Addictive Alchemy
Addictive Alchemy Rulebook
Table of Contents
Table of Contents
Setup
Divide the potion cards into six 15-card decks using the Roman numeral at the bottom left of each card. The terms potion cards, cards, and potions can be used interchangeably. Select 6 side effect cards, so each possible color pairing is represented. The pairings are:
- Row 1: (Purple/Purple) (Green/Green) (Blue/Blue)
- Row 2: (Purple/Green) (Purple/Blue) (Green/Blue)
Place them in the center of the play area with the natural side up (shown by the butterfly icon in the upper right corner).
Use these side effects during your first few games: Chain Lightning, Flask of Life, Alchemist's Ice, Lightning in a Bottle, Mercurial Poisoning, and Philosopher's Apex. Other side effects are for advanced play, and may lengthen the game. Side effects may be played in sets, as shown by the set icon, or mixed and matched. Side effects are balanced best in sets.
Give each player 1 workbench card, and 1 turn order card. Each player shuffles their deck, draws 5 potions, discards 1 potion, and puts 1 potion in their scrap pile.
The player who had the most recent side effect from a drink goes first. If that is unclear/tied, decide in any manner you prefer.
Components
Addictive Alchemy comes with:
- 90 potion cards
- 30 side effect cards
- 6 scrap pile/turn order cards
- 6 tarot sized workbench cards
- 6 lock cards
- 6 2 player/solo cards
- 15 Grand Master Alchemist cards
- This manual
Potion Cards
A) Potion Name B) Effect C) Potion Color D) Player Number
Side Effect Cards
The side effect cards are double sided. The starting side is the natural side.
A) Natural side (shown by the butterfly icon). Dangerous side (shown by the skull icon). B) Name of the side effect C) Effects D) Matching side effect colors
Workbench
Shows where your potion card zones are located. Place it in front of you. The tiny blank sheets of paper show zones that have face down cards. Tiny sheets of paper with writing show zones with face up cards.
Turn Order / Scrap Pile
Shows a turn summary and the lose conditions. Your scrap pile is where your potions go when they leave play. Start with the side that says Game Start.
A) Order you follow each turn B) The lose conditions of the game C) Scrap pile zone
Turn Order
On your turn follow the turn order below. When your turn is over the player to your left takes their turn.
- Escalation damage (This starts happening only after a player is eliminated)
- Draw until you have 3 potions
- Activate your side effect
- Discard your system potions
- Play 1st potion
- Play 2nd potion
Escalation damage - For each player that has been eliminated, take 1 discard damage (see Damage.) If no players are eliminated, skip this step. The first time a player is eliminated, flip over your turn order card.
Draw until you have 3 potions - If you have fewer than 3 potions in your hand, draw potions from your deck until you have 3 potions. If you start your turn with 3 or more potions, then you do not draw any potions. If at any time you are asked to draw a potion, and you cannot, then you shuffle your discard pile, turn it into your deck, and then continuing drawing potions. If you need to draw a potion, and there are no potions in your discard pile or deck, then you are eliminated from the game. (see Addiction/Escalation)
Activate your side effect - If you have 2 potions in your system, you will activate a side effect by following the instructions on the side effect card whose two colors match the colors of your system potions. (see Playing Cards)
Discard your system potions - If you have any potions in your system, put them in your discard pile. Your discard pile should always be face up.
Play 1st potion - Select 1 potion from your hand, place it in your system area, and activate its effect. Potions and side effects have a special notation that will help you know how to use them. (See Playing Cards)
Play 2nd potion - Perform the action described above one more time. Do not put the 2nd potion in your system until all of the effects are resolved from the 1st potion.
Story Note: The side effect you have is the result of the two potions mixing in your stomach, or "your system." Sometimes this is a good side effect, the natural side of the side effect card; sometimes this is a bad side effect, the dangerous side of the side effect card.
