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rulebook within the hallowed halls of the alchemist's sanctum, apprentices gather, their eyes gleaming with
ambition. under the watchful gaze of the esteemed master alchemist, they labor at their workbenches,
surrounded by bubbling concoctions and arcane tools. each day presents new trials, as they attempt to
transmute base elements into wondrous compounds. eager to prove themselves, the apprentices compete
not only for mastery of the craft but for the favor of their mentor. in the end, only one will earn
the master’s trust and with it, the secrets of the sanctum.
in trismegistus: roll & write, players take on the role of apprentices in the alchemist’s sanctum. drawing
from a shared pool of experiments, artifacts, and dice, each apprentice works independently to impress
their esteemed mentor. the game takes five rounds, ending with a final scoring phase. the apprentice with
the most victory points is declared the winner.

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2
COMPONENTS components
LIVING RULES PLEDGE
We pledge to support every game well after its initial release. Despite rigorous play
testing and multiple rounds of both internal and external proofreading and editing,
occasionally the need for rules corrections or minor game play adjustments are
discovered only several months or years after the game was manufactured. We
promise to produce timely rules updates as necessary, along with expanded FAQ
clarifications if needed, available for download from our website in digital PDF
format.
MISSING OR DAMAGED COMPONENTS:
Although we take a lot of care to make sure that your game is complete, manufacturing
mistakes can still leave you with a missing or damaged component. If that happens,
please contact us to receive replacements swiftly and with our sincere apologies.
Customer support:
https://boardanddice.com/customer-support/
credits
Game Design: Daniele Tascini
Game Development: Joanna Kijanka, Maciej Górkowski, Kacper
Frydrykiewicz, Andrei Novac, Błażej Kubacki
Solo mode: Kacper Frydrykiewicz
Illustrations: Katarzyna Ulvar Bekus, Wiktor Kozyra, Anna Mikado
Przybylska, Ves Redesiuk, Zuzanna Kołakowska
Graphic Design: Zuzanna Kołakowska
Rulebook: Maciej Górkowski, Kacper Frydrykiewicz
Rulebook editing: Tyler Brown
Rulebook DTP: Zuzanna Kołakowska
8 dry erased player sheets
(4 mastery sheets, 4 workshop sheets)
3 dice
(1 black, 1 white, 1 red)4 dry erase markers
1 first player
marker 3 potency track tiles
(1 black, 1 white, 1 red)
24 experiment/
artifact cards
(8 black, 8 white, 8 red)
1 scoring
sheet
Board&Dice would like to thank the following for their invaluable play testing, advice, and feedback: Lori Anné, Yuriy Ivanov, Łukasz "LukSky" Stadnik, Marcin Cieślikowski, Rafał Białoń, Bryan Yan, Boris Denković, Dario Ghidini, Anna Oksanen, Janusz Smoła, Wiktoria Cieślak, Jan- Fredrik "JF" Wahlin, Daniel Dubel, Krzysztof Widera, David Digby, Chuck Case, Babis Giannios, Mauro Gibertoni.
© 2026 Board&Dice. All rights reserved.
For more information about Trismegistus Roll & Write please visit:
www.boardanddice.com

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3
SETUP setup
1. Place the black, white and red Potency tracks in
the middle of the table leaving space for cards to
the right of each track.
2. Randomly give each player 1 dry erase marker, 1 Mastery sheet, and 1 Workshop sheet.
3. Divide Experiment/Artifact cards into 3 decks by color (check the bottom of Experiment side of the cards). Shuffle each deck separately and place them Artifact side up next to matching Potency track tiles. Draw the top card from each deck and place it below the respective deck Experiment side up.
4. The player who most recently brewed a potion becomes the first player. Give them the first player marker.
5. The player to the right of the first player rolls all dice. Any die showing
?
must be rerolled so that
it shows 1 of the 5 Metals. Choose 2 of the dice and gain a Metal of the matching type (see page 5). Pass the dice to the next player to the right, who repeats the process. Eventually, all the players should have 3 Metals marked on their Workshop sheets (including the printed mark in Lead tube).
6.
Roll the dice again. Place each die on the matching Potency track in a space corresponding to the number of players.
7. Each Player marks with "X" the 1st round in the left top corner of their Workshop sheet.
8. Each player marks with "X" the leftmost on
their board.
blackwhite red
2 2 2 2 1
3 3 3 2 2
4 4 4 3 2
3 potency track tiles
(1 black, 1 white, 1 red)
1 scoring
sheet

