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Seasons» Forums » General

Subject: Best expansions for Carebear players? rss

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Mick Whyte
Australia
Gold Coast
Queensland
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Hi BGG,
The wife and I have played a few games now and were looking through the other 20 cards included and can see that a few are going to be very mean, s o we will be playing with out them. But are the expansions worth getting for variety if you don't want a mean game?
 
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Andrew Kapish
United States
Barberton
Ohio
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Total unplayed games in my collection: 7
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Each expansion comes with doubles of 20 new power cards, some which interact with your opponents and some which don't.

Nearly all familiars (orange cards) involve player interaction. Thin skinned players may want to remove these cards.

I can understand that some couples dislike "take-that" in a 2-player game, but I think 2-player "take-that" works well because your opponent is the only target. You can't take it too personally when your opponent is trying to win and you're their only target, especially when both sides are taking swings.

But yes, more cards = more variety. …even if you remove several more cards.
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Christina Crouch
United Kingdom
Tadley
Hampshire
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Like Andrew says - you could read the new cards, and deck build in the ones you think your players will enjoy, and remove the ones that they will not.
 
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Kalaina Elderfall
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Seasons is a game where removing cards from the deck is generally a non-issue. With the expansions, the deck is something like 4x the cards you end up using in a 2-player game, so there's plenty of room to remove things, and you don't really lose anything but a little bit of variety. Deck composition doesn't matter so much, although the ratio of familiars to magic items does for some cards, so I wouldn't recommend going too crazy with it, but it's not a fragile tipping point or anything.

There are two expansions. Both of them have a similar mix of attacks and non-attacks to the base game.

Here are some good candidates for removal:

Temporal Boots - Unless you're playing with a full understanding of what the boots can do, you're at risk of losing a critical turn at the end of the game when your opponent moves time forward.

Thieving Fairies - Will completely kill the value on a lot of strategies, for obvious reasons.



Here are some cards that aren't quite as impactful, but still feel more negative/aggressive:

Syllas the Faithful - Losing a key card at the start of the game can be crippling, but is usually pretty easy to work around by playing a card you're willing to part with first. Some cards, like Cursed Treatise of Arus or Vampiric Crown, are made for this.

Kairn the Destroyer - If you view losing 4 crystals to be equivalent to your opponent gaining 4 crystals, which for the most part it is, Karen is only slightly better than a normal transmute, for one energy a turn.

Damned Soul of Onys - This one's hard to use and if you don't just sacrifice it (Necrotic Kriss or Dragon Skull) it can sit there occupying a summoning gauge while draining crystals.


For the most part, Seasons is a pretty tame game. There's direct player interaction, but generally you have your cards, they have their cards, and most of the interaction is just with the dice and resource management. A lot of the familiars can have a big impact on scoring, but they don't really feel mean during the course of the game.

The expansions have a couple of similar cards, but again it's not really about which expansions you have. The amount of attackiness doesn't really change, so you'd be better served by just removing the cards you don't want to play with. And if you're just looking for more positive cards, there's plenty of variety in the expansions on that front, too.
 
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