Sample 1st Turn
Tinne has just been handed her deck of 15 potions. She shuffles the deck, and places it face down next to the deck icon on her workbench card. She then draws 5 potions. Tinne picks 1 potion from her hand and puts it in her discard pile, face up, and then picks a 2nd potion to put in her scrap pile, also face up. Each other player does the above at the same time. Now Tinne is ready to start her first turn. She has 3 potions in her hand: Lightning, Flash Fire, and Spirit Touch. She selects Flash Fire and plays it by putting it next the System 1st icon on her workbench, and then she selects a target. She picks Joachim to her left. Joachim is instructed by the card to take 1 deck damage. This means Joachim takes the top potion off of his deck and places it, face up, next to his Scrap Pile card. After Joachim has finished following the instructions on the potion, Tinne plays her second potion next to the System 2nd icon. This time she selects Lightning, and selects Jason to her right. Jason is instructed by Lightning to take 1 discard damage. This means he will pick any potion in his discard pile and place it in his scrap pile. At the end of her turn, Tinne has 1 potion left in her hand.
Note: If you reach step 1 of your turn, and have fewer than 3 potions in your hand you will draw until you have 3 potions. This is true even during your 1st turn.
Playing Cards
Potions and side effects follow a specific format for their special text. Special text will always contain at least one of the following keywords: You, Others, Foe, Previous Foe, Next Foe, All Foes, Any, and All.
When you activate a potion or side effect card the card is speaking to the players that are identified by those keywords. The player the card is speaking to makes all of the choices the effect of the card may offer. Check with the following chart to see who the card is speaking to:
| Keyword | Who the card is speaking to |
|---|---|
| You | The player who activated the potion follows the special text and makes all choices related to the special text. |
| Others | All players except the player who activated the potion follow the special text and make all choices related to the special text. In a team game this includes allies. |
| Foe | The player who activated the potion targets 1 foe to follow the special text. The text is speaking to the targeted foe, and they make all choices related to the special text. In a team game, your ally is not a foe. |
| Previous Foe | This is the same as Foe except it must be the foe to your right. |
| Next Foe | This is the same as Foe except it must be the foe to your left. |
| All Foes | Each foe follows the special text and makes choices related to their interaction with the effect. |
| Any | The player who activated the potion targets 1 player, which may include themselves, to decide who follows the special text and make related choices to it. |
| All | Each player follows the special text and makes choices related to their interaction with the effect. |
Note: Since some potions or side effects have more than one targeting keyword, the player following the text can change during the resolution of an effect. The person being affected never changes unless one of these keywords directs the change. For example: Lightning in a Bottle on the Natural side says "Foe: 1 deck damage You: Activate 1 potion in your hand." When this side effect is activated the activating player selects a foe to take the damage. Afterwards, the activating player performs the second portion of the side effect by selecting a card from their hand to activate. Additionally, Philosopher's Apex Dangerous side says "Foe: Flip 1 side effect. Discard your hand. Discard your deck." The same targeted foe must perform all of these actions.
Global Rules
The following are universal rules when resolving card effects:
- When there is a conflict between a rule in the manual and a rule on the card the rule on the card trumps the manual.
- When there is a conflict between one or more card effects the effect that has a negative statement trumps the effect with a positive statement. (e.g., "Not," and "cannot" trump "can," and "may.")
- If there is a conflict that cannot be resolved by the above rules, then the player whose turn it is may decide which ambiguous effect trumps the other ambiguous effect.
- Follow card text from top to bottom, and do not skip any steps.
- Each effect on a card must be resolved before starting a new effect.
- Finish playing a card before playing a new card. (Some cards will activate a new card, but they will never have you play a new card.)
- If an active card changes state (e.g., a side effect is flipped, or the active card changes zones), the effect still finishes resolving in the state it started being resolved in.
- If an effect asks a player to perform an action with a number, and the player cannot do it to the defined number, then the player does as much as possible. (e.g., if an effect asks a player to take 3 deck damage, and the player has only 2 potions in their deck both potions take damage. No new potions are put into the deck as a result of this.)
- If a player cannot perform an action described on a card, skip that step, and continue to follow the remaining directions of the card if possible.