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4
PLAYING THE GAME
Trismegistus: Roll&Write is played over 5 rounds. In
each round players take turns in clockwise order until
every player has taken 2 turns. On your turn perform
the following steps in order:
1.
Choose a die that still has Potency (is not on
space)
2. Move that die down by 1 space on the track (reducing its potency).
3. Either get 2 Metals depicted on the chosen die (for
? you can choose any Metal aside from and
) or perform one Transmutation following the
color of the chosen die.
4.
Advance on the Element Mastery track depicted at the bottom of the Artifact card next to the chosen die.
5. Carry out the Experiment or activate the Artifact corresponding to the chosen die.
6. Cycle a card - take the Artifact card from the deck matching the chosen die and place it with
the Experiment side face up on top of the Experiment deck. If the Artifact deck is empty, immediately reshuffle all the cards from the Experiment deck apart from the top one to create a new Artifact deck. player sheets anatomy playing the game
1 Philosopher’s Stone grid
2 Knowledge circles
1
2
3
4
important: Steps 1, 2 and 6 are mandatory,
while all effects in steps 3-5 that are positive for
the player (like activating an Artifact or gaining
a Metal) are optional and may be forfeited with no
compensation.
3 Mastery tracks
4
Element section (air)

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5
PLAYING THE GAME | KEY CONCEPTS
Whenever you gain Victory Points (VP) during
the game (either from Experiments or Artifacts), add
the gained VP to your current VP value by updating
the number written in the corresponding section of
your Workshop sheet.
There are 7 Metals in the game:
On the dice there is also
?
symbol which allows you
to gain any Metal aside from Silver and Gold.
?
=
//// key concepts victory points gaining a metal
leadcopper
silvergold
tin ironmercury
Round track
Wild Reagent
Elemental Reduction
Aqua Regia
Transmutation paths
Tubes for Metals
Exhaust abilities (one is unique on each
Workshop sheet)
Victory Points
8
2
5
1
6
4
3
7
1
2
3
4
5
6
7
8

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6
KEY CONCEPTS
Whenever you gain a Metal, mark it with an “X” in
the lowest empty space in the tube for that Metal. If
you were to gain a Metal and the corresponding tube
is already filled, the effect is lost.
Sometimes Metals can be exhausted for powerful
benefits. Whenever you need to exhaust
a Metal, fill the lowest circle in this Metal’s
tube that is marked with an “X” (covering it whole).
The exhausted Metals are no longer valid when you
Carry out an Experiment or resolve Artifact effects,
but they still count when you resolve a Transmutation.
example: A player gains 2 Metals from the chosen die with a Copper symbol. They mark it in the corresponding column on their Workshop sheet. exhausting a metal
1
Each Workshop sheet has one special ability that
requires you to exhaust a specific Metal. You may activate this ability at any time during your turn.
Transmutation allows you to gain new Metals and advance on the Mastery tracks. Each Metal tube (except Gold)
has 3 Transmutation paths leading to the next tube on the right, one in each dice color. You can perform a Transmutation if both of the following conditions are met:
•There are more Metals marked (including exhausted)
in the chosen column than in the next column.
•The path in the color of your chosen die has not
yet been crossed out.
example: A player activates a black Artifact that allows them to exhaust 1 Lead to gain 1 Gold. They fill the lowest marked space in Lead tube and mark the lowest empty space in Gold tube. transmutations

