Contents
Seasons Game Rules
One of the greatest things about the game Seasons is how it captures the essence of the four seasons: spring, summer, fall, and winter. Each season brings its own unique challenges and opportunities, and it’s up to you to navigate them wisely.
The game begins as I enter the world of a young magician, ready to explore the mysteries of the seasons. I have a deck of cards that represents the various actions and events that can occur throughout the game. As the game progresses, I’ll be able to acquire more powerful cards and use them to my advantage.
In Seasons, it’s all about planning and strategy. I’ll need to carefully consider which cards to play and when. Some cards grant special abilities or bonuses, while others help me collect energy or gain victory points. I must take into account the changing seasons and adapt my strategy accordingly.
Each game is divided into three years, with each year consisting of four seasons. At the beginning of every season, I’ll get a hand of cards that I can choose from. I must select a certain number of cards to play, and the rest will carry over to the next season. This is a key decision that will greatly impact my strategy.
Throughout the game, my goal is to earn victory points. These points can be gained by collecting energy, achieving certain objectives, or playing powerful cards. The player with the most victory points at the end of the game is declared the winner.
But Seasons is more than just a game of points. It’s an immersive experience that allows me to explore the beauty and challenges of each season. From the fresh growth of spring to the scorching heat of summer, from the colorful foliage of fall to the icy chill of winter, I’ll truly feel like I’m living through the seasons.
So, if you’re ready to embark on an enchanting journey through the four seasons, then you’ll love playing Seasons. With its captivating gameplay and strategic depth, this game promises hours of fun and excitement. Get ready to harness the power of the seasons and become the ultimate magician. Are you ready to accept the challenge?
I find it fascinating that the most powerful sorcerers in the kingdom have all come together in the heart of the Argos forest. They are here for the legendary tournament called the 12 seasons, which is quite exciting. The purpose of this competition is to select the new Archmage of our kingdom, Xidit. I can’t help but feel a sense of wonder and anticipation as I imagine the intense magical battles that will take place over the next three years.
Imagine being a part of this incredible event! You would have the opportunity to showcase your magical prowess and compete against the very best sorcerers in the land. To prepare for this tournament, you would need to gather your special ancient magical items, which have been passed down through your family for generations. You would also need to summon your loyal familiars, who will accompany you and provide support during the challenges.
Are you up for the challenge, my friend? Can you imagine the thrill of participating in such a grand competition and having the chance to become the next Archmage of Xidit? It’s a magical adventure like no other, and I’m excited to see where it takes you. Good luck, wizard!
Game Elements
The Crystal Track
Hey there! Let’s talk about an exciting element of the game called the Crystal Track. It’s a special way to keep track of how many crystals each player has. Crystals are super important because they let you do some really cool things:
- You can call upon and activate power cards. These cards have special abilities that can help you win the game.
- At the end of the game, you can win prestige points, also known as victory points, based on how many crystals you have. The more crystals you own, the more points you can earn!
The Game Board And Its Tokens:
Now, let’s check out the game board. It’s divided into three zones, each with its own special features:
- The year track is the first zone. It has a special token that shows which turn, or year, we are currently playing. The game lasts for three years, and this token helps us keep track of time. Take a look at the image below to get a better idea:
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In the game “Seasons,” there are a few key components that you should know about. Let me walk you through them.
First, we have the season wheel. This wheel has a season token that tells us what season we’re currently in. In winter, the token is on three blue spaces. In spring, it’s on three green spaces. In summer, it’s on three yellow spaces. And in fall, it’s on three red spaces. The season wheel helps us keep track of the time in the game.
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Next, we have the energy transmutation chart. This chart shows us how many crystals we can create by transmuting different types of energy. The number of crystals we can make depends on the season. This chart helps us decide which actions to take to get the crystals we need.
Now that we’re familiar with these components, let’s move on to the season dice.
The Season Dice
There are a total of 20 season dice, divided into four colors. Blue dice represent winter, green represents spring, yellow symbolizes summer, and red signifies fall. Each round, we roll the dice that correspond to the current season. Every side of the dice offers us different actions we can take. They also determine how far the season marker moves on the season wheel at the end of the round.
Now let’s talk about the sorcerer tokens. Each player has four tokens in their chosen color. These tokens serve multiple purposes:
1. They show the number of crystals each player has on the crystal track.
2. They indicate the level of the summoning gauge on each player’s individual board.
3. They represent the number of bonuses used by each player on their individual boards.
Moving on to the individual boards.
