Alchemist Academy
Alchemist Academy Rulebook
Table of Contents
Table of Contents
Contents
Alchemist Academy – Lite Print and Play, as described in the Lite rules:
- 21 Spell Cards
- 60 Shop Cards
- 6 Report Card (score trackers)
- 1 Set of Rules
Building the Print and Play
To build your own Alchemist Academy – Lite Print and Play, follow these steps:
- Print out all cards and score sheets in this document. There should be 9 pages of cards and 2 pages of score trackers.
- Sleeve the component cards so that they are in one colour sleeve, and all the spells are in another. There is 60 component cards and 21 spell cards.
- Acquire a small marker to use on the score tracker for each player. Small coins should work perfectly for this.
- Separate and shuffle the 2 decks of cards. Remember to keep the two decks separate, once shuffled begin the set up phase.
- Have fun!
Players: 2 - 3 / Playing Time 15 - 30min.
About This Lite Version
Alchemist Academy – Lite is a print and play (PnP) demo version of our game currently on Kickstarter. Please note that as this is a demo version and the current full version is still in production a number of art works are still being produced, e.g. the report cards (score tracker) and some spells.
We have released this version so that you, our backers, can see the rules first hand and get a feel for the game and see how great it is for yourselves.
So what's the difference? Alchemist Academy – Lite is recommended for 2-3 players instead of the normal 2-6. This is to save you ink: instead of having to print 22 pages worth of cards you now only have to print 9. We have trimmed down the spell deck to consist of 16 of the 23+ powerful spell types available. This will still give you a nice variety of spells to cast at each other and will not cut down or limit the fun to be had.
This Lite version also does not include any of the summoning cards either, but does give some detail on them for when you do get the chance to use them in the full version.
Game Components
The Spell Deck consists of 16 different types of spells, which you will use to cast on your unexpecting classmates.
Spell cards and Summoning are made up of 4 key parts:
- The name of the spell.
- The point value you gain for successfully casting the spell.
- The details of the spell and what effect it has when cast.
- The types of components and the amount required to cast the spell.
The Shop Deck consists of 5 different component types and 1 special wild card type that can be used as a substitute for any other component card. Some of these components are harder to come by than others and are limited in the amount that can be found in the Shop Deck. As a guide, the components are broken down as such:
- Eye of Newt x15: Common
- Troll's Tooth x15: Common
- Dead Man's Blood x10: Uncommon
- Pixie Dust x10: Uncommon
- Dragon Scales x5: Rare
- All Spice x5: Special Wild Card
Game Play
The idea of this game is to cast spells either on other students as a hindrance to them or on yourself as a bonus. Successfully casting spells increases your grade. Cast as many spells as you can to bring your grade up to a pass (30pts). The first to do so wins.
To cast a spell you need the right components, which you collect from the Shop Deck. The more powerful the spell, the more components you will need to cast it, but you will gain more points for casting it. So it is up to you to decide: do you try to cast lots of smaller spells? Or do you save your components up and try to cast one of the more powerful spells in order to devastate the other students, whilst sending yourself to the head of the class!
The Set Up
There are 2 decks of cards, a Spell Deck and a Shop Deck. Shuffle both decks separately and place them both within reach of every student. Ensure there is enough space for each student to lay cards in front of themselves when casting and that there is room for a discard pile for both the Spell and Shop Decks. All students start with 3 Spell Cards and 5 Shop Cards. Unless altered by a spell effect, each student has a maximum hand limit of 8 cards, and no more than 3 of these can be spell cards.
Hand each student a Report card so they can keep track of their score.
Begin the first class. The youngest student goes first. A class is a round in which each student takes one turn.
The Turn Sequence
For each class there is a turn sequence which must be followed.
- Draw cards - you may choose to either draw 1 Spell Card or 2 Shop Cards to add to your hand of cards.
- Cast spell - if you have all of the components needed to cast a spell you can, if you wish to do so. (See the 'How to Cast' section for more details.)
- Adjust your grade - if you have successfully cast a spell or been affected in some way by a spell, adjust your score on the report card.
- Discard - if you have more than 8 cards in your hand you must discard down to 8, unless altered by a spell effect. You may also discard any cards you wish even if you are not over your hand limit.
- Next student's turn - play moves onto the next student. Once each student has had a turn that is the end of one class and the start of a new class.
How to Cast
If a student wishes to cast a spell, it must be their turn in the class to do so. Force Shield and Deflection are the exception to this rule, as they are what is known as counter spells.
The student must hold the spell in their hand along with all the required components shown on the Spell Card. See below for an example of an eligible hand needed to cast a spell.
(Example hand image in the source rules.)
The student announces that they are going to cast a spell and which student they are going to target with the spell. The student then reads the description of the spell aloud and places the Spell Card and the components needed to cast it down in front of them.
