quitting this game 

Smash Up
- AEG's highly anticipated game, Smash Up, was the first thing we picked up at GenCon this year. The vast majority of people to whom I talked said they enjoyed the game, and many estimated that it was the most played game at the convention.  To my knowledge, Smash Up did not sell out on Day 1, but it was unfortunately not available on Saturday afternoon when I went to pickup a copy for an out of state friend. Though Scott will be doing a more in depth review--and we'll be coupling it with a live report of the Gen Con tournament from J. Singerland, my initial impressions after ~20 games are that Smash Up is primed to be a really popular, light game. I'd like to play more to see if Zombies are as powerful as they seem (i.e. winning 80% of the games in which I've seen them played), though I'll continue to gravitate toward the Trickster/Wizard or Tickster/Ninja combination. I also applaud AEG for supporting this game from the get-go, as excitement only built throughout the convention (and before) with rumors of more expansions. From what I know, the next 4 factions will be Ghosts, Plants, Apes, and either Bears or some type of Steampunk goodness. Mr. Rowland... if you're reading this... I'd like to see Sharks as a faction.

Kairn the Destroyer. If you play me in Seasons, there's a 90% chance you'll see this card. 

Seasons
- I got a chance to demo this game from Libellud/Asmodee at Origins and immediately knew it would be a hit. It had amazing art coupled with an amalgam of popular mechanics. It would seem, by the line that wrapped around Asmodee's booth almost immediately after the doors opened on Thursday, that many people shared my sentiment. Within 90 minutes, Seasons was sold out. Fortunately, I got one of the last 5 copies available. Second (probably) only to Smash Up in total number of plays at GenCon, Seasons is easily in my top 5 games played in 2012. No, it doesn't go anything incredibly innovative, but what it does do is take a number of different things and handle them very well.


Android: Netrunner
- Selling out even more quickly than Seasons (an estimated 70 minutes), neither Scott nor I were able to get their hands on a copy of this game. To be honest though, it wasn't really high on my list of things to purchase. I played the crap out of this game in High School, but the lack of involvement from Richard Garfield and the money sink that comes with an LCG turned me off. I was also disappointed that FFG allowed VIGs and Retailers who got into the hall before the general public to purchase multiple copies (upwards of 10 a piece). I know that they got more copies in almost every day, and still sold out, but it seems like they're setting a bad precedent this way. I'd be interested to know the prevalence of this game and its asking price--if any--on eBay.  

(other highly anticipated games we will be reviewing in the future -- Dominion: Dark Ages, Mage Wars)

The Sleepers:


Evil Baby Orphanage
- I don't know how much of a sleeper a game that raised $100,000+ on Kickstarter can be, but nonetheless... I had to explain the premise of this game to a lot of people. Essentially, you are a Time Traveling Nanny who must go back in history to "pre-habilitate" the infant versions of some of History's most notorious dictators, despots, and terrorists. Through various methods such as adoption, toys, and time outs, you'll attempt to keep these evil tykes occupied, because if you don't, they'll start trying to reenact the terrible acts that made them infamous. Admittedly, I haven't gotten in many plays of this game, and it is a VERY light gateway/filler card game. However, it's chock full o' theme, and will provide a boatload of laughs if played in the right company. Oh, and if you were fortunate enough to purchase it at GenCon, you got a free Baby Heinrich Himmler promo card. That in itself, should tell you where this game is coming from.


Legacy: Gears of Time
- Had a chance to play this on Tuesday with Larry and the guys from Tasty Minstrel and really enjoyed it. I wouldn't call it a "brain burner" so much as a "brain bender." Once you grasp the way the game wants you to play, you'll be in the clear. However, getting acclimated to that way of thinking is much easier said than done.  Essentially, you're a time traveler (where have we seen that before?!); this time, however, time is used for more than just a thematic element. Throughout the game, you'll have the opportunity to travel back in time in order to invent different things. Some things, such as writing/electricity/wheels will be fundamental; other inventions (such as the printing press) will require 1 or more of these fundamental inventions (The aforementioned press, for example, will require electricity and writing. There are also some major catches to take into account while playing: First and foremost, you can ONLY travel backwards during the round, meaning, if you go all the way back to Age 5 early, you can't reneg and travel back to Ages 1-4. Secondly, if someone invents something in an earlier age than you, your invention becomes null and void. Lastly, the game includes influence cubes with which to gain control of particular inventions when they score (it should also be noted that, if you control a fundamental invention, you get points if an invention that requires it scores as well). In the game I played, I ran out to an early lead, then stalled in the mid game while Michael Mindes ramped up to what we thought was a nigh-insurmountable lead. In the end, I wound up eeking out a 5 point win by heading back to the beginning early and dropping all my influence on fundamental inventions.