Imagine this: you and I are each given a unique game board, split into three different sections. Let me walk you through each of them.
First, we have the energy reserves, where we can store our acquired energy. There’s a catch, though – we can only keep a maximum of seven energy units.
Next up is the summoning gauge. This tells us the maximum number of power cards we can play at any given time. It’s like having a limit on how much power we can wield.
Lastly, we have the bonus track. It’s a special zone that allows us to gain advantages during the game. However, there’s a price to pay. At the end of the game, we’ll lose some prestige points for using this track.
So, in summary, we have the energy reserves, summoning gauge, and the bonus track on our individual game boards. It’s up to us to strategically manage these zones and make the most out of them. Let the game begin!
The Fascinating Power Cards
Did you know that there are 50 unique power cards in this game? And guess what? Each card has a twin! These special cards give us players a real advantage. Here’s what they can do:
- First and foremost, they help us earn those precious prestige points at the end of the game. Who wouldn’t want that?
- But that’s not all! These powerful cards also have the ability to change the whole course of the game with their amazing effects. Talk about a game-changer!
You’ll be happy to learn that these cards come in two different categories:
- We have the magical items, which you can identify by their fancy purple top and bottom borders. Oh, and by the way, these wizardly items are only for you! Their effects are meant to benefit the owner and only the owner.
- Now, let’s talk about the familiars. You can spot them by their vibrant orange top and bottom borders. These little guys are interesting because their effects apply to not just one player, but multiple players. It’s like getting extra help from your friends!
Now, let’s take a closer look at what makes up a power card:
1. The card’s name. Each card has a unique and intriguing name that makes us want to know more.
2. There’s also the summoning cost. This is the amount of energy or crystals we need to bring this card into play. And here’s an interesting twist: the cost can change depending on the number of players in the game. It’s like adjusting the price based on demand!
3. Last but not least, we have the card’s effect. This is where the real fun begins. Once the card is in play, its effect kicks in, and boy, can it make a difference! Get ready for some serious game-changing action!
Have you ever wondered what makes a card valuable in a game? I have. Let’s take a closer look and find out!
There are a few key factors to consider when evaluating the worth of a card. One of these factors is the number of prestige points the card is worth at the end of the game. These points can make a big difference in determining the winner.
Another factor to take into account is the game symbol and the card number. Cards numbered 1 through 30 are basic cards, perfect for playing with beginners. On the other hand, cards numbered 31 through 50 are more complex and can add some excitement to your games.
Finally, it’s important to consider the type of effect the card has. This tells you when its effect can be used. It’s a helpful way to strategize and plan your moves.
So, next time you’re playing a game, keep these factors in mind. Understanding the value of a card can make all the difference in your gameplay. Have fun!
Energy
Did you know that there are four types of energy: air, water, fire, and earth? They each have their own unique characteristics and are more or less common depending on the season. Energy tokens play a crucial role in the game by giving you the power to:
- Summon and activate special power cards that can turn the tide of the game.
- Earn valuable crystals through a process called transmutation.
The Library Tokens
Now, let’s talk about the library tokens. These tokens represent the power cards that refill your hand during the second and third game year. They give you access to new strategies and options, ensuring that you always have a fresh set of cards to play with.
Let’s Get Started!
What You’ll Need
- First, put the game board in the middle of the table. It’s the main stage for all the action!
- Next, find the year token and put it on the space marked “1” of the year track. Then, take the season token and put it on the space marked “1” of the season wheel. Easy!
Setting Up for Gameplay
If you’re playing with two players, each of you should grab three dice of any color and put them in their respective spaces. Use any color you like!
If you’re playing with three players, each person needs four dice. You can choose any color for your dice. Mix it up!
And if you’re playing with four players, everyone needs five dice. Yep, all five colors for each player. Now it’s getting exciting!
- You’ll also need the crystal track. Put it next to the game board. It’s where we’ll keep track of our progress.
- Finally, we have the energy tokens. Put them next to the crystal track – that’s our energy stockpile. We’ll need that later!
Choosing Your Challenge
Starting as an Apprentice Wizard (Beginners Only!)
- Set number one: gather the cards numbered 1, 2, 7, 17, 18, 20, 26, 29, and 30.
