# Seasons: Enchanted Kingdom ## General Info - **Year Published**: 2013 - **BGG Rating**: 7.8 - **BGG Rank**: — - **Players**: 2-4 (Best with: 2) - **Duration**: 60 min - **Weight**: 2.70 / 5 - **Designers**: Régis Bonnessée - **Artists**: Vincent Joubert, Xavier Collette, Xavier Gueniffey Durin - **Publishers**: Libellud, Asterion Press, CrowD Games, Hobby Japan, Rebel Sp. z o.o., sternenschimmermeer, Swan Panasia Co., Ltd. - **Categories**: Card Game, Dice, Expansion for Base-game, Fantasy - **Mechanics**: Closed Drafting, Dice Rolling, Once-Per-Game Abilities, Open Drafting, Variable Player Powers, Victory Points as a Resource ## Verdict Loved Seasons and want more magic? This expansion brings new cards and unique abilities that will make your games even more unpredictable and fun!New cards and powersUnique once-per-game abilitiesIncreases replayabilityFixes old errataRequires base gameNeeds full translationHIGHLY RECOMMENDED ## Description Get ready to supercharge your Seasons games with the first expansion, 'Enchanted Kingdom'! If you already enjoy the base game and want more options to make your sessions even more epic, this expansion is for you. It brings 20 new power cards, which will add that extra spice to your strategies, and 10 enchantment cards to surprise your opponents. But the cherry on top are the 12 special ability tokens! You know those slots on your player board that seemed like mere decoration? Well, they're for fitting these tokens, which grant you unique powers that you can use once per game. It's that kind of move that can turn the tide! Additionally, the expansion includes two replacement cards to fix errata from previous editions, ensuring you play with the most updated rules. Seasons: Enchanted Kingdom adds more depth and replayability without overcomplicating the rules. It's perfect for those who want to explore new combinations of powers and strategies, maintaining the fluidity and fun we already know from Seasons. Prepare to cast spells, collect crystals, and dominate the realm with these new magical tools! ## How to Play Goal of the Game Welcome, aspiring Archmage! In Seasons: Enchanted Kingdom, the greatest sorcerers of the kingdom gather in the Argos forest for the legendary tournament of the 12 seasons. Over three years of competition, you'll be equipping ancestral magical items and summoning faithful familiars to prove your magical prowess. The game ends after the third year, and the player with the most VP (Victory Points) will be chosen as the new Archmage of the kingdom of Xidit! Setup Place the Game Board in the middle of the table. Put a black cube token on Year I (in the middle of the Game Board). Put a black cube token on Month 1 (on the edge of the Game Board). Take the 5 Season Dice for each season (Red, Yellow, Green, Blue). From each set of 5, randomly draw and place out the correct number of dice based on the player count, returning leftover dice to the box: 2-Player Game – 3 dice per season 3-Player Game – 4 dice per season 4-Player Game – All 5 dice per season Place the Crystal (VP) Track next to the Game Board. Place all four types of Energy Token (air, water, fire, and earth) next to the Crystal Track to form the Energy Stockpile. Set up the Power Cards according to your preferred difficulty level: Note: Enchanted Kingdom: If adding the Enchanted Kingdom expansion, remove the base game cards ‘Balance of Ishtar’ and ‘Idol of the Familiar’ and replace them with the Enchanted Kingdom versions. Beginners: Ignore Step I of the Prelude. When played, just carry out Step II. Instead, give out a pre-constructed deck to each player as follows: Set 1: 1, 2, 7, 17, 18, 20, 26, 29, 30. Set 2: 3, 5, 9, 14, 15, 21, 23, 25, 28. Set 3: 4, 6, 7, 9, 12, 16, 22, 24, 30. Set 4: 1, 2, 3, 11, 13, 15, 18, 25, 27. Return cards 31-50 to the box. Intermediates: Shuffle the cards numbered 1-30, and put cards 31-50 back in the box. Carry out the Prelude as normal. If playing with Enchanted Kingdom, shuffle all new Power Cards in with Base cards 1-30. If playing with Path of Destiny, shuffle all new Power Cards in with the Base cards 1-30. Both expansions can be used together if desired, or alternatively, the available cards for the game can be ‘deck built’. Advanced: Shuffle all the cards (1-50), and carry out the Prelude as normal. If playing with Enchanted Kingdom, shuffle all new Power Cards in with Base cards 1-50. If playing with Path of Destiny, shuffle all new Power Cards in with the Base cards 1-50. Both expansions can be used together if desired, or alternatively, the available cards for the game can be ‘deck built’. For the Intermediate and Advanced games, shuffle the Power Cards and deal 9 to each player. For the beginner game, hand out the pre-constructed decks as described above. In all cases, the remaining cards not returned to the box form the draw deck. Give each player a Player Board and the four Sorcerer Tokens (colored cubes) of their color. Each player places: 1 Sorcerer Token on the zero space of the Crystal (VP) Track. 1 Sorcerer Token on the zero space of the ‘hundreds’ track on the Crystal (VP) Track. 1 Sorcerer Token on the zero space of the Bonus Track (0/-5/-12/-20) track on their Player Board. 