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7
KEY CONCEPTS
If the conditions are met, mark the lowest empty space
in a tube associated with the Metal to the right of
the transmuted Metal. Then cross out the path
matching the color of the chosen dice. Advance
on the Element Mastery track shown on the path
you crossed out. You do not remove or cross out
anything in the tube from which you Transmuted!
example: A player uses a white die to perform
a Transmutation. They want to gain Tin. As they have more Copper than Tin, and the white Transmutation path is not yet crossed out, they can perform this Transmutation.
They cross out the Transmutation path, mark
the lowest empty space in Tin tube and the next
step on the Fire Mastery track.
Players may exhaust Aqua Regia when choosing a die to treat that die as if it had
a different color for the purpose of both
Transmutations and Artifact/Experiment
cards. When players gain or exhaust Aqua Regia, they mark them in the same way as Metals in
the corresponding section on their player sheet.
There are 4 Elements: Earth
, Fire ,
Water and Air . Each of them has
a corresponding sheet section and
a Mastery track. Whenever you advance on
the Element Mastery track, mark the lowest empty space on the corresponding track.
When you reach the 3rd and the 6th step on a track, you may mark “+1 VP” in
a Knowledge Circles section matching the track’s Element to increase your endgame scoring (see page 10).
Every Artifact card has an effect that players may choose instead of carrying out an Experiment. Some
Artifacts also have an option to exhaust specific Metals to get a more powerful effect. You may find the description of all Artifacts in the Appendix on page 13. aqua regia element mastery using an artifact

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8
KEY CONCEPTS
Once per turn players may exhaust 1 Silver to resolve
the Artifact’s effect for the second time.
To Perform an Experiment you have to meet
the following conditions:
•You have the Metals required by the Experiment
card (marked but not exhausted) - they are listed at
the top of the card.
•You meet the requirement of the Element Mastery.
If you do not have the required Metals, but you have
any Wild Reagents marked, you may exhaust
1 to use as any 1 missing Metal. You may do this as
many times as you wish to providing you have enough
Wild Reagents.
Important: When performing the Experiment you
do not exhaust any Metals, you only need to meet
the requirement.
The Element Mastery level required to carry out
an Experiment is always equal to the current round
number. You may lower this requirement by exhausting
Elemental Reduction. Each Experiment card has
a choice of 2 Elements with different rewards assigned
to them. You need to choose 1 of them and only have to
meet the Element Mastery requirement for that Element.
This designates the element of the Experiment, which
will affect the rewards you receive. As a reward for
successfully carrying out an Experiment you receive:
•Victory Points indicated on the card - add it to your
current VP total on your Workshop sheet. perform an experiment
•Kno Knowledge
Circles matching the designated Element of
the Experiment.
•Part of the Philosopher’s Stone.
knowledge circles
Every time you complete the Experiment, you may fill a Knowledge Circle matching the designated Element. Every Element has
2 pairs of circles connected to circles of 2 other Elements. Within those pairings, you need to first fill the Circle next to 1 Victory Point before filling the one with 3 Victory Points of the same Element. The connected marked Circles determine how much you will score for the Philosopher's Stone (see page 10)
1 VP for each
in corresponding
Elements section.
2 VP for each
in corresponding
Elements section.
3 VP for each
in corresponding
Elements section.
4 VP for each
in corresponding
Elements section.

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9
philosopher’s stone
The progress of your work on the Philosopher’s
Stone is marked on a 6x6 Grid divided into 4 3x3
sections corresponding to each of the four Elements.
When you complete an Experiment, you get to cross
out a specific polyomino shape as a reward. A shape
cannot be rotated, and at least 1 part of it has to be
marked in a section matching the designated Element
of the Experiment. You may always cross out the
shape that is marked with an “X” on the card ( 1 ).
However, if you exhaust 1 Gold, you may cross out
additional spaces shown in green ( 2 ). The shape
must fit into the grid. It may overlap already
marked spaces, but there is no compensation for
overlapping spaces.
When you complete an entire row or column,
immediately gain the rewards shown at both ends.
Some of these rewards grant VP based on specific
conditions. Crossed out squares in each section are
also scored at the end of the game based on your
marked Knowledge Circles.
1. 2.
example: It is a third round and a player carries
out a white Experiment. They have the required Metals, and they choose to use the Water Element, as they meet the Mastery track requirement for that Element.
They add 4 VP to their score and mark the Water Knowledge Circle. Then, they exhaust 1 Gold, to mark a bigger shape (4 squares instead of 2).
As a result, they completed the column, gaining
1 Aqua Regia and immediately scoring 2 VP per
their marked Aqua Regia (including exhausted).
PHILOSOPHER'S STONE