- Set number two: collect the cards numbered 3, 5, 9, 14, 15, 21, 23, 25, and 28.
- Set number three: procure the cards numbered 4, 6, 7, 9, 12, 16, 22, 24, and 30.
- Set number four: acquire the cards numbered 1, 2, 3, 11, 13, 15, 18, 25, and 27.
- The Fool: Symbolizing new beginnings and limitless possibilities, the Fool urges you to embrace life’s adventures with an open heart and a curious mind.
- The Sun: Radiating warmth, joy, and positivity, the Sun card signifies happiness, success, and a deep connection to your inner self.
- The Hermit: Guiding you towards introspection and self-reflection, the Hermit encourages you to seek solitude and wisdom in the depths of your soul.
- Put one of those tokens on the bottom space of the crystal track, right at zero.
- Place another token on the second zero space at the top of the crystal track. This token will represent hundreds whenever you gather more than 100 crystals.
- The third token goes on the zero space of the bonus track on your individual board.
- I can use the action(s) of my season die.
- I can summon/activate one or more of my power cards.
- I can also use any bonuses from my individual board.
- Rotate the power card 90 degrees. Keep in mind that the card will remain in this position until the next round begins. Once you’ve turned a card, you can’t turn it again in the same turn.
- Pay the activation cost of the card. Some power cards have prerequisites that must be fulfilled, like sacrificing another card. If you can’t meet the activation cost, you won’t be able to use the effect.
Discovering the Magic of Tarot: An Adventure Awaits!
Welcome, fellow adventurer! Today, I invite you to embark on a journey into the captivating world of tarot cards. These mystical little rectangles hold immense power, filled with wisdom and insight. As we delve into the enchanted realm of divination, let’s explore the secrets hidden within these magical cards. Are you ready? Let’s begin!
First, let me guide you through the process of assembling your very own tarot deck. Don’t worry; it’s an effortless endeavor. All you need to do is follow these simple steps:
With your trusty deck of tarot cards by your side, it’s time to take your first steps into the magical arts. Are you ready to unlock the secrets of the cosmos?
The Apprentice’s Guide to Tarot
As a novice explorer of the tarot, it’s essential to familiarize yourself with the card meanings and their interpretations. Each card has its own symbolism and significance, representing various aspects of life, love, challenges, and opportunities.
Don’t be overwhelmed! Start by delving into the world of tarot’s major arcana. These cards hold great power and wisdom. Within their mysterious images and archetypal figures, you’ll find a gateway to profound insights and revelations.
Here’s a little sneak peek into a few of these influential cards:
Immerse yourself in the enchanting symbolism and stories woven within each card. As you grow more familiar with their meanings, you’ll unlock the tarot’s incredible potential to provide guidance, clarity, and inspiration in your life.
Rise to the Magician and Archmage Levels
Now that you’ve acquainted yourself with the tarot’s basic teachings, it’s time to level up your skills. The path to becoming a true magician or archmage awaits!
At the intermediate level, known as the Magician Level, you’ll deepen your bond with the cards. Experiment with various spreads, such as the popular Celtic Cross, and practice interpreting the cards’ relationships and combinations.
As you progress to the advanced level, known as the Archmage Level, a realm of profound insight and mastery of tarot will open up to you. Dive into complex spreads and embrace the challenge of reading the cards’ subtleties and nuances. The deeper your understanding, the more powerful your readings will become.
Remember, tarot is not simply a fortune-telling tool; it is a mirror reflecting your own inner wisdom. Trust your intuition, and let the cards speak to your soul.
So, are you ready to embark on this extraordinary journey? The world of tarot awaits, and the adventure ahead promises to be as magnificent as the stars that guide us.
Hey there, future spell-slingers! Once you’ve honed your magical skills, you’ll get access to even more powerful cards. In addition to the numbered cards 1 through 30, you’ll also get to play with the extra potent cards numbered 31 through 50. These special cards bring a whole new level of complexity to the game, allowing you to discover new effects and combinations for even more fun.
So, what do you need to get started?
First things first, you’ll need to choose your own game board. Pick one that speaks to you and place it in front of you. Then, grab those sorcerer tokens that match the color of your board. You’ll get four of them.
In the game of Seasons, each player starts with one token on the zero space of their individual board. We each get a Library II and Library III Token. Then, we shuffle all the power cards and deal nine face-down to each player. The remaining cards go next to the game board to form the draw pile, with a space next to it for discarded cards.