1 Sorcerer Token on the zero space of the Summoning Gauge (black numbers in white rings) on their Player Board. The Summoning Gauge displays the maximum number of Power Cards a player can have active at a time. Give each player a II and a III Library Token. Leave space next to the draw deck for discards, which are discarded face down. If the draw deck becomes depleted during the game, reshuffle the discard pile to form a new draw deck. The youngest player is the First Player. They take the ‘1’ first player token. Game Flow The game is split into two Phases: Prelude, and Tournament. Prelude Phase During Prelude, players draft their cards and organize them into three piles, one of which is added to their hand during each of the three years of the Tournament. Enchantment Cards: If playing with Enchanted Kingdom, before the Prelude Phase begins, pick one Enchantment card at random from the 10 cards available, and put it in the middle of the table. This card will alter the rules slightly for all players for the duration of the game. If playing with Path of Destiny, before the Prelude Phase begins, pick one Enchantment card at random from the 10 cards available, and put it in the middle of the table. This card will alter the rules slightly for all players for the duration of the game. If playing with both expansions, pick one Enchantment card from the 20 available. Special Ability Tokens: If playing with Enchanted Kingdom, or Path of Destiny, before the Prelude Phase begins, each player takes 3 Special Ability tokens from the pool of available tokens. Draft: (Intermediate and Expert Game only) The player reviews the cards they have, keeps one without revealing it, and passes the rest of the cards clockwise. The player repeats this another 8 times so that they have drafted a total of 9 cards. Construct Age Decks: (All Game Types) Secretly organize the 9 Power Cards into 3 decks of 3 cards. The first pile becomes the player’s hand, the second pile is placed face down under the Library Token for Year II, and the third pile is placed face down under the Library Token for Year III. Players can peek at their own future cards in the library piles at any time during the game. Special Ability: If playing with Enchanted Kingdom, each player selects one of their special ability tokens and places it in the hole in their player board. This token provides the player with a special ability for use during the Tournament. Tournament Phase The Tournament takes place over multiple successive rounds, after which VP are totaled, and a winner is declared. I – Beginning of the Round The first player rolls all the Season Dice for the Season the black ‘Month’ cube is currently on. Starting with the first player and proceeding clockwise, each player selects one die and places it on their Player Board. One die will remain that has not been selected. II – Player Turns Starting from the first player, and proceeding clockwise, each player takes all of their actions. They can take as many actions as they desire, in any combination from the ones below, provided they have the resources to do so, and one action is completed before the next is started. There are three types of action: Season Dice Actions, Summon Cards, and Use Bonuses. III – End of the Round When all players have finished their actions, end of round occurs: The player to the left of the current first player becomes the new first player for the next round. The number of pips on the Seasons die that wasn’t drafted this round determines how many months the Month Counter now advances (1, 2, or 3 months). This advancement may trigger the change of a season and/or year. Change of Season: If, during time advancement, the month counter changes Season, the dice for the new Season will be used for the next round onwards. Some Power Cards are triggered by the change in season. Change of Year: If the season token moves from 12 to 1, the year token is advanced 1 space. As players enter the second or third year, they add the Power Cards under the relevant Library Token to their hand. Actions and How to Play IIa – Season Dice Actions The following Season Dice actions must be resolved FIRST before taking any of the other actions: Receive Energy Tokens (Water/Fire/Air/Earth symbol): Gain Energy Tokens of the type shown on the dice. Take them from the Energy Stockpile, and place them above your Player Board (one token per slot). Each player cannot hold more than 7 Energy Tokens, and if more are added over this limit, they must select which are discarded to get back to 7 tokens. Receive Crystals (Number): Gain the displayed number of crystals (VP) – A player moves their sorcerer that many places up the crystal/VP track. Increase Summoning Gauge (Star): The Summoning Gauge is the maximum number of Power Cards a player can have in play at a time, and is limited to 15. Draw a Power Card (Rectangle): The player draws a Power Card from the draw deck. They can choose to keep the card or discard it. There is no hand limit for Power Cards. Then the other actions (Transmute, Summon Power Card, Use Special Ability, Use Bonuses) can be taken in any order. Transmute (Round Brackets): A player can convert one or more Energy Tokens (of one or more types) into Crystals (VP), and they have until the end of their turn to do so. The player checks the current Season on the Game Board for the conversion rates for Transmutation. The player advances their Sorcerer Token on the Crystal (VP) track the