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Synthesis: The Molecular Journey

Synthesis: The Molecular Journey Rulebook

Table of Contents

Table of Contents

  • Game Components
  • Setup
  • Principles of the Game
  • The Game
    • 1. Preparation
    • 2. Synthesis
  • Rules for Synthesis
  • Mutant Bonds
    • Mandatory Mutations
    • Optional Mutations
  • Molecule Creation
  • Molecular Volume Chains
  • Free Bonds
  • Active Molecules
  • Elemental Molecules
  • End of the Game and Determining the Winner
  • Scoring Example
  • Solo Modes
    • First Steps
    • Predictable Results
    • Unpredictable Consequences
  • Card Reference Guide
    • Molecular Pattern Cards
    • Molecular Chain Cards

Game Components

  • Active Element disc
  • Bond die
  • Mutation die
  • 8 markers (2 of each of the 4 colors)
  • 12 double-sided Synthesis boards (each shows: player name, turn track, board letter, molecular volume table, elemental molecule, starting molecule, formula, active molecule, calculated points)
  • 26 Project cards (for Solo mode)
  • 21 Goal cards in two types:
    • 10 Molecular Pattern cards, which award extra points for specific arrangements of molecules in formulas.
    • 11 Molecular Chain cards, which award extra points for specific placements of molecules in the molecular volume table of the Synthesis board.

Setup

  1. Each player takes a Synthesis board. Decide which side of the boards the players will use. All players must use the same side. For the first game, choose side A.
  2. Write the players' names in the empty boxes of the Active Elements disc. Only one name per box is allowed in a game of 1 to 4 players. In games with 5 or more players, up to two names can share a box.
  3. Each player takes the marker of the color next to their name on the Active Elements disc.
  4. (Skip this step in your first game.) Shuffle the Molecular Chain and Molecular Pattern decks separately. Place one random card from each deck face up on the table, returning the rest to the box.
  5. Place the Bond and Mutation dice within reach.

Principles of the Game

Before diving into the rules, here is a brief overview of the basics of synthesizing formulas and obtaining points.

  • When bonds form a closed hexagon, they create a molecule. The color of the last bond added determines the type of the molecule, while the number of bonds of the same color inside it represents its volume.
  • Created molecules are recorded in the molecular volume table. This table shows which types of molecules and volumes are present in your formula. When molecules of the same type are adjacent in the table, they form a molecular chain. The longer the molecular chain, the more research points it earns.

You also gain points if you:

  • Fill an entire row or column in the volume table (with any combination of color types).
  • Create elemental molecules.
  • Complete the goals of the Molecular Pattern and Molecular Chain cards (see the scoring example).

The player with the most points wins!

The Game

The game lasts 28 turns, each turn consisting of two phases: 1. Preparation, 2. Synthesis.

1. Preparation

  1. Rotate the outer part of the Active Element disc clockwise. (Skip this step on the first turn.)
  2. Color in the current turn number with that color.

Each player takes the marker of the color now aligned with their name.

2. Synthesis

  1. The player whose name is aligned with yellow rolls the two dice.
  2. All players must simultaneously add a new bond to their formula as follows:
    • a. Bond shape: The Bond die determines the shape of the new bond you must draw (but the Mutation die can modify this, see Mutant Bonds).
    • b. Bond color: The player's marker defines the type (color) with which you draw the bond.
  3. Once all players have completed their action(s) for the turn, the next turn begins.

Player actions: During the Synthesis part of a turn, each player must draw 1 bond as detailed above, but this can be modified by mutations. Drawing a bond can trigger an opportunity to immediately draw one or more additional bonds (see Active Molecules). In addition, any number of Free Bonds can be used by a player during a turn (see Free Bonds).

Rules for Synthesis

  1. Thin bonds (lines) must follow and reproduce exactly the lines on the formula of the synthesis board.
  2. Bonds can be rotated or mirrored.
  3. All parts of a Bond must be drawn (you cannot draw part of a bond).
  4. New bonds must connect to previously added bonds or to the starting molecule (marked "S").
  5. Bonds cannot extend beyond the limits of the formula.
  6. Bonds cannot be drawn over existing bonds, including the thin black lines printed on the board. Note: Some mutations allow this to be changed.

Example: At the start of the game, Denis has the red marker. He must connect his first bond to the starting molecule. The Mutation die forces him to draw a second, identical bond. He can connect it to the previous bond or to the starting molecule. Denis chooses the latter. On his next turn, Denis gets the blue marker. He connects a new bond to the starting molecule. This time, he decides not to remove thin lines from the bond (since this mutation is optional).