If the draw pile ever runs out of cards, we just reshuffle all the cards in the discard pile to form a new draw pile. And to start the game, the youngest player goes first.
Now let’s talk about the overview of the game. Seasons is played in two phases.
The first phase is called the prelude. In this phase, we each get to choose nine power cards. These cards will be crucial in determining our strategy for the second phase of the game.
In the second stage, known as the tournament, we have three years to gather as many prestige points as possible to become the Archmage of the kingdom of Xidit. This is a thrilling opportunity to showcase our magical prowess and claim the ultimate title.
Now, let’s talk about the first phase, which is called the Prelude. This is where things get exciting! There are nine power cards that have been given to each player. Take a look at them and choose one that speaks to you. Keep it secret by placing it face-down in front of you. The remaining cards will be shared between you and the player on your left, just like the illustration below shows. This way, everyone gets a fair chance to build their magical strategy.
So, here’s what happens: first, all of us players do what I just did – pick one card from the eight cards handed to you by the person sitting to your right. You put that card face-down with the first one you chose. we all keep doing this until none of us have any cards left to pick. By the end of this part, we’ll each have nine face-down power cards right in front of us.
II. Building Your Deck
Out of those nine power cards we just picked, we each have to make three sets of three cards. The first set will be the cards we start the game with. That’s gonna be our hand, the cards we’ll use to begin the tournament. Simple, right?
In the tournament, there are three sets of power cards. The second set goes under the Library II token and you’ll get it in the second year. The third set goes under the Library III token and you’ll get it in the third and final year. You can always look at the power cards you’ve chosen.
Now, here’s something important to remember: Some power cards are more important at the end of the game. It’s a good idea to keep them with the Library III token, so they don’t clutter your initial hand. Other cards have special effects when played together. So, it’s best to play them all in the same year to take full advantage of their combination.
Game Phase Two – The Tournament
The tournament happens in several back-to-back rounds, and at the end of each one, we determine the winner of the game.
I. Getting Started
Give the Season Dice a Roll
At the beginning of each round, the first player picks up the season dice that matches the current round’s season, which is shown by the season token. Then, they give those dice a roll.
Quick tip: For the very first round, the youngest player gets to go first.
Once upon a time, there was a thrilling game played between Paul and Lea. The game started in winter, as indicated by the season token placed on space “1” of the season wheel. Paul, being the first player, eagerly grabbed the blue dice and gave them a roll.
Pick Your Season Die
Each side of the dice has different symbols representing special actions that players can take during their turn. Paul had the honor of choosing first. He carefully selected one die and placed it in front of him.
Then, it was Lea’s turn to decide. She chose another die from the remaining options. This pattern continued until both players had a die of their own. A single die remained untouched, left on the table.
Now, it was time for the players’ turns to commence!
Imagine this: I just finished rolling the dice for winter. Three blue dice, to be exact. I take one and place it in front of me. Now it’s Lea’s turn, my opponent. She gets to choose from the two remaining dice. There’s still one left, and neither of us has taken it yet.
Here’s the thing: there will always be a number of dice equal to the number of players plus one. So, the last player in the round will always have a choice between two season dice.
II. Let’s Take Our Turns
Now that we’ve each chosen our season dice, it’s time for us to take turns. We’ll go in order, starting with the first player and going clockwise.
During my turn, I can do as many actions as I want:
What You Can Do with the Season Dice
When it’s your turn, you have the chance to do different things based on the season die you’ve chosen before:
Get energy: If you see one of these symbols on the die you choose, you’ll get the type of energy shown. You take the energy from the stockpile and put it in your reserve. The amount and type of energy you get will depend on the current round’s season. Some energy types might be more or less available.
One important thing to remember: You can’t have more than seven energy tokens in your reserve at any time. If you already have seven tokens and a new action would give you more, you have to choose which seven to keep. And you have to decide before doing any new actions.
Example: I’m going with this die. So, I’ll take two earth energy tokens from the supply and move my sorcerer token two spaces on the crystal track.
Get crystals: If a die has a number on it, you get the same number of crystals. Then, move your sorcerer token on the crystal track as many spaces as the crystals you earned. When your die has the “get crystals” action, you have to take the crystals, you can’t say no.
Example: I picked this dice. So, I put two earth energy tokens from the stockpile into my reserve and move my sorcerer token one space on my summoning gauge on my individual board.
