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I’ve been digging into Four Seasons lately, and it’s one of those games that feels familiar from the first round yet reveals surprising depth as you keep playing. You and up to three pals draft season cards, each showing activities or resources tied to spring, summer, autumn, or winter. At first it looks like simple set collection—grab matching symbols to score points—but there’s a clever twist: every card you take shifts the balance of what’s valuable next turn, so you’re always trying to outthink each other without giving away too much.

What really sells it for me is how each season brings its own mini-challenge. Spring asks you to sow fields and pick up bonus tokens, summer rewards you for completing chains of related cards, autumn lets you trade in accessories for extra moves, and winter gives a chance to lock in big endgame points. By the time you hit that final winter round, you’re counting not just the cards in your tableau but also the leftover tokens and the little seasonal bonuses you tucked away along the way.

Four Seasons strikes a nice balance between easy-to-learn rules and the pleasure of constantly tweaking your tactics. There’s no harsh elimination or heavyweight rulebook—plenty of room for friendly banter as you debate whether to snatch that summer chain or grab a winter booster before someone else does. And because every game is only about 30 minutes, it’s perfect for sneaking in two or three plays in an evening without overstaying its welcome.

If you’re after a light-to-medium strategy title that fits snugly between family games and deeper Euro-style titles, Four Seasons has you covered. It feels like seasons themselves—we’ll joke around one minute, plan a critical card grab the next, and then laugh about how close the final scores turned out. For me, that mix of casual fun and tactical decisions keeps me coming back whenever I want a quick but engaging board game fix.