Rules

Addictive Alchemy Manual

Learn to play by video here:

https://www.youtube.com/watch?v=gKftcRbLOME

Download the Addictive Alchemy rules here:

Addictive Alchemy Web Manual

Single Player Rules

Addictive Alchemy has 3 levels of single player rules. More rules are in the works, so keep an eye out for them.

Your first duel!

Story

You have challenged the Grand Master Alchemist to a duel. The Grand Master Alchemist knows a few things you don’t. His potions are more powerful, and he knows when to stop drinking to avoid side effects.

Setup

Player starting deck: Remove Gaseous Cloud, Transmutation, and Viscous Volition. Add both copies Aether Drought, Soothing Sign, and Biting Haze.

Shuffle the Grand Master Alchemist’s deck, and place it to the side.

Use the following side effect cards:

Chain Lightning, Flask of Life, Alchemist’s Ice, Lightning in a Bottle, Vervain Vortex, Philosopher’s Apex.

Shuffle your deck, and take the first turn.

Game play

The Grand Master Alchemist (GMA) goes after your turn.

When it is not the GMA’s turn the GMA is considered a foe.

The GMA does not count as a player.

If the GMA needs to make a choice, you will make all of the choices for the GMA.

The Grand Master Alchemist has the following turn order:

  • Discard your hand.
  • Draw 1 potion.
  • Play 1 potion.
  • Discard the played potion.

You win if you the Grand Master Alchemist is asked to draw a potion and cannot.

You lose:

  • If you are asked to draw a potion and cannot.
  • If all side effects are locked.
  • If all side effects are on the dangerous side.

This play mode can be very tricky at first. With practice it becomes easier. Once you have figured out how to complete it, try removing the duplicate copies of Aether Drought, Soothing Sign, and Biting Haze for an additional challenge.

Learning from the masters!

Story

You’ve learned from your last duel with the Grand Master Alchemist. You’ve decided to drink your potions more slowly even if they aren’t as strong. Can you outplay the Grand Master Alchemist?

Setup

Your starting deck will have the following potions:

  • 2 copies of Spirit Touch
  • 2 copies of Beguiling Spirits
  • 2 copies of Shielding Spirits
  • 2 copies of Flash Fire
  • 2 copies of Lightning
  • 2 copies of Biting Haze

The Grand Master Alchemist will have the following potions:

  • Shadow Toxin
  • Shockwave
  • Aether Torrent
  • Burning Touch
  • Censure
  • Potion of Vitality
  • Universal Catalyst
  • Transformative Touch
  • Install Panic
  • Inflict Knowledge

You will not use side effects.

Game Play

The Grand Master Alchemist (GMA) goes after your turn.

When it is not the GMA’s turn the GMA is considered a foe.

The GMA does not count as a player.

If the GMA needs to make a choice, you will make all of the choices for the GMA.

The Grand Master Alchemist has the following turn order:

  • Discard your hand.
  • Draw 1 potion.
  • Play 1 potion.
  • Discard the played potion.

You will have the following turn order:

  1. Draw until you have 3 potions
  2. Discard your system potion
  3. Play 1 potion

You lose if you are asked to draw a potion and cannot.

You win if the Grand Master Alchemist is asked to draw a potion and cannot.

Grand Masters I – David A. Lupo

Story

You’ve risen in the ranks against a few grand master alchemists, and your efforts have caught the eye of the original GMAs. David has challenged you to a duel. You know that David’s unique style of alchemy doesn’t involve drinking potions. This means David can’t handle side effects as well as other GMAs. To defeat him you must do something he isn’t prepared for. Only use side effects.

Setup

You will have the following potions:

  • 4 blank purple potion cards
  • 4 blank green potion cards
  • 4 blank blue potion cards

The Grand Master Alchemist will have the following potions:

  • 2 copies of Beguiling Spirits
  • Universal Catalyst
  • Viscous Volition
  • Mire
  • Elemental Divide
  • Burning Touch
  • Censure
  • Shockwave

Use the following side effect cards:

David A. Lupo, Searing Sign, Aether Spike, Flask of Life, Vervain Vortex, and Vitalitas Spike.

Game Play

The Grand Master Alchemist (GMA) goes after your turn.

When it is not the GMA’s turn the GMA is considered a foe.

The GMA does not count as a player.

If the GMA needs to make a choice, you will make all of the choices for the GMA.

The Grand Master Alchemist has the following turn order:

  • Discard your hand.
  • Draw 1 potion.
  • Play 1 potion.
  • Discard the played potion.

Special

When a blank potion is played nothing happens. It counts as the color on the potion for game effects including side effects.

You lose:

  • If you are asked to draw a potion and cannot.
  • If all side effects are locked.
  • If all side effects are on the dangerous side.

You win if the Grand Master Alchemist is asked to draw a potion and cannot.