煉金術士
在《煉金術士》中,二至四名初出茅廬的煉金術士將展開競爭,試圖揭開這門神祕藝術的奧秘。得分的方式有很多種,但最主要的分數來源是發表理論——準確來說,是正確的理論——而這正是問題所在。
遊戲共進行六回合。
每回合開始時,玩家選擇自己的行動順序。選擇較後行動的玩家會獲得更多獎勵。玩家透過在不同行動格上放置方塊來宣告所有行動,隨後每個行動格依序結算。玩家透過混合原料並使用智慧型手機應用程式測試結果來獲取知識,該應用程式會為每局新遊戲隨機化煉金規則。如果鍊金術士們渴望更特別的東西,他們總是可以購買魔法神器來獲得額外助力。遊戲中共有9件神器(每局遊戲不同),它們非常強大,但價格昂貴。但當學術榮譽受到威脅時,金錢便無足輕重!擁有這些神器也必將為你贏得一些聲望。玩家也可以向冒險者出售品質可疑的藥水來賺錢,但金錢只是達到目的的手段。畢竟,煉金術士們並不追求財富。他們想要的是尊重,而尊重通常來自於發表理論。
遊戲過程中,玩家的聲望會上下波動。六個回合和最終展覽結束後,聲望會轉化為分數。神器和證書也會提供分數。隨後,煉金的秘密將被揭露,玩家將根據其理論的正確與否來得分或扣分。遊戲結束時總分最高的玩家獲勝。
但這些奇特的原料究竟隱藏著什麼樣的秘密?現在是時候一探究竟了。將它們混合成藥水並飲用以判斷其效果——或者穩妥起見,在一位樂於助人的學徒身上測試這些藥水!將藥水賣給雲遊的冒險者以賺取財富,再將財富投入強大的神器中。隨著你的知識增長,你的聲望也將隨之提升,因為你將自己的理論公諸於世。知識、財富與名望,皆可在煉金術士那幽深莫測的大釜中尋得。
玩家人數: 2 - 4
遊戲歷時: 59 mn
複雜度 4 / 5
在線上玩 煉金術士 以及 1272 款其他遊戲。
無需下載──直接用你的網路瀏覽器玩。
與你的朋友以及全世界成千上萬的玩家們。
免費。
在線上玩 煉金術士 以及 1272 款其他遊戲。
無需下載──直接用你的網路瀏覽器玩。
與你的朋友以及全世界成千上萬的玩家們。
免費。
規則摘要
Overviews
Overview of Favour Cards
Assistant (4x): Play when you declare actions. For this round, you have 1 extra action cube.
Associate (3x): Play when you declare actions. Choose one action space. On that space, your cubes go in the top row.
Barmaid (2x): Play when it is your turn to sell a potion. If you mix an exact match, you gain 1 point of reputation. If not, count the potion as one level better than it is.
Custodian (3x): Play when you declare actions. Place one cube on this card. For this round, that cube is a special Drink Potion action that you may use before the Sell Potions action space.
Herbalist (4x): Play immediately. Draw 3 ingredients. Then discard 2 ingredients.
Merchant (2x): Play when it is your turn to sell a potion. If you sell first, gain 1 gold piece. If not, you may sell any of the three potions, as though you were first.
Publisher (2x, promo card): Play instead of your Debunk Theory action. On one theory, exchange your seal with one of your unused seals. If yours is the only seal, you may (instead or in addition) exchange the alchemical with an unused alchemical.
Sage (2x): Play when you transmute an ingredient. Gain 1 extra gold piece during transmutation.
Shopkeeper (2x): Play when you buy an artifact. The selected artifact costs you one gold piece less.
Scoring Overview
You gain VP for:
- Reputation points (1:1)
- Artifacts
- Grants (1 or 2 VP)
- Gold coins and favour cards (favour cards are converted into 2 gold, for every 3 gold you then gain 1 VP)
- Gold- and silver-starred seals on correct theories (5 and 3 VP respectively)
- Any seal not properly hedged on a wrong theory (-4 VP)
Apprentice and Master Variant
1. Apprentices gain one more ingredient at the beginning (A 3 ingredients vs. M 2 ingredients)
2. Apprentices have lower conference thresholds (1st conference A: 1 theory → +1 rep, 0 theories → -1 rep, M: 2 theories → +1 rep, 1 theory → -1 rep, 0 theories → -2 rep, 2nd conference A: 2 theories → +1 rep, 1 theory → -1 rep, 0 theories → -2 rep, M: 3 theories → +1 rep, 2 theories → -1 rep, 1 theory → -2 rep, 0 theories → -3 rep)
3. Debunking works differently (see below)
Rules
In this worker placement deduction game you need to discover the properties of eight ingredients and which potions you can concoct by mixing them. And if you can't, you must at least act like you do, because in this hard science game it's all about your reputation as a genius scientist.
Deduction
There is a system to this madness though, because each ingredient corresponds to a certain alchemical. Each alchemical has a red, a green and a blue aspect and these aspects can be positive or negative (sign) and large or small (size). Mixing two alchemicals, you create the potion associated with the unique aspect in which they share the same sign but different size (e.g. the red large +, blue small -, green small + alchemical mixed with the red small +, blue small -, green big - alchemical yields a red + potion).
Each alchemical also has an opposite, with which it creates a neutral potion. The neutralising alchemicals are listed as pairs on your deduction board (lower right on your screen).