Mutant Bonds

The Mutation die modifies the rules for drawing bonds during the current turn.

No splitting bonds: you can never use a mutation to split the bond you draw into separate, disconnected parts.

Mandatory Mutations

If rolled, all players must apply the following mutation modifiers:

  • Players must draw the rolled bond twice. The second bond is drawn independently of the first and does not need to connect to it (but may). You must always follow the legal drawing rules for both bonds (each must be connected to the starting bond or to an existing bond).
  • Players must add an extra line to the drawn bond. Unlike the modifier above, this extra bond line must connect directly to the drawn bond.
  • Players must remove a line from the drawn bond (no splitting of the bond allowed).

Optional Mutations

Players can apply the modifiers below if they wish:

  • Players may omit to connect the drawn bond to the bonds already drawn or to the starting molecule.
  • Players may remove any number of thin lines from the drawn bond, but they must draw at least one line (no splitting of the bond allowed). The bond - after removing its lines - must still be directly connected to the starting bond or to an existing bond.
  • Players may move any line inside the drawn bond. That is, remove 1 line from the bond, then add that line again to the bond, directly connected to any line of the bond (no splitting of the bond allowed).

Example without splitting: You cannot use the removal mutation to remove the dotted line from your mandatory bond (it would split it).

Molecule Creation

If adding a new bond to your formula results in a closed hexagon, you have created a new molecule. The color of the last bond added determines the type of the molecule, and its volume. The volume is the number of bonds of the molecule that match its type. When creating a molecule, proceed as follows:

  1. Determine the volume of the molecule by counting the number of edges of the hexagon that match the color of your current marker (used for the last bond).
  2. Write this number inside the new molecule.
  3. In the Molecular Volume table, find the column corresponding to the volume and color the lowest available cell of that column with the same marker used for the last bond.

In summary: Use the marker you are currently holding to write a number inside each hexagon you have just closed, equal to the number of edges of that hexagon that match the color you are holding!

Example: On his third turn, Denis gets the green marker and creates two green molecules. One has a volume of 2, and the other of 3. Denis fills the bottom cells in the second and third columns of the molecular volume table with his green marker.

Example: Denis has created a green molecule with a volume of 4. He colored the lowest available cell in the 4th column of the volume table green.

Molecular Volume Chains

At any time - but usually done at the end of the game - you can create molecular volume chains.

Note: Waiting for the end of the game to create chains can be important to meet the conditions of Molecular Chain cards or Solo Project cards, and to create chains not exceeding 7 molecules.

If orthogonally adjacent cells of the table (horizontally or vertically, not diagonally) are of matching colors, you can link them in a molecular volume chain. The longer the chain, up to 7, the more points it earns.

  • These chains cannot branch (i.e. create a "T").
  • You cannot connect diagonally.
  • You must fill the lowest cell, so a cell colored out of order is illegal.

The points for chains are shown on the player reference sheet. A chain of more than 7 molecules does not earn additional points (i.e. a chain of 9 only earns 28 points). However, you can score several separate chains of the same color or of different colors.

Free Bonds

When you complete a row or a column in the molecular volume table, you receive a free bond consisting of one line of any color. To remember it, circle the corresponding bond symbol and cross it out once the bond is drawn (at any time during the game with any marker). Each completed row or column also earns 5 points at the end of the game. You can wait to draw any number of these Free Bonds until the end of the game (immediately before final scoring).

Active Molecules

Some hexagons on the synthesis boards contain additional bond symbols. These are active molecules. Do not confuse active molecules with elemental molecules, which contain shapes, explained below.

When you completely surround a molecule showing a bond image, you can immediately add a new bond to the formula. This bond is drawn with the same marker as the bond just added to the molecule. The shape of the bond depends on the active molecule. You can choose not to add this new bond to the formula, but you cannot add it later.

Important! The bonds of active molecules are not affected by mutations. Ignore the Mutation Die when adding such bonds to the formula.

The bond drawn must match exactly the shape of the bond shown in the hexagon. The shape of the bond you draw must match the shape of the bond that completed the active molecule (but ignore any Mutation modification of that bond). If you create this active molecule with a free bond, you can draw another free bond.

Example: Denis has the green marker. He surrounds the "x2" icon, so he adds another copy of the bond shape shown on the Bond die - without the mutation modification.