Yet to-be-released/Kickstarter Darlings:

Part of me hopes a giant metal board is one of the stretch goals. 

Mars Needs Mechanics
- We'll be doing a session report on Ben Rosset's set collecting game on Friday, so I don't want to spoil anything. I'll simply say that Mars Needs Mechanics is an elegant, streamlined game that will draw you in with its accessibility and theme, and keep you coming back with its depth of strategy. You hear the rules, grasp the mechanics early on, and then return for repeated plays to try new strategies, get higher scores, build new devices, and introduce new players. Look for the campaign to hit Kickstarter on August 31st and consider backing this great game


Jungle Ascent

- on Thursday, Larry had told me about this great game he had played that was, in his words, "Like Donkey King on crack." I was a little skeptical, but figured, what the heck. I'm aiming to play 100 games this week so I might as well look at this one too. Truth be told, Larry's description was pretty spot-on. I'd put it more as a mash up between Donkey Kong and Pitfall, but there are barrels to avoid and a perilous climb to the top of the map. The game I saw had a really good skeleton to it, but still needed some kinks worked out. In a 4P game, and especially a 4P game played with hardcore gamers, there was a definite "gang up on the leader" flaw that caused the game to last about 2-3x longer than it should have. Despite this, the game has a ton of flavor and potential, and I look forward to seeing how it progresses.

100 Game Challenge: 
- Finally, for those wondering how I did with my 100 game challenge: Unfortunately, I didn't make it to 100 this time around. The sheer number of people at GenCon kept me waiting in line for a lot of demos, and I stepped out of the gaming hall more than expected to just have some down time away from crowds to rejuvenate the batteries. By my count, I did make it into the low 70s, and I think that's pretty commendable if I do say so myself. 

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Raisins In, Grapes Out: The people of GenCon

If, like me, you were standing inches from the door at 9:59 on Thursday at GenCon, you were involved in the Geek-esque running of the bulls a minute later when the doors opened to the public. You jostled for position, stood in line for Netrunner, or Seasons, or any host of other games whose shiny presentation caught your eye. Admittedly, there were a lot of high-profile games being sold and some sleeper hits that not many people noticed; we'll get to those tomorrow. However, it's important to note that with minimal exceptions, most of the games at GenCon were meant to be played with others, and, of the ~40,000+ people who attended this year's convention, I happen to think I gamed with some of the best.


Larry Fettinger - This year, instead of working in a booth, I stayed with Larry and his wife Tina in their house about 15 minutes from the convention center. I've thanked him immensely for his hospitality, but still feel like I need to thank him again. It was an absolute pleasure gaming with him before, during, and after the convention. I appreciate Larry's straight shooting demeanor (which meshes well with my opinionated nature almost perfectly), his drive, and his passion for games of all sorts. InD20Group has a great leader, and I look forward to spending future GenCons at his house. Larry, if you're reading this, I hope you're not in that MarioKart wheelchair next year...but if you are, let's plan on pushing you into some furries. 

The Four Horsemen of the Apocalypse - Otherwise known as AJ Porfirio, Grant Rodiek, Chevee Dodd, and Matt Worden. It was an absolute blast hanging out with these guys. As Grant noted in his GenCon post, we're "the best kind of assholes." Between multiple games of If I'm Going Down, Empire Reborn, Dicey Curves, and Farmageddon, I got to know these guys and feel like I made some really great connections in the world of Gaming. AJ is a phenomenal gamer who beat me in almost everything we played, Grant and Chevee churn out amazing games that make me envious, and Matt is the quintessential straight man and introspective designer. It was a pleasure to share some frosty beverages with them. Guys: let's never forget Zimbabwe, Husband Truth, "Surprise ___," and shots. But... if I may put in a request for next year, let's not commemorate any of those things at the JW Marriott.