- Anytime a player gains a new card through the "Heal" keyword, or other means the new card goes into that player's hand, unless the effect says otherwise.
- If an effect or rule says "may" then it is considered optional, and the player who the text is speaking to has the option to ignore that section of the effect.
- If an effect or rule does not say "may" then it is required, and the player who the text is speaking to must resolve the effect if possible.
- When you make a choice to a set of potions in a zone if the potions in that zone are face up you may select the potion of your choice. If the potions are face down you must select the first available potion. (e.g., when taking damage from the deck put the top potion of the deck in your scrap pile. When taking damage to your discard select the potion of your choice, and put it in your scrap pile.)
Player Zones
There are 5 player specific zones in Addictive Alchemy. Each player has their own zone of these types in front of them on the play area. Some effects reference cards in the following zones:
- Hand - The cards you hold in your physical hand and have access to when you play potions. This is internal information, and only visible to you. There is no maximum hand size.
- Deck - The stack of potions that gets placed on the table in front of you face down. This is private information, and you cannot look at these potions.
- Discard - Contains the potions that have been previously played or discarded. This pile is face up, and is public information.
- System - Contains the potions you've played previously or are in the current process of playing. These potions are face up, and are public information.
- Scrap Pile - Contains the cards that you've lost due to damage or other effects. Potions in this zone do not enter any of the other zones unless directed to by an outside effect. (e.g., Heal.) The scrap pile is face up, and is public information. New players should be careful to not confuse this with their discard.
Side Effects
Side effects are a zone shared by all players. Side effects are public information, and players can look at both sides, and should be careful to return them to their correct state after viewing them.
Common Effects
- Damage/Destroy - When a potion tells you to damage or destroy a potion it will name a zone. Remove the potions from the zone specified, and place them in your scrap pile. Unless the effect states otherwise potions are removed from the zone in the following ways:
- Hand/Discard/System - When you lose a potion in one of these zones select which potion in that zone goes to your Scrap Pile. This is because potions in these zones are public or internal information. You can see them, so you can choose.
- Deck - When you lose a potion from your deck select the top potion of the deck, and place it in your scrap pile. This is because potions in this zone are private information. You cannot see them, so you cannot pick.
Note: When you take damage it does not ask you to draw potions. This means if there are no potions in your deck, and you take deck damage, then no potions are damaged.
- Heal - Heal effects tell you which scrap pile you can take a potion from. Select a potion of your choice from one of the named scrap piles, and put it into your hand.
- Draw - Take the top potion off of your deck, and put it into your hand. If you cannot draw a potion, shuffle your discard pile, turn it into your deck. If you still cannot draw a potion you are eliminated.
- Flip/Flipped - Select an unlocked side effect card (see Lock/Locked), and flip it to its opposite side. In this way a side effect that is on the natural side will be put on its dangerous side, and a side effect that is on the dangerous side will then be put on the natural side.
Note: Cards that are on the natural side tend to help the player who is having the side effect, or hurt their foes. Cards on the dangerous side tend to hurt the player who is having the side effect, or help their foes.
- Lock/Locked - The lock effect only applies to side effect cards. Select a side effect that is not locked. Place a lock card next to it to show it is locked. Side effects that are locked cannot be flipped until they are unlocked (see Unlock/Unlocked). Players still resolve locked side effects. In the base 3-6 player game, there can never be more than 2 locked side effects.
- Unlock/Unlocked - The unlock effect only applies to side effects that are locked. Select a side effect that is locked. Move the lock card away from it to show it is unlocked. Side effects that are unlocked can be flipped. All side effects start unlocked. You cannot unlock a side effect that is already unlocked.
- Activate - When you are asked to activate a potion or side effect perform the effects on the card as described in the Playing Cards section of the rules. The act of activating an effect does not cause the potion to change its zone. (e.g., if you activate a potion in your hand it will stay in your hand. If you activate a potion in your system it will stay in your system. If you activate a potion in your discard it will stay in your discard.) Specific effects on a potion may break this rule, and cause the activated potion to change zones.
- Play - To play a potion select a potion from your hand and put it into your system. Activate that potion.
