RulesPal
Chat
Rulebook
Black-Handed Henry's Potion Party thumbnail

Black-Handed Henry's Potion Party

Black-Handed Henry's Potion Party Rulebook

Table of Contents

Table of Contents

  • Ingredients
  • Setup
  • Playing Potion Party
    • 1. Roll
    • 2. Remove Darkness
    • 3. Collecting Ingredients
    • 4. Be Greedy (optional)
    • 5. Record Score
    • 6. Next Player
  • Winner
  • Special Rules
    • Alchemy
    • Super Dice
    • Sabotage
    • Skullduggery
    • Complex Ingredients
    • Running Out of Dice
  • Alchemist Cards
    • Skeleton "Lich"
    • Witch Exterminator
    • Kobold Pyrotechnician
    • Other Alchemists
  • Potion Recipes
    • Simple Potions
    • Complex Potions

Ingredients

Dice faces are shown here in words: a blue die, a red die, or a green die, with the number of stars or the icon on the face.

  • Sapphire Stardust is created by rolling matching results of a blue die showing 1 star, or a blue die showing 2 stars.
  • Ruby Stardust is created by rolling matching results of a red die showing 1 star, a red die showing 2 stars, or a red die showing 3 stars.
  • Emerald Stardust is created by rolling a green die showing 2 stars, a green die showing 3 stars, or a green die showing 4 stars. It does not require matching results, and can be used as Sapphire, Ruby, or Emerald Stardust.
  • Darkness is created by rolling a blue Darkness face or a red Darkness face (faces with no stars).
  • Alchemy is created by rolling a blue Alchemy face (a heart), a red Alchemy face (a potion), or a green Alchemy face (a heart and potion icon).

Setup

  1. Each player rolls two blue dice. In the case of a tie reroll the dice. The player who rolls the most stars is Player One. Remaining players take their turn clockwise around the table.
  2. Each player chooses one Alchemist card.
  3. The last player to choose an Alchemist chooses one Potion Recipe card.

Simple potions only require Sapphire and Ruby Stardust. Complex potions require additional complex ingredients. If this is your first game of Potion Party we recommend choosing a simple recipe.

All players are trying to create the chosen potion.

Playing Potion Party

Player One takes the first turn. Play then moves clockwise around the table.

1. Roll

Roll your dice pool of three blue dice and three red dice. This is your dice pool.

2. Remove Darkness

Remove all dice that rolled a red Darkness face or a blue Darkness face from the dice pool.

3. Collecting Ingredients

With the remaining dice the player attempts to score Stardust, create Super Dice, and save Alchemy dice.

Stardust is scored by forming groups of matching dice of the same result and color. A group must always be two or more dice. The player scores one Stardust per star in the group. When a group is formed, remove the dice from the dice pool.

Example:

  • Two red dice (as printed) = 4 Ruby Stardust.
  • Three blue dice (as printed) = 3 Sapphire Stardust.

Super Dice may be created by matching one red Alchemy die (potion) and one blue Alchemy die (heart). Remove the dice from the pool, and place one Emerald "Super" Die next to the Alchemist's card. Using Super Dice is detailed in Special Rules.

Alchemy results of a red Alchemy die (potion) and a blue Alchemy die (heart) that were not used to create Super Dice, may be saved to roll during the player's next turn. Remove the dice from the pool, and place them next to the Alchemist's card. Using Alchemy Dice is detailed in Special Rules.

4. Be Greedy (optional)

As long as at least one Stardust group was formed, a player may choose to continue rolling any remaining dice in the pool. Results are matched as normal. Additionally, any die that matches an existing group may be added to that group. If no matches can be made, the player's turn immediately ends and they lose all results rolled this turn.

5. Record Score

Once a player decides they are done rolling, add the number of each type of ingredient scored to the player's total.

6. Next Player

Play then moves to the player on the left, who begins at Step 1.

Winner

The first Alchemist to accumulate enough ingredients to complete the potion for Captain Henry wins. The remaining Alchemists walk the plank!

Special Rules

Alchemy

A player with saved Alchemy Dice from their previous turn must use each die in one of the following ways:

  1. Add the die to the dice pool before making the roll, and roll it with the dice pool.
  2. Attempt to match the saved blue Alchemy die (heart) or red Alchemy die (potion) with the results of the roll to form an Emerald "Super" Die.

All Alchemy Dice that a player saved in a previous turn must be used. Any unused Alchemy Dice are lost.

