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Game Objective
Seasons: Path of Destiny is an expansion for the game Seasons, which introduces new cards and mechanics to enrich the game experience. The overall objective of the base game, which is to accumulate the maximum number of Prestige Points, remains. This expansion adds ways to customize your Sorcerer, use the Destiny die to gain Destiny Points, and interact with new Power Cards and Enchantment Cards that alter the game rules. The player with the most Destiny Points at the end of the game receives a bonus of 20 Prestige Points (or 10 Prestige Points in case of a tie).
Preparation (Setup)
You can play Path of Destiny with one, several, or all of the new features introduced in this expansion. Follow the steps below for preparation:
- Power Cards: Add the Power Cards from Path of Destiny (21 new cards, two copies of each) to the base game cards (beginner level: cards 1 to 30; advanced level: cards 1 to 50) to form a new and improved draw pile. You can also add and play with the Power Cards from the Seasons – Enchanted Kingdom expansion. The Power Cards from Path of Destiny have a special logo to facilitate organization.
- Enchantment Cards: Before the first phase of the game (the Prelude), choose one of the 10 Enchantment Cards randomly. Place this Enchantment Card face up where all players can see it. Alternatively, players can agree to choose a specific Enchantment Card. Each Enchantment Card alters the game rules for all players throughout the match. Feel free to add the Enchantment Cards from Seasons – Enchanted Kingdom to those from the Path of Destiny expansion before choosing. The Enchantment Cards from Path of Destiny have a special logo to facilitate organization.
- Special Ability Tokens: If you do not own the Enchanted Kingdom expansion, before the Prelude, each player randomly selects a Special Ability token and places it in the corresponding spot on their individual board. This token grants each player a Special Ability that can be used later in the game.
- Additional Components:
- Destiny die: Used with the Divine Destiny and Force of Destiny Enchantment Cards.
- Destiny Point tokens: Used to mark points gained with the Destiny die.
- Replica Power Cards: Limited to 10, enter play via Eolis's Replicator.
- Trap tokens: Placed on the Urmian Psychic Cage when this card enters play.
- Bolt tokens: Placed on another player's familiar when the Argosian Tangleweed card enters play.
Game Flow
The game flow of Seasons: Path of Destiny follows the structure of the base game, but with some additions and modifications introduced by the new cards and mechanics:
- Prelude Phase: Before the Prelude, an Enchantment Card is chosen and Special Ability tokens are distributed. The Twist of Fate card has its effect applied during the Prelude, after the selection of the 9 Power Cards and before they are allocated to the Library tokens. It is then removed from the game. If the Crossed Paths Enchantment Card is in play, the Prelude is modified: each player receives nine Power Cards, but the first card selected by each player is not kept for their own deck, being passed to the player to their left. This card will be the first card in each player's new hand of Power Cards. The rest of the Prelude remains unchanged.
- Player's Turn: During their turn, after selecting a Season die and applying its effects, a player can choose to use their Special Ability token (once per game).
- Using the Destiny Die: If the Divine Destiny or Force of Destiny Enchantment Cards are in play, a player can, at the start of their turn, choose to roll the Destiny die instead of applying the action(s) shown on their Season die. The player then applies the actions shown by the Destiny die and receives the appropriate number of Destiny Points. Each player individually chooses whether or not to roll the Destiny die. If Force of Destiny is in play, the player also advances their Sorcerer token 3 spaces on the crystal track whenever they roll the Destiny die.
- End of Round Effects: End of round effects are resolved in turn order. Each player applies all their end of round effects in the order of their choice. For example, Ethiel's Fountain grants 3 crystals if you have no Power Cards in hand at the end of the round. The Chalice of Eternity allows you to place 1 energy token from your reserve onto it. The Dial of Colof allows you to reroll the unselected Season die if you have more Power Cards in play than any opponent. The Carnivora Strombosea allows you to look at the top card of the draw pile if you have no energy tokens in your reserve.
- Year Change: Some Enchantment Card effects are activated at the year change. For example, Arus's Cunning Schemes causes each player to pass a Power Card from their hand to the player to their left. Into the Void causes each player to sacrifice a Power Card, unless they have a certain amount of crystals (15 in year 1 for 2, 30 in year 2 for 3, 50 at the final change).
Actions and How to Play
In addition to the basic Seasons actions, the Path of Destiny expansion introduces new actions and interactions:
- Rolling the Destiny Die: If the Divine Destiny or Force of Destiny Enchantment Cards are in play, a player can choose to roll the Destiny die instead of using their Season die. The effects of the Destiny die are:
- Receive 1 energy and 2 Destiny Points.
- Receive 2 energy and 1 Destiny Point.
- Increase your summoning track by 1 and receive 1 Destiny Point.
- Receive 3 crystals and 2 Destiny Points.
- Receive 1 crystal and 2 Destiny Points.
- Receive 3 Destiny Points.
