While we typically only review games that we’ve played a handful of times, sometimes first impressions can be helpful as well! In a new segment called “At First Glance,” we take a look at games and expansions that we’re playing for the first time! (Or, in Amber’s case, the first time she can remember *Cough Eminent Domain Cough*)
A Quick Overview
Path of Destiny is an expansion for the card- and dice-drafting game Seasons by Régis Bonnessée, which requires the base game in order to play. Path of Destiny adds a few new things to the game that can be added in part or in whole. The first of these is two copies of each of 21 new Power Cards, which have a variety of fun new abilities. Next, there are 10 Enchantment cards which add something new for each game. These can change the card drafting, how you transmute energy into crystals, or other such rules changes. Finally there are six special ability tokens, which add to those found in the other Seasons expansion, Enchanted Kingdom. These add a one-shot ability for each player that they can choose to use once during the game, earning or losing points (based on the ability) if they choose to do so. We didn’t play with this module, so won’t be reviewing/previewing it quite yet, but we did try the other parts, so here’s what we thought!
Amber’s First Reactions
So, just the name of the expansion prompted me to sing not only “Pick of Destiny” by Tenacious D, but also prompted Ethan to sing Destiny’s Child. I have kind of a tough time with the game Seasons because there is a definite benefit to knowing some of the other cards in the deck. Which I can’t remember what they are. So let me tell you, I rolled my eyes a bit when I had to shuffle even MORE cards, which didn’t fit into my tiny hands. The set up was basically the same as Seasons with the addition of the Enchanting Deck of Destiny. Ethan vetoed the first card I drew (rude) and picked a new one. The card chosen allowed us to, instead of using the action on the dice roll the destiny die and do the action on their. This added an interesting option to the game, but honestly, we didn’t really use it. Ethan used it once during the game and I used it on my final turn to prevent Ethan from gaining twenty points from the destiny counters. But to be honest, the real addition this provided to the game was in the extra cards. We came across some real winners in the new additions and was definitely worth it just for those.
Overall, it was nice to have a new little mechanic as well as the additional cards, but our first play didn’t really show the need for the new die. Hopefully with more plays and using different destiny cards will make the new mechanic a bit worth while.
Ethan’s First Reactions
When I first opened this expansion and looked at all the cards and components, I was particularly excited by the Enchantment cards that all added something new to the game that could be accessed by all players. We tried selecting a card randomly, but the power, which would give extra points when transmuting at least 15 points worth of energy, didn’t seem like it would come up that often. So on a second try, we got the Divine Destiny card, which adds the ability to roll the Die of Destiny(TM) instead of using the ability of the Season die you picked in a round. This die can give prestige points, which by themselves do nothing, but if you have the most by the end of the game you get a bonus 20 crystals (points). In addition, the die can give you energy, crystals, and summoning power, just not in as great of quantity as the regular dice. I was hoping this would be used at least a few times throughout the game, but with the pace things were going with just the two of us, we each only used it once. I think it might see more play if you’re competing with three other people to get the most prestige points. Plus there are still nine more Enchantment cards to play with, so I’m interested to see how they change the gameplay and strategies. The new cards that we got to see (probably about 5-7 of the new 21) were pretty great and seemed to integrate well with the base game. My favorite was the Argosian Tangleweed, which lets you turn off the ability of an opponent’s minion card. I was able to use that to prevent Amber’s Thieving Fairies from stealing points from me, until she Tangleweeded my Tangleweed, releasing the lock on her Fairies. Amber seemed to like Io’s Minion, which you can pass to an opponent to prevent them from earning crystals, but I was prepared to be able to sacrifice both of the ones she gave to me, so they didn’t hurt me for long. Altogether the new cards add some pretty cool abilities, and don’t seem to dilute the deck at all. This is a fun expansion that doesn’t add too much different to the game, so I think we’ll always be able to play with it.