Super Dice

When a player creates Super Dice, the player may use each die in one of the following ways:

  1. Immediately roll the Super Die. Any stars rolled count as the player's choice of Sapphire, Ruby, or Emerald Stardust. No matching groups are required. Immediately add the result to the player's total score for the chosen type of Stardust. If a green Alchemy face is rolled, the player may save it as either a red Alchemy die (potion) or a blue Alchemy die (heart).
  2. Save the die for Sabotage. See below.

Sabotage

After a player decides to stop rolling, before they record their score, any player with Super Dice may attempt to Sabotage the player. When the sabotaging player rolls stars on the Super Die, they choose any color combination of Stardust up to the number of stars rolled. The player being Sabotaged subtracts this value from their score. Sabotage may not reduce a player's score below zero. Results of the green Alchemy face have no effect. After rolling Sabotage, the Super Die is removed.

Skullduggery

All Alchemists have a unique Skullduggery rule. Whenever a situation occurs that is affected by the Alchemist's Skullduggery use the rules on their card.

Note: the Skullduggery rules printed on the Alchemist cards in this source are for the Skeleton "Lich", the Witch Exterminator and the Kobold Pyrotechnician. The Nether Elf Arachnologist, Gnoll Medicine Man, Kodama Chemyst, Demon Matchmaker and Orc Cook cards in this printable sheet carry flavour text only, with no Skullduggery rule printed, so none is transcribed for them.

Complex Ingredients

All ingredients that are not Ruby or Sapphire Stardust are complex ingredients. Complex ingredients must be added to the potion after a player has scored all of the Ruby and Sapphire Stardust required by the potion. Complex ingredients do not require matching groups or colors to score. As soon as the result is rolled the Alchemist may score the ingredient, even if no Stardust was scored.

Running Out of Dice

The dice pool is required to remain at three blue dice and three red dice. Dice may never be saved if it would cause the pool to drop below this number. This may mean a player will not be able to save Alchemy or create Super Dice, because other players currently possess all extra dice.

Alchemist Cards

Each Alchemist card carries a Skullduggery rule. The Skullduggery rules printed on the cards in this source are as follows.

Skeleton "Lich"

Skullduggery: No Darkness but Ignorance. The Skeleton "Lich" may reroll half of his Darkness results instead of removing the dice from the pool on his first roll each turn. Any result of Darkness on the reroll is treated as normal and removed from the pool.

Witch Exterminator

Skullduggery: Hit it with Bleach. When rolling a Super Die, the Witch Exterminator counts an Alchemy result as both a Heart and a Potion, even during Sabotage.

Kobold Pyrotechnician

Skullduggery: Boom! Service. When the Kobold Pyrotechnician uses Sabotage, all other Alchemists lose one Stardust from their Ruby Stardust total. This can never reduce an Alchemist's Ruby Stardust to less than zero.

Other Alchemists

The Nether Elf Arachnologist, Gnoll Medicine Man, Kodama Chemyst, Demon Matchmaker and Orc Cook cards in this printable sheet carry flavour text only and no Skullduggery rule.

Potion Recipes

Each Potion Recipe card lists the ingredients the Alchemists must collect to complete the potion. Simple potions use only Ruby and Sapphire Stardust. Complex potions also require the complex ingredients shown.

Ingredient symbols on the cards: red star = Ruby Stardust, blue star = Sapphire Stardust, green star = Emerald Stardust, purple spiked disc = Darkness, orange flask = Alchemy (potion), red heart = Alchemy (heart).

Simple Potions

  • Fire Breath Potion (Simple): 14 Ruby Stardust, 7 Sapphire Stardust.
  • Ointment of Dull Nerves (Simple): 7 Ruby Stardust, 14 Sapphire Stardust.
  • Potion of Icy Armor (Simple): 10 Ruby Stardust, 11 Sapphire Stardust.
  • Potion of Speed (Simple): 11 Ruby Stardust, 10 Sapphire Stardust.

Complex Potions

  • Choking Mist Bomb (Complex): 15 Ruby Stardust, 14 Sapphire Stardust, 2 Alchemy (potion).
  • Potion of Invisibility (Complex): 14 Ruby Stardust, 13 Sapphire Stardust, 4 Darkness, 4 Emerald Stardust.
  • Potion of Invulnerability (Complex): 16 Ruby Stardust, 16 Sapphire Stardust, 6 Darkness, 4 Emerald Stardust.
  • Soul Jar (Complex): 15 Ruby Stardust, 16 Sapphire Stardust, 2 Alchemy (heart), 2 Alchemy (potion), 5 Darkness, 1 Emerald Stardust.

The potion tokens on the companion card sheet are generic "POTION" tokens, with no rule of their own.