Elemental Molecules

If you surround a hexagon showing a shape icon - and the hexagon is surrounded by bond lines of the same color - choose one option:

  • a. Ignore the shape icon (treat the molecule normally as if it had no icon inside).
  • OR b. Shade the molecule using the color of its surrounding bonds, and color the leftmost empty box under the corresponding shape with that same color.

NOTE: If you surround a hexagon showing a shape icon - and the hexagon is surrounded by bonds of different colors (2 or more) - you have no choice: ignore the shape icon (treat the molecule normally as if it had no icon inside).

Example: Denis receives a yellow marker and creates a molecule containing a shape. Since all the bonds in the molecule are yellow, he can create an elemental molecule. Denis does so by coloring the hexagon yellow, then shading the left cell under this elemental molecule in the score formula.

Each elemental molecule has 2 corresponding boxes - a pair. If you shade both boxes, you gain a free bond consisting of one line of any color. Circle it on your board once earned, and cross it out when used (at any time during the game with any marker). If only one molecule of a pair is created, you earn 6 points; if both are created, you earn 16 points.

End of the Game and Determining the Winner

The game ends after 28 turns. Before the final calculation of research points, players may:

  1. Add any unused free bond to their formula. If this creates new molecules, record them on the board according to standard rules.
  2. Connect molecular volume chains in the molecular volume table as desired. See Molecular Volume Chains for the rules.

After that, players calculate their points by completing the score formula at the bottom of their board. In the score formula, take into account:

  • Elemental molecules: If only one molecule of a pair is created, the player earns 6 points; if both are created, they earn 16 points.
  • Molecular chains: Sum the points for all molecular chains in the molecular volume table using the reference table. A chain of more than 7 pads scores 28 points. Several chains of the same color can be counted.
  • Fully completed rows and columns in the molecular volume table: Each completed row or column earns 5 points.
  • Molecular Chain and Molecular Pattern cards: The maximum point value of each card is shown in its red hexagon.

The player with the most points wins. In case of a tie, the player with the longest molecular chain wins. If there is still a tie, the player who created the most elemental molecules wins. If there is still a tie, the players share the victory.

Scoring Example

  1. Elemental molecules. At the end of the game, the Synthesis board is filled as illustrated. The player created two elemental molecules in hexagons with shapes 1 and 2, scoring 16 points for this pair. They also created an elemental molecule in hexagons with shapes 3 and 4, scoring 6 points each. In two hexagons with shapes 5 and 6, the player created regular molecules, which do not count as elemental molecules. Total elemental molecule points: 28 points.

  2. Molecular chains. The player created the following chains. They score:

    • 28 points for a chain of seven green molecules.
    • 6 points for a chain of three red molecules.
    • 3 points for a chain of two yellow molecules.
    • 3 points for a chain of two yellow molecules.
    • 28 points for a chain of seven blue molecules (the maximum length is 7).
    • 6 points for a chain of three blue molecules, which cannot connect to the previous chain because chains cannot "branch".
    • 3 additional points for another chain of two yellow molecules. The player chose not to connect these chains, because they earn more points on a Molecular Chain card (see below).

    Total molecular chain points: 77 points.

  3. Fully completed rows and columns in the volume table. The player completed three columns and three rows, totaling 30 points.

  4. Molecular Chain card. (Maximum allowed by this card is shown on the card.) The player met the specified chain conditions three times: twice horizontally with chains of different colors, and once vertically with yellow chains. To meet the conditions of the card, the yellow chain had to remain separate.

Solo Modes

When you first encountered these new elements, you knew nothing about them. However, through experiments, you began to discover and understand some of their properties.

First Steps

You have limited knowledge of the properties of the new elements and cannot predict their characteristics, but sometimes the compounds you create have useful qualities.

Set up the game as usual. However, before drawing the Molecular Chain and Molecular Pattern cards, choose your difficulty level: easy, medium or hard. Then, place one card from each deck on the table. Your goal is to reach the minimum score threshold on each goal card.

Example: You chose the medium difficulty level. To win, you must score 15 points for the blue card and 10 points for the orange card. If you manage to do this in 28 rounds, calculate your final score using the standard rules.

The threshold is displayed in the lower left corner of the card. Depending on the chosen difficulty, it will be the green area (easy), yellow (medium) or red (hard).

After playing the 28 rounds, if you reach the minimum threshold, record your result. Try to do better next time or increase the difficulty. If you do not reach the threshold, you lose. Try again or choose an easier difficulty.

