
Seasons
- Players
- 2-4
- Best withThe player count this game plays best at.
- 2 players
- Play timeHow long a full game runs once everyone knows the rules.
- 60 min
- AgeThe minimum age printed by the publisher.
- 14+
- ComplexityHow demanding the rules are, from 1 (very light) to 5 (very heavy).
- 2.8 / 5
- Year
- 2012
About the game
Seasons casts players as sorcerers competing in a three-year magical tournament, drafting power cards and rolling dice to gather energy, cast spells, and collect crystals. During the Prelude phase, players draft a personal deck of nine cards, then spend three in-game years bringing those cards to life through dice-driven resource management. Energy availability shifts with the seasons, forcing players to adapt their strategy round to round. Rich fantasy artwork and tactile components make this an inviting mid-weight strategy game.
Hobbli's Notes
Hobbli's editorial team appreciates how Seasons blends drafting, dice, and resource conversion into a cohesive engine-building experience. The changing seasonal dice keep the game from feeling too solved, and the drafting phase adds a nice layer of preparation. It's meaty enough for strategy gamers but still approachable for intermediate players. The crystal-scoring endgame provides a satisfying payoff.
What we like
- Card drafting adds meaningful pre-game strategy.
- Shifting seasonal dice keep each playthrough fresh.
- Attractive components and fantasy theme draw players in.
- Good balance of luck and planning.
Keep in mind
- Dice-dependent resource gathering can frustrate planners.
- Rules have several fiddly exceptions to track.
- Runs long for its complexity level with four players.
Who it's for
Good for strategy-minded players aged 14+ looking for a mid-weight fantasy game for 2-4 players.