relevant number of spaces, and returns the Energy Tokens transmuted to the Energy Stockpile. Transmutation is valid all turn, so some transmutation can be done, then some other action(s), then more transmutation, and so forth, as required. If playing with Path of Destiny, if either the Divine Destiny or Force of Destiny Enchantments is in play, a player may choose to roll and use the actions of the Die of Destiny instead of using the Seasons die they selected during the round beginning. If moon symbols are rolled, an equal number of Destiny points are received. IIb – Summon Power Cards In order for a Power Card to be active, it must be summoned (brought into play). To achieve this, a number of conditions must be met: The player must be able to discard the requisite quantity and type of Energy Tokens, and/or crystals (VP) to summon the Power Card. The player must have enough capacity on their Summoning Gauge (i.e. have a summoning power of at least 2 to summon a second Power Card). Assuming these criteria are met, the Energy Tokens and Crystals are returned to the Energy Stockpile/reduced, respectively, and the Power Card summoned is placed on the table in front of the player. They read the effects to the other players. More than one Power Card can be summoned on a player’s turn provided they hold the requisites for each card when they want to summon it. Duplicate Power Cards can be summoned by the same player, and their effects stack. A Power Card placed into play for free by another Power Card effect is not considered to have been summoned (for the purposes of summoning bonuses). Summoned Power Cards can enact their effects in three possible time periods depending on the icon on the card. Effects can be: When Entering Play (Arrow/Semicircle): The card effect is triggered once when the card enters play. Permanent Effect (Loop Arrow): The card is in permanent effect as long as it is in play. Activation Effect (Cog): The card effect is triggered each time the card owner chooses to activate it, for a cost (but only a maximum of once per round). To use the card power, the player must: Pay the activation cost (if they cannot pay, it cannot be used). Tap the Card (turn 90°) to show the power has been used this round. IIc – Use Bonuses During the game, a player may choose to use up to three bonuses, shown on their Player Board. These bonuses offer in-game improvements, but come at the cost of VP at the end of the game. There are four different types of bonus, and a player can use the same one three times or different ones over the course of the game. More than one bonus can be used during a player turn if desired. Bonuses are: 4 Rainbow circles with arrow: Trade two Energy Tokens of your choice from your reserve for two Energy Tokens of any type from the stockpile. Brackets +1: Transmute Energy Tokens from your reserve at +1 to the current season’s conversion rates. Star +1: Increase your Summoning Gauge by 1. Cards with Arrows: When you take the ‘draw a card’ dice action, instead, draw two Power Cards, keep 1, and put 1 into discard. When a Bonus is used, move the Sorcerer Token up 1 on the Bonus Track. II d – Special Ability (Enchanted Kingdom only) A Special Ability can only be used once per game. Once it is used flip it over. You do not have to use the ability if you do not want to. End of Game and Scoring The game ends after the third year. During the third year of the game, if at the end of the round, the month token passes from 12 to 1 or beyond, the game ends. Final Scoring is performed as follows: Each Crystal is worth 1 VP. Each Power Card is worth the VP shown on the card. Lose 5 VP for each Power Card still in hand. Lose VP penalties for having used the Bonus Track. Gain or lose VP according to the back of the Special Ability token, if it has been used. The player with the most Destiny Points (if playing with Path of Destiny) receives 20 VP ## FAQ ### Do I need the base Seasons game to play with the Enchanted Kingdom expansion? Yes, absolutely! This is an expansion, so the base Seasons game is essential to use the new cards and abilities. ### How many players can participate with this expansion? The expansion maintains the player count of the base game, so you can play with 2 to 4 wizards. ### Does the expansion make the game more complicated? It adds more options and depth, but the core mechanics remain the same. If you already play Seasons, you'll get the hang of it quickly. It's more about having more variety! ### Are the new special abilities very powerful? They add an interesting strategic element, as each can only be used once per game. The timing of using these abilities can be crucial for victory! ### Do I need to translate the expansion cards? Yes, Ludopedia indicates that the game requires extensive translation, so you'll need a way to have the cards translated to play comfortably. ### What new components come in the box? You receive 20 new power cards, 10 enchantment cards, and 12 special ability tokens, plus two correction cards for the base game. ## Price Comparison ### Best International Offers - **BoardGamePrices.com**: $ 25.82 (https://boardgameprices.com/item/go?source=A&storeitemid=6896901&utm_source=boardgamesbot.com) - See all on BoardGamePrices: https://boardgameprices.com/item/show/4330/seasons-enchanted-kingdom?utm_source=boardgamesbot.com