You are on page 1of 2

(7-26-18) Created with blessing from Everdell

“The Seasons” designer James Wilson (greycloak). Pending


official endorsement as an official variant.

Everdell - 2 DECK VARIANT


Further play testing needed.
See on BGG Forum.

Greetings traveler,

If you’re looking for a NEW way to play Everdell, with increased game tension, increased chances of card
synergies, and a chance to build a stronger engine, then you'll love this “7 Wonders” inspired variant to
what is already a great game.

The main difference: It splits the large 128 card deck into two equal 64 card decks, each with their own
set of cards (the Everdell box insert already supports this split). In winter/spring you will find a strong
focus on production cards (green), with governance (blue) and destination (red) sprinkled in. Then in
Summer/Autumn the focus shifts to points, events, and end game scoring. The second deck focuses on
prosperity (purple) cards, traveler (tan) cards, and the remainder of your favorite combo cards and colors.

NOTE: The use of Rugwart, Extra Extra, or Legendary cards from Collectors Edition are not included in these instructions. Add per
your own gaming preferences. Lastly, if you continue to play this variant, sleeving cards with sticker dots on the Summer/Autumn
deck makes separating the decks easier.

Instructions
1. Divide the main deck into a Winter/Spring (64 card) and Summer/Autumn (64 card) decks.
• Farm • Mine • Ever Tree • Ruins • Postal Pigeon
• Husband • Miner Mole • Palace • Peddler • Chapel
• Wife • Inn • Queen • Crane • Shepherd
• General Store • Innkeeper • Castle • Architect • Theater
• Shopkeeper • Courthouse • King • Monestary • Bard
• Clock Tower • Judge • University • Monk • Woodcarver
• Historian • Resin Refinery • Doctor • Cemetery
• Twig Barge • Chip Sweep • Lookout (tower) • Undertaker
• Barge Toad • Fairgrounds • Wanderer • School
• Storehouse • Fool • Dungeon • Teacher
• Ranger • Post Office

PEARLBROOK: W/S: Messenger Bridge, Shipwright, Harbor, Ferry Ferret. S/A: Ferry, Pirate Ship, Pirate.
EXTRA! EXTRA!: W/S: Gazette, Scurbble Stadium, Carnival. S/A: Town Crier, Scurbble Champion, Juggler.

2. Have each player gain the following resources based on a dice roll (use include 8-sided die).

1) 3 wood 5) 1 wood. 2 berries.


2) 2 wood. 1 Resin 6) 1 wood. 1 stone.
3) 1 Wood. 2 resin. 7) Draw 1 card. 1 stone.
4) 2 wood. 1 berry 8) Draw 1 card. 2 wood.

Last Updated: 3-22-20 by Patrick Kerwin (pkerwin) 1


Everdell - “The Seasons”
2 DECK VARIANT

3. Begin with Winter/Spring deck under the Ever Tree, and hand out the standard amount of cards to
each player, following all normal 2-4 player set up rules.

4. Changing seasons: Each deck will last two seasons, and when the first person passes from spring to
summer, the following actions must be taken (before player takes their workers back and 2 cards from meadow)

I. Remove the Winter/Spring deck of cards and replace with the Summer/Autumn deck of cards (under Ever Tree).

II. Remove the 8 Winter/Spring meadow cards from the meadow and replace with 8 Summer/Autumn cards. (from
deck 2)

III. The player who triggered the season change now draws 3 cards from the NEW deck, then in turn order, gives 4
cards (face down) to the next player, 5 to next player, and 6 to the last player (in 3-4 player game).

Note 1: Players who add Summer/Autumn cards to their hand CAN keep cards from the original season, but must still discard
down to 8 cards. (hand limits apply - unless stated otherwise by player powers from Bellfaire expansion).

Note 2: Players still in Winter/Spring CANNOT play the new Summer/Autumn cards from the Meadow, OR pick up the Summer/
Autumn cards they just received until they pass into Summer. *These cards replace the “draw 2” action for summer.

Note 3: Players who have not passed into Summer CAN continue to play Winter/Spring cards still in their hands, and cards from
first season may stay in the discard pile.

Note 4: Players still in spring who draw cards from the deck or meadow as a result of a basic, forest, or card ability, add them to
the pile of cards they gained in the season shift. They may pick up the entire pile once they transition to summer.

All remaining card abilities and rules carry over from base game. Happy gaming and may your seasons be bountiful!

-Patrick

Design Notes:
1. INCREASED TENSION: Knowing the seasonal shift is coming and the meadow will be cleared, adds a noticeable amount of
tension to the game. Be prepared to alter your strategy due to increased levels of urgency to make certain decisions before the
timer expires and the season changes.

2. ENGINE BUILDING: With the decks split up this way, you will notice that by the end of Winter/Spring you have more
production cards in your city and thus a clearer sense of an engine being built.

3. CARD SYNERGIES AND THE FULL CITY: Because each season has a more focused deck to draw from, you will see an increased
use of card synergies, occupied tokens, and most players ending the game with a full city. Be prepared to hunt down removal
cards like Ruins, the Dungeon, and the University to strategically control the size of your booming village.

4. STARTING RESOURCES: With the pending clock of the season change, and the removal of cards from the Meadow, I found it
necessary to add starting resources to the game to speed up the effectiveness of Winter/Spring seasons. Also, finding a new
way to use the included 8-sided die just made sense.

5. EVENTS: Because the decks are split up, you will notice that events (basic and special) are rarely activated in the Winter/
Spring seasons. Which means Summer/Autumn becomes quite competitive for those spaces. Stay on your toes, beware the
friendly neighbor that is about to steal them from under you at the first glimpse of summer.

6. END GAME SCORING: Because of the increased engines, strategic focus, and event accumulation, don’t be surprised if your
average 40-50 points games become 70-80 points games!

Last Updated: 3-22-20 by Patrick Kerwin (pkerwin) 2

You might also like