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10
END OF THE GAME
When players gain Elemental Reduction or Wild
Reagent, they mark them in the same way as Metals in
the corresponding section on their Workshop sheet.
Players may exhaust them to lower the requirements
when carrying out an Experiment.
• an Elemental Reduction lowers the Element
Mastery requirement by 1.
• Wild Reagent acts as any 1 Metal (except
Silver and Gold).
Round ends when all players have resolved 2 turns. Reroll all dice and place them on the Potency tracks in the same manner as during the setup. Pass the first player token to the next player to the left.
The game ends after the 5th round. Before proceeding
to the final scoring you may exhaust your remaining
Gold to cross out one space
in your Philosopher’s
Stone grid for each of them. If you complete a row or/and a column you do not gain the rewards. Then, count the Victory Points in the following way: elemental reduction and
wild reagent end of the round end of the game
1. Start with your VP gained during the game (from Experiments, etc.)
2. Add the highest VP value you reached in each Metal tube.
3. Add the highest VP value you reached in the Aqua Regia shelf.
4. Determine the VP for each Element:
a. Victory Points value depends on both
Knowledge Circles being filled next to the value (0 VP if there are no pairs complete, and up to 4 if both Circles are marked as well as both corresponding “+1 VP” spaces).
b.
Multiply that VP value by the number of squares
crossed out in both corresponding Element sections on the grid (0-18 squares).
Repeat the procedure for all the Elements and sum up your final score.
The player with the most VP is the winner and must be titled Master Alchemist until the next game of Trismegistus Roll&Write.

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11
END OF THE GAME
final scoring example: A player collected 23
VP during the game. They spend the remaining 1
Gold to cross out one more square on the grid in
the Water section.
They add 10 for the Metal tubes.
They add 3 VP for Aqua Regia shelf.
For Knowledge Circles going clockwise from top
they gain:
•0 VP for Earth and Fire
•2 VP x 10 = 20 VP for Fire and Air
•4 VP x 13 = 52 VP for Water and Air
•2 VP x 11 = 22 VP for Earth and Water.
Their Final score is 130 VP.

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12
SOLO MODE
Your last experiment was a disaster. And the one before
that didn’t go much better. The specter of expulsion from the
Sanctum looms over you. Other students have begun to avoid
you. Whispers circulate behind your back—a rumor that you
might be cursed.
But you won’t give up on your dream. Not yet.
Your plea is heard. The Master Alchemist grants you one final
chance to prove yourself.
Don’t waste it.
Trismegistus Roll & Write can also be played solo. In
this mode, you compete only against yourself, aiming
to achieve the highest score possible. To evaluate your
performance, refer to the table at the end of the solo
rules section.
Prepare the game according to the standard rules on
page 3. You only need one Workshop sheet and one
Mastery sheet. In step 6 of the setup, place each die
on its matching Potency track, following the table
below. solo mode setup
blackwhite red
1 1 2 1 1
Play the game according to all standard rules, with the following changes:
•In rounds 1-4 you take 2 turns, and in the 5th round
you may take 3 turns.
•Once per round, you may exhaust 1 Aqua Regia
to cycle any card. The card associated with the activated die will still cycle as usual at the end of your turn.
•End of the round: Cycle the cards that were not
cycled (i.e., you used black and white dice, then cycle the red card; you used black die twice, cycle white and red).
After resolving the final scoring, refer to the table to determine your Fate—expulsion or possible access to the Sanctum’s secrets. playing the game end of the game