- Exchange/Switch - When an effect tells you to exchange or switch potions it will specify 2 or more possible targets. You will select 2 of those targets and have them trade places. This will not cause those potions to activate.
- Discard - To discard a potion, select a potion from your hand and put it in the discard pile. In some cases, an effect will ask you to discard potions from zones other than your hand. In those cases remove the specified potions from the named zone and place them in the discard pile.
Addiction/Escalation
At any time during the game, if you cannot do one of the following you are eliminated from the game:
- Draw a potion when an effect or the rules asks you to.
- Play a potion when an effect or the rules asks you to.
The first will happen if you do not have enough potions in your deck or discard pile. The second will happen if you decide to discard your hand as your first potion's effect. Don't do that.
When you are eliminated, take all of your remaining potions from all of your zones and put them in your scrap pile. All remaining players will take 1 additional discard damage at the start of their turn. (The damage happens before they draw any potions.) Once a second player is eliminated, then players will start to take 2 discard damage. Players continue to take increasing amounts of damage in this way for each player that has been eliminated.
Story Note: The escalation damage is when an alchemist has been drinking potions too long, and starts to become addicted.
Sample Second Turn
After all of the other players have taken their turn we come back to Tinne for her second turn. Tinne is new to the game, so she looks at her turn order card to remind herself of the steps she will take on her turn. She knows this is important because the timing of effects can be critical. Tinne skips step 0, because no players have been eliminated, and starts with step 1. Nothing on the other players' turns caused Tinne to draw or discard potions, so Tinne still has 1 potion in her hand. Tinne draws 2 more potions from the top of her deck. She now has Spirit Touch, Universal Base, and Unstable Catalyst in her hand. She then moves to step 2, and activates her side effect. She looks at her system and sees that both of the potions in her system are purple. She looks at the side effect cards in the center of the play area and notes the side effect with 2 purple icons is Chain Lightning. She also notes that it is on the natural side (butterfly icon side up). This means it will be helpful for her. The 1st effect on Chain Lightning reads "Foe: 1 hand damage." Tinne selects Joachim to take 1 hand damage. Joachim had played a potion on his turn that allowed him to draw extra potions. He has 3 potions in his hand, and selects the potion he feels will help the least and puts it face up in his scrap pile. The 2nd part of the Chain Lightning speaks to all of Tinne's foes. It reads "All Foes: 1 deck damage." Jason and Joachim both must take the top card off of their decks and put them in their personal scrap piles. Tinne then places both potions from her system into her discard pile, as instructed by step 3. Tinne is now ready to drink new potions and place them in her system just as she did on her 1st round.
Note: The most common zone that takes damage is the deck. The least common zone that takes damage is the discard pile.
6-Player Game / Team Play
The following are rule changes for the advanced 6 player game. It's not more complicated to learn, but it takes longer to play with new players. You should not have more than 2 new players in a 6 player game.
A 6 player game is played using team rules. Team play adds three rules to the game:
- Setup - Divide into 3 teams of 2 players each. If you are on team 1, then a person from team 2 will be sitting at your left, and a person from team 3 will be sitting at your right. This will cause your teammate to be furthest from you in turn order, in either direction.
- Targets - When you activate a side effect or potion your teammate is not affected by the Foe and All Foe effects. Your teammate is still affected by the All effects, and may be targeted by the Any effects. Your teammate is not affected by the You effects. (See Playing Cards.)
- Winning - Play till there is one team remaining. If you are eliminated you may still win if your partner wins.
Please go to www.newworldalchemy.com to find additional game modes, including the single player version of the game.
Kickstarter Edition
All of the wonderful backers helped unlock many side effects and new game modes. As a result, we are able to introduce a 2-player game.
2 Player Game
Story: One of the Grand Master Alchemists has returned to his lab. He has found his students are misbehaving. It's time for a lesson.
Setup:
- Players' Starting Decks: Remove Gaseous Cloud, Transmutation, and Viscous Volition. Add the three 2-player cards to each deck.