As you discover which pairs of ingredients result in which potion, you can exclude ever more possibilities on your deduction board to determine which ingredient corresponds to which alchemical. You need this in order to sell better potions to adventurers and publish good science in academic journals.
Round Overview
The game goes for six rounds. In each round, each player, starting with that round's starting player, places their flask on an order space and immediately receives the bonus (favour cards and/or ingredients) or has to pay 1 coin for the uppermost space.
Then players declare which actions they will take this round by placing their action cubes at the various actions. In round 1, you have 3 action cubes available. Subsequently, you have 6/5/4 cubes with 2/3/4 players. The players declare in the order bottom to top of the order track.
Now, all the different action spaces are handled clockwise, starting with the bottom right (gather ingredients). For each action, the cubes get their turn one column at a time and from top to bottom in each column. You can always choose not to use the action with your cube(s) and place it/them in the unused cube box instead.
At the end of each round, the player with the most seals on the theory board receives 1 reputation. All cubes in the unused cube box are returned and you gain a favour card for every two you had there. All cubes from the hospital are now placed in the unused cube box for next round. A new adventurer is placed on the sell potion space that you can now sell potions to. Starting player moves down one player.
At the ends of rounds 3 and 5 there is a conference. Players with a sufficient number of seals on the theory board gain 1 reputation, others lose 1 or more (cf. Apprentice and Master variant). Subsequently, new artifacts are placed in the market, replacing any remaining old ones.
At the end of round 6, the game ends with round 6's special action, the exhibition.
Actions
Gather ingredients
Take an ingredient from the market or the topmost card from the pile.
Transmute ingredient
Turn one ingredient into one gold piece.
Sell potion
(only from round 2) Sell a potion to an adventurer. You must give a quality guarantee (4 coins: exact potion requested, 3 coins: sign correct but colour may be wrong, 2 coins: may be correct sign or neutral, 1 coin: any potion). You brew the potion with 2 ingredients from your hand and are given information as to its quality level (but not necessarily which exact potion it is). If you have matched or outperformed the guarantee, you get paid as many coins as your guarantee specified. If your potion was neutral or of the wrong sign, you always lose 1 rep. Prior to the sell potion action, you can offer a refund to get higher in player order for this action.
Buy artifact
Buy one of the artifacts on the board, paying its cost in coins (upper left of card). These give special abilities and/or VP at the end (upper right of card).
Debunk theory
(only from round 2): Attempt to debunk a theory. Apprentice variant: Specify an aspect of an ingredient (not from your hand). If this does not match the alchemical published for this ingredient, you have successfully debunked. Master variant: You must conduct a test with two ingredients (not from your hand) that shows that one or more theories must be wrong. To successfully debunk, either explicitly refute one or more theories or determine a conflict between two theories that then receive conflict tokens. Theories with conflict tokens no longer count at round's end and cannot be signed by other players until the conflict is resolved (by refuting one of the two theories). In any case: Successful debunking earns you 2 rep, failure loses you 1 rep. Any seals on refuted theories that were not hedged against the colour you used to refute the theory make the owner lose 5 rep. The alchemical token is returned, the seals are not. You can immediately republish, if you have a cube on the publish theory action.
Publish theory
(only from round 2): Pay 1 gold. Either publish a new theory, placing an alchemical token on the theory board (lower left on your screen) in the box of an ingredient that does not already have an alchemical. Place a seal there (gold or silver seal give 5/3 VP at game's end, other seals hedge against being wrong about the sign (+/-) of one of the aspects) and gain 1 rep. Or endorse an existing theory, paying 1 gold to each player that has already placed a seal there. If you qualify for any of the grants lying on the theory board, take it. Your first grant requires having signed theories of 2 of the 3/4 ingredients shown. Further grants require 3. Each grant gives you 2 gold and 1 or 2 VP.
Test on student
Mix 2 ingredients from your hand and feed the concoction to the anxious student. The result is displayed on your theory board and every other player finds out which result you obtained (but not which ingredients you used). If the student has already drunk a negative potion earlier this round, you must pay them 1 gold to conduct the experiment, no matter the result of your own potion.
Drink potion
The same but you test the potion on yourself. If you drink a positive or neutral potion, nothing happens. If you drink red-, place one cube in the hospital. You won't be able to use it next round. If you drink green-, you are paralysed and will move to the lowest space on the order track in the next round. If you drink blue-, lose 1 rep.
Exhibition
(6th round only, replaces the two testing actions as the last action of the game): Select a potion you want to exhibit. Select two ingredients from your hand. If they make the correct potion, place your cube in the respective column and, if you are the first to exhibit that potion, gain 1 rep. If you fail, lose 1 rep. If you successfully exhibit both signs of the same colour, gain 2 rep.
Additional Rules
Reputation Board
The reputation board contains four sections:
Red section (1-6 reputation): When you lose reputation, you immediately gain 1 back. You receive one gold coin less from selling potions.
Yellow section (7-13 reputation): Nothing special. You start the game at 10 reputation.
Green section (14-17 reputation): When you lose reputation, you lose 1 more. When offering a refund, you must offer one coin less to get the same refund level for playing order at this action.
Blue section (18+ reputation): When you lose reputation, you lose 2 more. When offering a refund, you must offer one coin less to get the same refund level for playing order at this action. You receive one gold coin more from selling potions.
If there are several functions making you lose and gain reputation at the same time, add all losses and gains together. If the sum is negative, apply the additional loss or gain once.