Raise your summoning gauge: when you see this symbol on the dice you choose, you get to increase your summoning gauge by one.
This gauge shows the most number of power cards you can have in play.
For example: I picked this die, so I get to add two earth energy tokens to my reserve and move my sorcerer token up a space on my summoning gauge.
Get a card: Whenever you roll a die with this symbol, you can draw a power card. You can choose to keep the card or discard it. There’s no limit to how many cards you can have in your hand.
Turn energy into crystals: If you roll a die with this symbol, you can convert any number of energy tokens in your reserve into crystals. You have until the end of your turn to make this conversion.
When trying to figure out how many crystals I can turn each energy type into, I have to look at the transmutation chart on the game board. It shows me, based on the season, how many crystals I can transform each energy type into.
The rate at which energy tokens can be transmuted depends on the season, so it’s divided into four zones. One zone is for transmutation rates during winter, another for spring, another for summer, and finally one for fall.
When you see the energy symbols on the outer circle, they always turn into one crystal. The symbols on the central circle turn into two crystals, and the symbols on the inner circle turn into three crystals.
If you’re playing as a transmutation character, you get to choose which energy tokens you want to transmute from your reserve. Then, you look at the transmutation chart for the current season to determine how many crystals you can transmute for each type of energy. Once you have the crystals, you move your sorcerer token on the crystal track the same number of spaces as the crystals you earned. After that, the transmuted energy tokens are discarded.
Example: So, imagine this: I’m playing a game of Mage’s Quest during the winter round. I’ve got one fire energy and two earth energy. Now, here’s where things get interesting. During the winter, fire energy can be transformed into two crystals each, while earth energy can be transformed into three crystals each. I decide to transmute my fire energy and earth energy into crystals. I discard my three energy tokens and, just like magic, I end up with eight crystals! Not only that, but I also move my sorcerer token on the crystal track as many spaces as the number of crystals I earned. Talk about a power move!
Important Note: Here’s a juicy tip for you: the “transmutation” action is valid until the end of your turn. That means you can transmute energy tokens from your reserve, do something else, and then transmute again. It’s like getting extra superpowers!
The Actions Linked To Power Cards: Summoning And Effects
1. Summoning A Power Card
The power cards have a big impact on how the game progresses. To use their powers, you need to bring them into play, also known as summoning. Here’s what you need to do to summon a power card:
– You have to pay their summoning costs, which means discarding the right amount and type of energy or crystals that the power card requires.
– Your summoning gauge needs to be filled enough to summon them. For example, if you want to summon a second power card, your summoning gauge has to be set to at least two.
Once you’ve met all these requirements, the power card is summoned and considered to be in play. It’s placed face-up in front of your own individual board. Then, you read its effects aloud to your opponents, so everyone knows what it does.
Remember: these are the important steps for summoning power cards.
Hey there! Did you know that you can summon multiple cards in a single turn? Pretty cool, right? As long as you meet the requirements, you can bring in as many cards as you want. And get this – you can even have duplicates of the same powerful card! It’s a double dose of awesomeness. Now, there’s no limit to how many power cards you can have in your hand either. The more, the merrier!
But here’s the really interesting part: if a power card’s effect goes against the rules of the game, well, the card’s effect wins. Talk about shaking things up! Oh, and if you want to dig deeper and learn about all the special powers, just flip to the end of this booklet. You’ll find an appendix where everything is explained. Trust me, it’s worth checking out.
Example: Let me tell you about how I summon my Hand of Fortune power card. First, I check if my summoning gauge is high enough to bring in a new card. I have three cards already in play and my summoning gauge is at four, so I can definitely summon a card. Then, I pay the summoning cost by getting rid of one earth energy, one fire energy, one air energy, and three crystals. And just like that, my Hand of Fortune is summoned and placed face up above my individual board.
2. Different Effects of Power Cards
The type of effect a power card has determines when exactly the effect of that card should be resolved. There are three options to choose from:
The effects that trigger when a card is played: These effects only activate when the card is first summoned onto the field.
These are the long-lasting effects: the effects of this card stick around for the rest of the game, unless it gets taken out of play.
Activation effects: When you activate a power card, it unleashes certain effects. However, you can only activate a card once per round, immediately after summoning it. To use the activation effect of one of your cards, follow these steps:
Once you’ve completed these two steps, you can apply the card’s effects.