At this point, if the spell is being targeted at another student, then that student has the chance to cast a Counter Spell, if they hold one in their hand.
If the spell targets multiple students, each student must cast their own Counter Spell in order to avoid the effect of the spell being placed on them; otherwise they suffer the full effects of the spell.
A spell may be deflected towards any student, including the original spell caster. The caster will still gain points for successfully casting the spell, but they will also take any negative effects from the spell.
If multiple students were targeted by a spell and all cast Deflection at another student, whether it is the original spell caster or not, the result means that all Deflection Spells will gain points, the original caster will gain points for casting. However, the student targeted by multiple deflections will only take the effects of the spell once, not from every Deflection.
A Deflection spell can be daisy chained from one student to another, and all students in the chain will gain points if it is successfully deflected onto a student. However, if it is countered by a Force Shield at any stage, then no student in the chain, including the original caster, gains any points.
After all Counter Spells have been cast, if the original spell is still successfully cast on any one student, adjust your grade according to the point value on the Spell Card. Then move your Spell and Components to their corresponding discard piles. If the spell that was cast has the 'Remains in Play' description listed on the card, leave that card on the table in front of the student as a reminder that they are affected by that spell until it has been dismissed. Once dismissed you may move it to the discard pile.
Summoning Spells
While summoning spells are not included in Alchemist Academy – Lite, the section is retained here to give an understanding of them for when you play the full version.
Summoning spells work a little differently to normal spells in the following ways:
- Each student is randomly given a summoning spell at the start of the game. They may look at it but should keep it a secret until summoned, placing it face down on the table in front of them.
- A Summoning spell doesn't count towards hand size limit.
- You may cast a Summoning spell, as your normal spell action, after you have drawn your cards.
- The bonus from the Summoning spell may be used once per class.
- Once a creature is summoned it remains in play and cannot be dismissed by any student, including the student that summoned it.
- You only receive points for summoning a creature once, when you first summon it, not each time its ability is used.
How to Win
Once a student raises their grade up to 30pts they win. Unfortunately for the other students in your class, they will have to spend their holidays at summer school trying to catch up.
So make sure to remember the student's motto when you attend the Alchemist Academy: If you can't pass…CAST!
F.A.Q
Q. If I have had 'Paranoia' cast on me, is it possible to still cast a spell that requires Dead Man's Blood components, but use All Spice instead to cast the spell?
A. Yes. Paranoia stops you from holding Dead Man's Blood in your hand and you must discard it immediately. However, you can still cast a spell that requires Dead Man's Blood by substituting it with All Spice.
Q. If 2 people score over 30pts at the same time due to a spell being successfully cast but deflected at another student who wins?
A. The original caster of the spell wins, due to the fact that their spell was cast first and the deflection spell was a reaction to the original spell.
Q. If a spell is cast on multiple students, does it need to be successfully cast on all students for the caster to gain points?
A. No. As long as it is successfully cast on 1 student the caster will gain full points; however, the effect of the spell will only impact those students who were not able to cast a counter spell to block it.
Q. If a spell is cast on multiple students and more than 1 student wishes to deflect the spell back at another student, how is this worked out?
A. The student who is now targeted by the two deflection spells must now attempt to deflect or Force Shield both deflections separately, clearly announcing whose deflected spell they are dealing with each time. If the student cannot counter either spell, they take the effect from the spell once, each person gains points for the deflection, and the original caster gains points for a successful cast.
Q. But what if the student can Force Shield one of the deflections but not the other?
A. The student who is now targeted by the two deflection spells must clearly announce whose deflected spell they Force Shield; that student will receive no points for the deflection. As the other deflected spell was not stopped, the student takes the effect from that spell, and the person whose deflection was successful and the original caster gain their points.
Q. If I already have a 'Remains in Play' spell card cast on me and the same spell is cast on me again in a different class, do I take the effects from that second spell as well?
A. Yes. If you had 'Small Hands' cast on you by one student and then another student casts it on you in their turn, you will take the effect of both spells, giving you a -2 to your hand size.
Q. If I have no spells in my hand at the end of my turn, do I have to draw one in my next turn?
A. Yes. If you have cast or discarded your last spell you must draw a spell card in your next turn.
Q. If I cast Transmutation, which is worth 1pt, but I'm currently at -1pts for every spell I cast due to Weak Sauce, does that mean I get no points for the spell?
A. No, you still get 1pt. In Alchemist Academy you can never be modified to go below 1, whether it's points for a spell cast or cards you can hold in your hand. You can always hold at least 1 spell card and gain 1pt from casting a spell (Force Shield is the exception, as it states there is no points for casting it).
Spell Cards
The Lite deck contains 21 Spell Cards of 16 types. Each card shows its name, point value (top right), its effect text, its Counter Spell label where printed, and the component cost (bottom). Cost icons are rendered as words below.
