You are on page 1of 2

--------------------

Setup:
To setup a game of Alchemists, set out the starting Track by putting the two Primer
cards together.
Put the Master pawns on the left card of the starting track in a random order.
Put the Student pawns on the right card of the starting track, reversing the Master
order.

Look through the remaining Day cards and set aside the Council card; shuffle the
rest.
Add cards equal to the number of players from the Day deck to the right of the
track.
Put the Council card on the bottom of the Day deck.

Shuffle the Research deck and deal each player two cards from it.
Sort the Flask cards by element and give each player 1 Earth and 1 Water.
Sort the Gold cards by value.

Piece Limits:
Gold is not limited; if the Gold runs out, track any excess Gold on paper.
Flasks are limited per player; a player can not have more than 5 flasks of the same
element.
Research cards are unlimited; if the deck runs out, reshuffle the discard pile.
--------------------
Basic Rules:
Each player has 1 Master pawn and 1 Student pawn.

Each turn, the left-most pawn activates.


When a pawn activates, its player completes the action on its space.
Spaces on the Primer card have no effect.
After completing the action, the player places the pawn on an empty space.
The pawn must be placed right of its prior location.

If there are no pawns on the left-most card, discard it.


When you discard a track card, add a new Day card to the right of the track.

Playing a Card:
When a player plays a card, they must choose if that card is a Project or a Method.

Methods are free, but can only be played if the pawn used is a Master pawn.
Methods grant the listed special ability.
A player can have up to three methods at once.
If a player gains a fourth, they must discard one.

Playing a Project requires spending Flasks matching the elements shown on the card.
Discard all spent Flasks, returning them to the supply.
Projects grant Gold during the Council and Final Council.

Bumping:
To Bump a pawn, put the bumping pawn on the bumped pawn's space.
Then, return the bumped pawn to its player.
They place it on any empty space after the current placement ends.
The space chosen must be to the right of the left-most pawn.

Scoring and Ending the Game:


When the Council card comes out of the deck for the first time, there is a Council
round.
Each player gains a research grant of 1 Gold for each Project they have played.
Then, discard the Council card and shuffle all discarded Day cards (including the
Council card) to form a new deck.
Remember to deal a new Day card to replace the discarded one.

When the Council card comes out of the deck again, place it at the end of the
track.
When the Time marker moves off the right edge of the Council card, the Final
Council starts and the game ends.
Each player gains a research grant of 2 Gold for each Project they have played.
The player with the most Gold wins; if tied, the player who played the most
Projects wins.
--------------------
Actions:
There are 7 different actions in Alchemists. They are as follows:
Gain Gold: Gain 1 Gold from the supply; Master pawns only.
Gain Card: Draw 2 cards from the Research Deck and discard 1.
Play Card: Play 1 card from your hand as either a Project or a Method.
Gain Earth: Gain 2 Earth from the supply.
Gain Water: Gain 2 Water from the supply.
Gain Fire: Gain 1 Fire from the supply.
Gain Air: Gain 1 Air from the supply.

Research Cards (three copies each of 13 types):


AAFE (When placing your Master pawn, you can pay 1 Air to Bump a Student pawn)
AAEW (At the Final Council, Air Projects give you 1 extra Gold)
AAFW (Whenever your Master gains Air, gain 1 more Air)

FFAE (When placing your Master pawn, you can pay 1 Fire to Bump a Student pawn)
FFEW (At the Final Council, Fire Projects give you 1 extra Gold)
FFAW (Whenever your Master gains Fire, gain 1 more Fire)

EEAF (After your Master plays a Project, gain 1 Earth)


EEWA (When your Master gains Research, you may pay 1 Earth to draw 1 more card)
EEWF (Whenever your Master gains Earth, gain 1 more Earth)

WWEF (When your Master gains Research, you may pay 1 Water to draw 1 more card)
WWEA (Whenever your Master gains Water, gain 1 more Water)
WWAF (After your Master plays a Project, gain 1 Water)

FWEA (At the Final Council, every 3 flasks give you 1 extra Gold)
--------------------

You might also like