Сезоны

2012 · Фэнтези

Сезоны

Mages compete across twelve seasons in a three-year tournament to earn crystals and claim the title of archmage. Players build a personal 9-card deck through a draft Prelude, then split it into three packs that unlock over the course of the Tournament. Each round a pool of season-specific dice offers actions: gain gauge capacity, harvest elemental energies, crystallize energy into crystals, or draw cards. Players take one die per turn while an unchosen die advances the time track, and seasonal dice change available energies and exchange rates, forcing adaptation. Crystals and card points determine the final score; the highest total wins.

Игроки
2–4 лучше всего 2
Время игры
60 мин
Возраст
14+
Сложность
2,8 / 5
7,3 в Ludoyaот 44,89 $Карточная играУправление картами в рукеЗакрытый драфтОчки победы как ресурс

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Цены в магазинах и экземпляры с рук, проверяются каждый день.

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1 214
Записано партий
529
Игроки
41m 5s
Средняя партия
181
В коллекциях
24
В списках желаний
1
Предзаказов

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Вопросы по правилам

Ответы по книге правил от помощника Ludoya по правилам.

When I summon a power card, what do I actually have to pay or meet?

You must pay the card’s summoning cost by discarding the required energy and/or crystals shown, and your summoning gauge must be high enough to permit one more card in play; once met, place the card face‑up in front of you (pages 7–8).

If I summon a card, can I activate its activation effect immediately?

Yes — activation effects may be used at most once per round and can be used “as soon as it is summoned” by turning the card 90° and paying any activation cost; turned cards straighten at the start of the next round (page 8).

Does the summoning gauge get spent when I summon a card, or how does it limit my cards in play?

The summoning gauge is not spent; it represents the maximum number of power cards you may have in play, so to summon an additional card your gauge must be at least equal to the number of cards you will have after summoning (page 7 and example on page 8).

How many energy tokens can I keep in my reserve at once?

You can never have more than seven energy tokens in your reserve; if an action would give you more, you choose which tokens to keep so your total does not exceed seven before continuing (page 6).

Can I transmute energy more than once on my turn (for example transmute, do stuff, then transmute again)?

Yes — the transmute action is available until the end of your turn, so you may transmute energy, perform other actions, and transmute again later in the same turn (page 7).

At the end of the round how far does the season token move and how is the year/first player updated?

At round end you move the season token forward by the number of pips shown on the die that no one chose; crossing the season wheel’s boundaries causes season changes and when the token moves from space 12 to 1 the year advances (players add Library II/III cards), and the new first player becomes the left‑hand neighbor of the previous first player (pages 8–9).

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