Tasty Minstrel - Also staying with me at Larry's were Michael Mindes and Seth "Laffy" Jaffee (a nicknamed coined by Larry) from Tasty Minstrel games. I had met them both briefly at GenCon last year--though I'm sure they don't remember--but it was good to hang out with them more extensively this year. Michael has great insight into the gaming industry and it was a pleasure to chat and pick his brain about the ins and outs of potentially self-publishing my own game. Likewise, Seth is an impressively cerebral gamer; many times I was really impressed with his ability to do in-game calculations on the fly. I hear he and a few friends even spent 8 hours getting a perfect score in Hanabi. THAT, my friends, is dedication. Sadly, I didn't get to play as many of their games as I would have liked (e.g. Village, Kings of Air and Steam, EmDo expansion, etc). Rest assured though Seth: as soon as I find a baby, I'll be testing out your "raisins to grapes" hypothesis. 



Jacob and James Mccarthy - Like many of my gaming friends, I met James through Ascension. If you're a long time reader of this website, you might recognize James as the "Ascension tattoo guy." You might also recall him driving down to my house for the inaugural Road to GenCon tournament in which we took 2nd and 3rd place respectively. James is a heck of a player, and is the person who has logged the most plays against me both IRL and online. Unsurprisingly, James's cousin Jacob is also a phenomenal Ascension player. For starters, he took down some of the best online competition in winning the pre-GenCon Ascension iOS tournament. I sold him my ticket for the Godslayer tournament on Friday, and he then proceeds to take down the 100+ player 2012 World Championship the next day (besting his online nemesis in the finals to boot). If you're wondering, "is he really that good?" ... yes, yes he is. I look forward to playing him in more games of Immortal Heroes, seeing him on a card in an upcoming set. And hopefully, if things work out next year, I'll be playing he or James in the finals of the 2013 World Championship.

Bryan Fischer and Ben Rosset - When you meet these two gentlemen, you might think you're dreaming. Ben and Bryan are legitimately, some of the nicest people (not just gamers) you will ever meet in your life and it makes me positive that they will be successful in whatever endeavors they choose to pursue. I got the chance to play Ben's soon-to-be-published (Kickstarter, Aug 31st) game "Mars Needs Mechanics" on Saturday morning and really enjoyed its elegant, accessible nature. We'll be doing a session report about the game on Friday, so check back then for more info about it. I also had the chance to play Nevermore's first Kickstarter success, Chicken Caesar, on Saturday evening. It may have been the fact that I won, but I really enjoyed it as well. Due to the exhaustion of all players, I don't think the backstabbing nature of the game was as overt as is could have been, but we still managed to kill off a significant portion of chickens pretty quickly. In both games, it was evident that Nevermore is very good as choosing/making games that are deep, but don't layer unnecessary complexity on top of that depth. That's a giant plus for me, and I look forward to seeing what excellent games they release in the future.

 

Chip Theory Games - Contesting Ben and Bryan for the "Good guys of the Con" award were Josh and Adam from Chip Theory games.  After driving non-stop from Minnesota and arriving at Larry's house on Thursday evening, Larry and Josh kept busy demoing Hoplomachus, their game of gladiatorial combat (yes, we'll be doing a review of this one too). When not playing their game, the duo played RPGs, beat us at Smash Up, and entertained Larry's children with magic tricks. I'mm looking forward to getting their game to the table and seeing what else they have up their sleeves.