- Shuffle the Grand Master Alchemist's deck, and place it between the 2 players.
- Use any 6 legal side effect combinations you like.
- Each player shuffles their deck, draws 5 potions, takes 1 hand damage, and discards 1 potion.
Game play:
- The Grand Master Alchemist (GMA) goes after each player's turn.
- When it is not the GMA's turn the GMA is considered a foe.
- The GMA does not count as a player.
- If the GMA needs to make a choice, the player who will take their next turn makes the choice for the GMA.
- When the GMA is eliminated it does not count as a player being eliminated.
- Step zero (discard damage at the start of player turns after a player is eliminated) does not happen in a 2-player game.
- Players cannot win until the GMA is defeated. If a player loses before the GMA, then both players lose.
The Grand Master Alchemist does the following on their turn:
- Discards their hand.
- Draws 1 potion.
- Plays 1 potion.
- Discards the played potion.
Detailed Card Rules
There are no rules listed in this section that are not expressed in the core rules. This is a detailed accounting of card effects. There are no exceptions in this section.
Potion Cards
- Aether Wave - You: Exchange any 1 system potion with any other system potion.
- Select a potion in any players' system. This may include your own system. Select a different potion that belongs to any player, this may include the previously selected player, or a new one. Switch the positions of those potions. This may include the copy of Aether Wave that you are currently activating. The switched potions do not activate.
- Alchemist's Fire - Foe: 1 hand damage.
- Target foe puts 1 potion from their hand into their discard pile. If they do not have 1 potion in their hand, nothing happens.
- Beguiling Spirits - You: Activate 1 potion in your discard.
- Activate 1 potion in your discard, which may be another copy of Beguiling Spirits. Do not place the selected potion in your system.
- Blinding Cloud - You: Unlock all side effects. Lock 2 side effects.
- Unlock all side effects. The side effects you unlock must be locked. 2) Lock 2 side effects. The side effects you lock must be unlocked. You must lock exactly 2 side effects if possible.
- Drain Vitality - You: Steal 1 potion from the top of a foe's deck.
- Take the top potion from target foe's deck, and put it in your hand. You cannot see the potion before you select it. If you select a foe that does not have potions in their deck, nothing happens.
- Flash Fire - Foe: 1 deck damage.
Side Effects
- Aether Fuse - Dangerous - You: 2 deck damage. You: After drinking a purple potion, 1 discard damage.
- Put the top 2 potions from your deck into your scrap pile. If you do not have enough potions in your deck, put your entire deck in your scrap pile. 2) For the rest of your turn, any time you drink a purple potion, put 1 potion from your discard, of your choice, into your scrap pile. If you have no potions in your discard, nothing happens.
- Aether Fuse - Natural - All Foes: 1 hand damage. You: After drinking a blue potion, exchange 2 system potions.
- All foes put 1 potion from their hand, of their choice, into their scrap pile. If they have no potions in their hand, nothing happens. 2) For the rest of your turn, any time you drink a purple potion, select a potion in any players' system. This may include your own system. Select a different potion that belongs to any player, this may include the previously selected player, or a new one. Switch the positions of those potions. The switched potions do not activate.
- Aether Spike - Dangerous - All: Draw 1 potion. You: 1 hand damage.
- Each player, including you, draws 1 potion from the top of their deck. If they cannot draw a potion, they shuffle their discard, and turn it into their deck. They continue drawing until they have drawn enough potions. (If they still cannot do so they are eliminated.) 2) Put 1 potion from your hand, of your choice, into your scrap pile. If you have no potions in your hand, nothing happens.
- Aether Spike - Natural - Any: Draw 3 potions. Any: 1 hand damage.
- Target any player. This may include you. They draw 3 potions from the top of their deck. If they cannot draw 3 potions, they draw as many as they can, shuffle their discard, and turn it into their deck. They continue drawing until they have drawn enough potions. (If they still cannot do so they are eliminated.) 2) Target any player. This may include you. They put 1 potion from their hand, of their choice, into their scrap pile. If they have no potions in their hand, nothing happens.