RulesPal
Chat
Rulebook
Weird Alchemy thumbnail

Weird Alchemy

Weird Alchemy Rulebook

Table of Contents

Table of Contents

  • Setup
  • How to Play
  • Accident Cards
  • Game End
  • Scoring
  • Sets
  • Card Types

Setup

Remove the five accident cards (six with the expansion).

Shuffle the cards and then deal three to each player.

Shuffle four (five) accident cards into the deck, then place them facedown on the table with the last accident card on the bottom.

How to Play

On a player's turn they do the following in order.

  • May play a pass card from their hand.
  • Draw a new card for their hand.

Accident Cards

When an accident card is drawn it is placed face up in the discard pile and then resolved. All players place their hand of cards face up for all to see.

First any creature cards are taken and placed face up in front of each player separate from their hand of cards. These creatures are exposed and worth 2 points at the end of the game.

Then any Magic cards showing the purple fist or the red exclamation mark are played. These cards must be played unless there are no targets for them or they state otherwise. If played they are placed in the central discard pile; otherwise they return to a player's hand.

A Magic card showing the blue lightning icon is played whenever its owner wants during this phase on any purple fist or red exclamation Magic card that has been used, to cancel its effect.

Game End

When the last accident card is drawn and resolved the game ends.

Scoring

When the game ends the following is scored.

  • Each creature in an exposed pile is worth 2 points.
  • Every two cards left in a player's hand is worth 1 point.

The player with the least amount of points wins. In the case of a tie the player with the least amount of cards in hand wins the game. If still tied the win is shared.

Sets

Each of the creature cards, apart from the ferocious TROLLICORN, has a coloured shape at the left of its title.

The creatures come in three sets of three shapes and colours: a pink triangle, a yellow square and a red circle.

The Alchemist's Garden adds the following sets to the game: a green hexagon, a red diamond and a blue crescent.

A set of three of the same coloured creature in your exposed pile is ignored and worth 0 points at the end of the game.

Card Types

There are a number of different types of card in Weird Alchemy.

Pass cards allow you to pass cards to other players. When played you place the pass card in the discard pile and then give the number of cards shown to players in the directions shown. If a card allows you to pass two cards in any direction you may pass the two cards to different players.

The pass cards are shown with arrows: a blue arrow pointing left and a red arrow pointing right, each with the number 1 or 2; or a yellow arrow pointing up together with the blue left and red right arrows, with the number 1 or 2 (any direction).

Magic cards are activated when an accident card is drawn as explained in the main rules. They are shown with a blue lightning icon, a purple fist icon and a red exclamation mark icon.

Accident cards force players to own their failed creatures. They are shown with a yellow mushroom-cloud icon.

Creature cards are what you are trying to deny. They are shown with a green monster icon.