- Using Special Ability Tokens: Each player can use their Special Ability token once per game, during their turn, after selecting a Season die and applying its effects. After use, the token is flipped. The number on the back indicates Prestige Points gained or lost at the end of the game. You are not obligated to use your Special Ability.
- Token 13: Look at the top Power Card of the discard pile. Add this card to your hand. Lose 5 Prestige Points at the end of the game.
- Token 14: Move your Sorcerer token one space back on your bonus track. Gain 3 Prestige Points at the end of the game.
- Token 15: Discard 5 Fire energy tokens from your reserve and draw a Power Card. Gain 10 Prestige Points at the end of the game.
- Token 16: Roll the Destiny die and apply its effect in addition to performing the action(s) shown by your Season die. Gain 5 Prestige Points at the end of the game. (Can only be used with Divine Destiny or Force of Destiny).
- Token 17: Reroll your Season die before performing the action(s) shown on it. You must perform the action(s) shown on the Season die after rerolling. Gain 9 Prestige Points at the end of the game.
- Token 18: Select a Power Card that is currently under one of your Library tokens (for year 2 or year 3) and add it to your hand. Gain 9 Prestige Points at the end of the game. Cannot be used in year III.
- Power Cards and their Effects:
- Dragonsoul: Cost 8. Discard 1 crystal: straighten a flipped Power Card that is not a Dragonsoul. Has no summoning cost, but requires discarding 1 crystal to activate.
- Magma Core: Cost 0. Receive fire energy when an opponent summons a Power Card. Sacrifice the Magma Core: receive fire energy. The summoning cost depends on the number of players.
- Twist of Fate: After selecting your 9 Power Cards during the Prelude, remove Twist of Fate from the game and draw two Power Cards: add one to your hand and discard the other.
- Potion of the Ancients: Cost 0. Sacrifice the Potion of the Ancients and choose two effects: Crystallize each energy in your reserve for 4 crystals; Draw two Power Cards and discard one; Increase your summoning track by 2; Receive 4 energy tokens.
- Ethiel's Fountain: Cost 7. At the end of the round, receive 3 crystals if you have no Power Cards in your hand.
- Dial of Colof: Cost 12. Increase your summoning track by 2. At the end of the round, if you have more Power Cards in play than any opponent, you may reroll the Season die that was not selected by any of the players.
- Chalice of Eternity: Cost 10. At the end of the round, you may place 1 energy token from your reserve onto the Chalice of Eternity. Discard 4 energy tokens placed on the Chalice of Eternity: look at the top 4 cards of the Power Card draw pile, place one into play for free, and discard the remaining cards.
- Staff of Winter: Cost 6. In winter, all energy tokens in your reserve are also treated as earth energy. Discard a magic item: receive 3 energy tokens.
- Sepulchral Amulet: Cost 8. Look at the top 3 cards of the discard pile: add one of the cards to your hand, place one on top of the draw pile, and one on the bottom of the draw pile.
- Eolis's Replicator: Cost 7. Discard water energy: place a Replica Power Card into play. This card is treated as a magic item worth 7 Prestige Points at the end of the game.
- Estorian Harp: Cost 8. Discard 2 energy tokens of the same type: increase your summoning track by 1 and receive 3 crystals.
- Chrono-Ring: Cost 12. Whenever the Season marker advances 3 or more spaces during a round, receive 4 crystals or 1 energy.
- Io's Minion: Cost 5. Receive wind energy and increase your summoning track by 1. You can no longer gain crystals. Discard: pass Io's Minion (straightened) to the player to your left.
- Otus the Oracle: Cost 10. Draw and place one Power Card per player in the center of the play area. During their turn, each player can summon a single one of these cards, after paying the summoning cost.
- Crafty Nightshade: Cost 4. Add the first two Power Cards from the draw pile to your hand: give any Power Card from your hand to the opponent with the fewest Power Cards in play.
- Igramul the Banisher: Cost 7. Name a card: opponents reveal their hands and discard all copies of the named card. If at least one card was discarded, receive the energy present in that card's summoning cost.
- Arus's Mimicry: Discard or sacrifice a Power Card: receive 12 crystals.
- Carnivora Strombosea: At the end of the round, if you have no energy tokens in your reserve, look at the top card of the draw pile and choose an effect: Replace it on top of the draw pile; Or add it to your hand and reduce your summoning track by 1.
- Urmian Psychic Cage: Cost 10. The Urmian Psychic Cage enters play with a Trap token placed on it. As long as the token remains on the card, a player who summons or places a Power Card into play must: Discard the Power Card without applying its effects; Or sacrifice a Power Card. In both cases, the Trap token must be removed.
- Servant of Ragfield: Cost 10. Each player with at least 10 crystals draws a Power Card and adds it to their hand or discards it and increases their summoning track by 1.
- Argosian Tangleweed: Cost
Rules manual
Official PDF file
Frequently Asked Questions
Quick answers about the rules
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