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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.
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Basic Rules:
Each player has 1 Master pawn and 1 Student pawn.
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.
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.
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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.
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)
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)
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