Collective Seasons (Initial Thought)
Indietabletop has been working pretty closely with Vosven Games to get a little more insight on what their newest game Collective Seasons is all about. Collective Seasons will be launching its Kickstarter in July 2015, and I anticipate that this will receive positive feedback from its backers. Although we are still in the process of doing a full-fledged review for this game, I’ve been in contact with Vosven Games to understand where inspiration for Collective Seasons came from.
My initial response to Collective Seasons was a positive one–the art work is simple and straight forward. Each season is clearly distinguished by the next. The inspiration behind Collective Seasons was a game called Hanafuda and Koi Koi. Hanafuda is a Japanese flower card game, where you are essentially matching flowers of each month together. I actually paid a visit to play this game through (they have a virtual version online) and what I found most difficult was making that clear distinction between each flower that belonged to each individual month. I don’t own the physical copy of the game, so I won’t be able to comment on whether or not the game itself provides you with images of each month, but if they don’t I would definitely have a hard time trying to figure it out on my own. Koi Koi is a game that uses Hanafuda but incorporates different mechanics. The mechanics in Koi Koi require players to manage their resources while seeking opportunities collect higher points.
Upon watching a quick play through of Collective Seasons on the Vosven site, my initial thoughts to how the game would play through is very similar to Takenoko, where your ultimate goal is to collect the most points. Takenoko is part tile placement, part goal card oriented. If you’ve read my about me, you know that Takenoko is one of my favorite games to play–it’s strategic in that you need to pay attention to what other players are working on in terms of goals, and it’s easy to play once you understand the actions. In Takenoko, you are required to seek opportunities depending on tiles are placed, and you have to manage your resources (crops in this case) strategically. What I enjoy about Takenoko is that you could potentially fulfill all of your goals or none, depending on how tiles and crops are placed down. The mechanic behind Takenoko relies heavily on chance and opportunity, and it seems to me that Collective Seasons does so as well.
If you are a tabletop player that enjoys resource management and seizing opportunities to earn points, you should definitely check out Collective Seasons. Don’t forget, their kickstarter will be launching next month, July 2015. Get your pledges ready!