Costs list the components required to cast the spell.
Deflection (2 pts)
Catching sight of another student invoking a spell on you, you quickly cast deflection sending the original spell that was aimed at you onto another student of your choice.
Counter Spell. Cost: 1 Dead Man's Blood. (3 cards)
Force Shield (0 pts)
Casting a Force Shield around yourself stops the effect of a spell being cast on you. Neither student gains any points.
Counter Spell. Cost: 1 Eye of Newt. (2 cards)
Dismissed (4 pts)
Casting this spell cancels any lingering effect from 1 spell. Once cast, remove 1 'Remains in play' card from any student.
Counter Spell. Cost: 2 Troll's Tooth, 1 Pixie Dust. (2 cards)
Transmutation (1 pt)
Transmutation allows the caster to turn the components used for this spell into 1 which they require. Once cast, take any 1 component of your choice out of the discard pile.
Cost: 1 Eye of Newt, 1 Troll's Tooth. (2 cards)
Doppelganger (6 pts)
Casting this spell you create a complete replica of yourself, enabling you to take a second turn. Draw again and cast another spell if you can.
Cost: 2 Dead Man's Blood, 1 Pixie Dust.
Weak Sauce (5 pts)
Once cast on another student this spell weakens their bond with the elements. From their next class they receive -1pts to the value of each spell.
Remains in Play. Cost: 2 Eye of Newt, 1 Troll's Tooth, 1 Dead Man's Blood.
Big Hands (5 pts)
Casting this spell on yourself, you can feel your hands rapidly become bigger, giving you a +1 to your hand limit.
Remains in Play. Cost: 1 Eye of Newt, 2 Pixie Dust.
The Third Eye (5 pts)
Once a student casts third eye they are able to predict the near future. Take the top 5 cards from the spell deck, select 1 to keep and reorder the rest as you wish before placing them back.
Cost: 2 Troll's Tooth, 1 Dragon Scales.
Silence (4 pts)
This spell will stop that goody two-shoes quiet. Once cast on another student, they cannot cast any spells for their next class.
Cost: 1 Troll's Tooth, 1 Dead Man's Blood.
Sleeping Beauty (4 pts)
This spell is one of the classics. Cast this spell on another student to cause them to sleep through their next class and miss their turn.
Cost: 1 Dead Man's Blood, 1 Pixie Dust.
Lost Marbles (6 pts)
Cast on another student will cause them memory loss; they cannot remember what components or spells they had. The student must discard all cards and redraw 1 spell and 2 component cards.
Cost: 1 Eye of Newt, 2 Pixie Dust, 1 Dragon Scales.
Paranoia (6 pts)
Casting this spell on another student makes them instantly paranoid. They can no longer hold any Dead Man's Blood component cards and must discard them immediately.
Remains in Play. Cost: 3 Dead Man's Blood.
Speedster (8 pts)
This spell makes you super-fast. As you are now just a blur to the other students you are able to collect 1 extra component card in each class as they cannot tell the difference.
Remains in Play. Cost: 2 Dead Man's Blood, 2 Pixie Dust.
Small Hands (5 pts)
When you cast this spell on another student their hands shrink so small that they now have a -1 to their card limit.
Remains in Play. Cost: 1 Troll's Tooth, 2 Dead Man's Blood.
Teacher's Pet (7 pts)
Casting this spell on yourself makes you the teachers favourite. From your next class you gain +1 pts to each spell you cast.
Remains in Play. Cost: 1 Troll's Tooth, 2 Dragon Scales.
Love Potion 99 (3 pts)
This basic love spell is easy to cast on the weak willed. Randomly take one component card from a student of your choice.
Cost: 2 Eye of Newt, 1 Troll's Tooth.
Component Cards
The Shop Deck contains 60 component cards in six types. Card text as printed:
Eye of Newt (Common, x15)
Eye of Newt is one of the most common ingredients used for spell casting; they can be easily found in most good shops.
Troll's Tooth (Common, x15)
Collecting these foul smelling objects is not a pleasant job, but it is not a difficult one either. Handfuls of rotted teeth can easily be found scattered across the floor of any trolls lair.
Dead Man's Blood (Uncommon, x10)
While sources for this component are not hard to find it's still rare to come by as the method for obtaining it is more gruesome than most can handle.
Pixie Dust (Uncommon, x10)
Pixie Dust collected from the secret pixie village hidden deep in the depths of the freindship forest. Very magical and hard to come by.
Dragon Scales (Rare, x5)
Dragon Scales are one of the hardest components to obtain, only the bravest of heart or foolish of mind even attempts to collect this rare item.
All Spice (Special Wild Card, x5)
This plant is infused with magic so powerful it can be used for any spell. (All spice may be used to replace any one component required when casting a spell).