Predictable Results

It seems you have discovered patterns in the properties of the elements, allowing you to synthesize compounds with specific characteristics. Prepare the game as usual, but instead of drawing Molecular Chain and Molecular Pattern cards, take a solo Project card. Choose a Project card of your preferred difficulty level or draw one at random. The difficulty is determined by the number of shaded hexagons: if all 3 are shaded, the difficulty is considered high; if only 1 hexagon is shaded, the difficulty is considered "easier". (An example of a "moderate" difficulty is shown.)

Your goals are:

  • Reconstitute the molecular chains specified on the project card.
  • Create as many elemental molecules as indicated at the bottom of the card (the type of elemental molecule does not matter).

After playing 28 turns, if you reach the goals, note your score. Try to beat your score next time or select a higher difficulty level! If you fail to reach the goals, you lose. Try again or select a lower difficulty.

Unpredictable Consequences

Just when you think you understand the elements completely, experiments reveal otherwise. Although the compounds meet the necessary properties, unexpected side effects complicate their application, which you must investigate. Prepare the game as usual. However, before drawing the Molecular Chain and Molecular Pattern cards, choose or draw a Project card. Then, take two random cards from each goal deck. From each pair, choose one card and put the others back in the box. You will have a set consisting of one Project card, one Molecular Pattern card and one Molecular Chain card, which you must all complete.

The difficulty of the Project card determines the difficulty of the goal cards. For example, if your Project card is difficulty level 2, you must:

  • Reconstitute the molecular chains specified on the Project card.
  • Create two elemental molecules.
  • Meet the score requirements in the yellow area of each goal card.

After playing the 28 rounds, if you complete the goals, record your score. Try to improve it next time or choose a more difficult project. If you fail to complete the goals, you lose. Try again or choose a lower difficulty.

Card Reference Guide

Molecular Pattern Cards

  • The player earns 3 points for each molecule in the longest chain of molecules of the same type (color), where the volume (number) increases sequentially by 1. A chain is a sequence of adjacent molecules in the formula, each having at least one bond line in common with the next in the chain. Example: the player earns 9 points for a chain of 3 blue molecules with volumes of 4, 5 and 6.
  • The player selects a group of molecules of the specified shape in their formula. They earn 4 points for each molecule having the same volume (number) but a different type (color) within that group. Example: the player earns 12 points for 3 molecules of different colors with a volume of 4.
  • The player earns 3 points for each molecule having the most frequent volume (number) next to the starting molecule. The molecule type (color) does not matter. Example: the player earns 12 points for 4 molecules with a volume of 2.
  • The player earns 3 points for each molecule with a unique volume (number) next to the starting molecule. The molecule type (color) does not matter.
  • The player earns 3 points for each molecule of a chosen type (color) near any elemental molecule. An elemental molecule may be created, remain uncreated, or be created as a regular molecule.
  • The player earns 3 points for each molecule in the longest chain, where the volume (number) increases sequentially by 1. The molecule type (color) does not matter. A chain is a series of adjacent molecules in the formula, each having at least one bond line shared with another molecule in the chain. Example: the player earns 12 points for a chain of molecules with volumes of 2, 3, 4 and 5.
  • The player selects a group of molecules of the specified shape in their formula. They earn 4 points for each molecule having the same volume (number) and the same type (color) in this group. Example: the player earns 12 points for three blue molecules with a volume of 5.
  • The player earns 3 points for each molecule of the chosen type (color) adjacent to the starting molecule.
  • The player earns 3 points for each molecule with the most frequent volume (number) next to a chosen hexagon showing a shape. The molecule type (color) does not matter. An elemental molecule may be created, remain uncreated or be created as a regular molecule in the chosen hexagon. Example: the player earns 6 points for 2 molecules with a volume of 4.
  • The player earns 3 points for each molecule with a unique volume (number) next to a chosen hexagon showing a shape. The molecule type (color) does not matter. An elemental molecule may be created, remain uncreated or be created as a regular molecule in the chosen hexagon.

Molecular Chain Cards

  • The specified shape can be part of a longer chain.
  • The color of the lines and the orientation of the shape do not matter.
  • Dotted lines indicate possible, but not mandatory, connections.
  • Solid thin lines indicate mandatory connections of any color. The absence of a line indicates that a connection must not exist.
  • Eligible molecules must be of the same color.
  • The player must choose a single color.
  • These molecules cannot be part of other chains.
  • The order of molecules of different colors in a row or column does not matter.
  • Molecular Pattern card. (Maximum allowed by this card is shown on the card.) The Molecular Pattern card awards 3 points per molecule of a chosen color around any hexagon with a shape. The player chose green molecules around a hexagon with a shape. Five of these molecules were counted, earning 15 points.

  • Total score.