I could go on forever with people I met, reconnected, and hung out with... but I don't want this post to go on forever. I will simply say that if you have a chance to meet the following people, please do so:

Ryan Metzler, UnDead Viking, Joel Eddy, Father Geek Cyrus Kirby, Chris Urinko, Scott Morris, Jay Treat, John Sizemore, Chris Kirkman, Jason Tagmire, Jason Kotarsky, Phil Kilcrease, Tim Norris, Billy Tillman, Keith Collins, Adam Clark, Christopher Badell,  Cardboard Jungle, Brian Frahm, Huuuze, and MANY many more. 

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...if Just For One Day

Much like Origins, I was only able to make it to GenCon in Indianapolis for one quick day.  As I discovered, one day at GenCon is WAY harder to pull off successfully than it is at Origins.  I'm not going to get too in-depth into things, Eric will have a real report of the full con in due time.  I did want to share a few points that stood out to me.  For the record, I went on Thursday.



1. Oh my Knizia, was it busy.  I've been to GenCon before, in fact, I believe this was my fifth.  I have NEVER, and I truly mean never, seen the exhibit hall as busy as it was on Thursday this year.  Not just the exhibit hall either, but the parking lots as well.  I usually park over at the mall a block over, and even on Saturdays, I usually can find a spot on the third level.  This year, at 9:30 AM, we had to circle the garage for nearly 25 minutes before a single spot opened up.  Absolutely insane.  Several other lots had already filled up as well.

Luckily, the on-site registration hummed like the machine it is, and we were through in under 15 minutes.  This is something I've always appreciated about GenCon, they seem have their act together when it comes to registration (though I've heard stories that Will Call and Events Registration were pretty tough to get through at times).  

With all of these people, it meant that just traversing the exhibit hall was more of a mosh pit than a shopping experience.  It made me appreciate the open aisles at Origins MUCH more.  This giant crowd leads me into my second point.


2.  It was hard to get to the games!  Because of the extended time it took to get parked, we didn't make the hall until 10:45.  By that point, roughly the front quarter of the exhibit hall was the line for Fantasy Flight Games (I heard estimates that the line was nearly 3 hours long at one point).  Nearly every aisle, and even the front wall seemed to hold some portion of the folks lining up to purchase the new X-Wing Minis game (mostly), among the other releases they had.  They weren't the only ones though, Wizards had a massive line to get in to see the new D&D items, AEG had a massive line, Wizkids had a line that circled their booth...it was about impossible to get into any of those major booths.  

If you did make it into their booths, forget about getting a demo.  Those tables were full, and in some cases, 2-3 deep waiting for a demo.  Somehow, I managed to get within 5 feet of a Fantasy Flight table demoing a new Star Wars living card game...I consider myself lucky.  I do give most of the companies credit though, I didn't see too many sell-outs beyond Android: Netrunner (the #1 game I wanted to buy there, sadly) and Seasons.  Fortunately, by early afternoon, it was possible to make it into these booths to look around.  If they had early buyer deals though, those were long gone.


3. I didn't buy much.  Granted, I didn't have time to stop by all of the indie booths, and try out those games, and I'm rather sad about that fact.  Still, in two or three rounds of the hall, I didn't find a great deal of games that interested me enough to really stop.  I am absolutely sure there were great games I missed, and I hope to learn about them in the very near future.  However, it just did not seem like there was a big "wow" factor to many of the new games I saw at the show.

4. What I did buy was nice and cheap.  This is my favorite part of GenCon - you can get some insane deals.  I was shocked at some of the deals I found on new games.  I found Africana by Z-Man for $30 (retail $45), and Roll to the South Pole by Rio Grande for $23 ($35 retail), even got a 6-pack of Star Trek Heroclix ships for $20 (about $35 retail).  A friend I was traveling with found Puerto Rico for $15 new.  And some poor company was trying to give away some version of Carcassonne for $1, and could find no one to buy them.  Deals, GenCon has them.

Tauren Warrior

5. Awesome people I'll end my comments by discussing the awesome people I did talk to.  Every booth jockey, every opponent I had in a game, every person I accidentally elbowed in the back was as nice and as pleasant as you could possibly imagine, given the insanity all around.  I think that's what makes it all worth it... this hobby is so much more than just the games, it's all about the people that make and play them.  I sincerely hope that next year I can spend more time talking to them.  


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