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13
APPENDIX appendix artifacts
Exhaust 1 Iron to cross out 2
squares on the Philosopher’s Stone
grid.
Exhaust 1 Mercury to gain 1 Lead
and 1 Copper.
Exhaust 1 Lead to gain 1 Gold.
Exhaust 1 Copper to gain 1 Aqua
Regia and advance twice on any
combination of Mastery tracks.
Exhaust 1 Tin to perform 2
Transmutations. Mark them, but do
not advance on the corresponding
Mastery tracks.
Exhaust 1 Lead to gain 1 Silver and
advance once on any Mastery track.
Exhaust 1 Copper to gain 3 Aqua
Regia.
Exhaust 1 Mercury to gain 2 Iron.
outcome
<80
Expulsion! Leave the Sanctum’s
grounds before sunset!
81-110
The Master Alchemist smacks his lips
disapprovingly.
“You may stay,” he says at last.
“However, one more misstep will be
your last,” he adds.
111-140
The Master Alchemist sighs—you
hope it was relief you heard.
“You’ve redeemed yourself. For now.”
141-170
The Master Alchemist nods with
approval.
“It took you some time,” he says, “but
you’ve learned your lesson. There is
still a future for you in the Sanctum.”
171<
The Master Alchemist raised a brow,
a glimpse of amusement flashed
through his eyes for a second.
“Well done,” his voice is calm and
unwavering, “If you put your heart to
it, you may surpass your classmates
sooner than anybody would
anticipate.”

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14
APPENDIXGain Elemental Reduction and
Aqua Regia per each crossed out
Transmutation path in a color you
have crossed out the least.
Resolve 1 Transmutation via a black
Transmutation path.artifacts
Perform 1 Transmutation, but
instead of marking the space to the
next tube, skip the number of tubes
equal to the highest Mastery track
step you reached (or skip as many
tubes as possible). You still cross
the path only next to the Metal you
picked as a starting one.
Gain 1 VP for each Metal you have
in the tube with the most marked
spaces.
Cross out 1 square in the
Philosopher’s Stone grid. Gain 2
VP for each crossed out square in
a section with the least crossed out
squares.
Gain 1 Aqua Regia for each
Philosopher’s Stone section with at
least 1 crossed out square.
Gain Wild Reagent for each
advancement you have on the
Mastery track with the least
advancements.
Perform 1 Transmutation, but
instead of marking a space in the
tube, skip the number of tubes
equal to the number of Aqua Regia
you have (or skip as many tubes as
possible). Nevertheless, only cross
out the path next to the Metal you
picked as a starting one.
Gain 1 Gold. Gain 1 VP for each
Silver you have marked but not
exhausted.
Gain 1 Aqua Regia.
Gain 3 VP.
Gain an advancement on the
Mastery track on which you have
advanced the least.
Cross out a square in a section of
Philosopher's Stone in which you
have crossed out the most squares.
Resolve a Transmutation via any
Transmutation path. Mark it, but do
not advance on the corresponding
Mastery track.
Gain 1 Gold.
Cross out 2 squares in a
Philosopher’s Stone section in
which you have crossed out the least
squares.

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15
APPENDIXphilosopher’s stone
73
Gain VP for each marked space on
the chosen Mastery track.
Mark any Knowledge Circle.
Gain VP for each marked
Metal of the indicated type.
example:
7 VP x 3 Coppers = 21 VP
3
Gain VP for each marked space on the indicated Mastery track.
example:
3 VP x 4 spaces on Fire Mastery track = 12 VP
2
Gain VP for each marked
Transmutation of the indicated type.
example:
2 VP x 3 red Transmutations = 6 VP
2
Gain VP for each marked Aqua
Regia.
example:
2 VP x 4 Aqua Regia = 8 VP

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16
ICONS
lead
any metal
(not silver or gold) aqua regia
lowest/highest
(the least/the most)
advance on
any mastery
track
advance on
the lowest
mastery track
do not advance
on the indicated
mastery track
transmutation
elemental
reduction
wild
reagent
exhaust
gain (on
artifacts)/have
(on experiments)
mark
a square on
philosopher’s
stone grid
element mastery
track (earth, fire,
air, water)
victory point
knowledge
circle
copper
silver
gold
tin
iron
mercury
1
1

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