Bonuses and Their Associated Actions
When you’re playing the game, you have the chance to use up to three bonuses. These special actions give you extra benefits, but just keep in mind that you’ll also lose some prestige points by the end of the game.
Now, let’s talk about the four types of bonuses:
If you use this bonus, you can swap two energy tokens from your reserve with two energy tokens from the stockpile.
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Let me tell you about this fantastic bonus you can use to transform energy tokens from your reserve. It’s really cool because you can turn those tokens into something even more valuable. Here’s how it works:
Every season has a different rate for transmuting energy tokens. Let’s say it’s winter and you have an earth energy token. Normally, that token would turn into three crystals. But with this bonus, you get to add an extra crystal for each energy token you transmute. So, instead of three crystals, you would get four! Isn’t that amazing?
Hey, guess what? You can boost your summoning gauge by one if you use this bonus. Pretty cool, right?
When you choose to use this special advantage, instead of doing the usual “draw a card” action with your season die, you get to draw two power cards. Take one of the cards and add it to your hand, then discard the other card.
Every time you use one of your bonuses, you have to move the sorcerer token on your bonus track forward by one space. This will cause you to lose some prestige points when the game ends. If you only use one bonus during the Tournament, you will lose five prestige points. If you use two bonuses, you will lose twelve prestige points. And if you use all three bonuses, you will lose a total of twenty prestige points.
Important Note: You can only use up to three bonuses in a game. You have the option to use the same bonus three times or use different bonuses each time. You can use all three bonuses in one round or spread them out over different rounds.
Order of Actions in a Round
Before taking any other action, you must resolve the “gain energy” and “gain crystal” actions on the season dice. Once these actions are resolved, you are free to perform your remaining actions in any order you choose.
III. End of the Round
Once all players have completed their turns, the round comes to an end.
Moving Along the Season Wheel and Changing Seasons
When we finish a round, it’s important to take note of the number of dots shown on the die that none of the players picked. That’s the die that determines how far the season token will move. All the dice in the game have the same distribution: two sides with one dot, two sides with two dots, and two sides with three dots. So, depending on which die is left untouched, the game’s speed can be different.
When the season token reaches spaces 3, 6, 9, and 12, a change of season happens. This change can trigger certain effects on special power cards.
For example: let’s say no player chose this die. At the end of the round, the season token will move three spaces because that’s the number of dots on the die.
Time Flies
When the season token moves from space 12 to space 1 on the season wheel, a new year begins. The year token in the middle of the board moves ahead one space. As we progress into the second or third year, we add power cards to our hand that are stored under our respective library tokens. If we still have power cards from the previous year, we keep them and add the new cards we just acquired.
Choosing the First Player
The player on the left side of the current first player becomes the new first player. That player rolls the dice that corresponds to the season shown on the season token. This starts a new round.
Ending the Game
The game comes to an end as soon as the season token reaches the 12th space on the season wheel in the third year of the game. At that point, we calculate the following:
Imagine you and your friends are playing a game called “Archmage.” In this game, you earn points called “prestige points.” You can earn prestige points in two ways – by collecting crystals and by playing power cards. Crystals are like special gems, and each crystal is worth one prestige point. Power cards, on the other hand, have prestige points written on them, and you can add those points to your total. So, the more crystals you have and the more powerful your cards are, the more prestige points you’ll earn.
But it’s not just about earning points; you also have to be strategic. At the end of the game, you have to subtract a few things from your total. For each power card you still have in your hand, you have to subtract five prestige points. And if there are any penalties on your bonus track, you have to subtract those too.
Here’s an important note: any energy tokens you haven’t used by the end of the game don’t count for anything. They won’t earn you any prestige points.
Now, think of this as a competition. The player with the most prestige points at the end of the game becomes the new Archmage of the kingdom of Xidit. If there’s a tie, the player who has summoned the most power cards wins.
So, as you play Archmage, remember to collect crystals, play powerful cards, and make strategic decisions to earn the most prestige points. Good luck, and may the best Archmage win!
Example: I have 72 crystals on the crystal track at the end of the game, which equals 72 prestige points. When I add up the prestige points on my cards, I get another 68, giving me a total of 140 prestige points. But wait, I used two bonuses during the game, which is a decrease of 12 points, and I still have one power card in my hand, which is a decrease of 5 points. So, my final score is 123 prestige points.