Cover of the game Dominion: Alchemy

How to Play Dominion: Alchemy

Rio Grande Games, 999 Games, Albi · Board game · 2010
Players
2–4 · best 3
Play Time
30 min
Weight
Weight 2.5/5
Year
Year 2010
Minimum age
Minimum age 13+
8.0 rating Ludopedia
6.9 rating BoardGameGeek

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Rules manual Official PDF file

Step by step

Objective of the Game

In Dominion: Alchemy, you are exploring strange things in your basement laboratories, looking for a way to turn lead into gold, or at least into something better than lead. You're also looking for a universal solvent to build an indissoluble castle. Dominion: Alchemy is an expansion and cannot be played by itself; you need Dominion or a standalone expansion like Dominion: Intrigue to play. These provide the Basic cards (Treasure, Victory, and Curse cards) and the full rules for setup and gameplay. The goal, as in other Dominion games, is to have the most Victory Points at the end of the game.

Preparation (Setup)

Dominion: Alchemy adds 12 new Kingdom cards and a new resource: Potions. To play, you will need the Treasure cards, Victory cards, Curse cards, and Trash card from either Dominion or a standalone expansion like Dominion: Intrigue.

  1. Players must choose 10 sets of Kingdom cards for each game. You can use any number of Kingdom cards from Alchemy, but it's recommended to play with 3-5 Alchemy cards at once.
  2. Alchemy includes 12 randomizer cards (one for each Kingdom card in Alchemy). If players choose the random approach, they may shuffle these randomizer cards with those of any other Dominion games or take a few from each set.
  3. After choosing 10 Kingdom cards for the Supply, check if any of them have Potion icon in their cost. If so, add the Potion pile to the Supply.
  4. Also add the Potion pile if you are using the promotional card Black Market, and the Black Market deck includes at least one card with Potion icon in the cost.
  5. If no cards with Potion icon in the cost are in the Supply or Black Market deck, do not use the Potion pile.
  6. When a Potion pile is used, put all 16 Potions in it, regardless of the number of players.
  7. For Vineyard cards: put all 12 Vineyards in the Supply for a game with 3 or more players, but only 8 in the Supply for a 2-player game.

Flow of the Game

Consulte o manual para detalhes sobre esta seção.

Actions and How to Play

Dominion: Alchemy introduces Potion as a new Basic Treasure card. It costs Potion icon and, when played, produces Potion icon rather than 2 coins. Potion icon has no equivalent in coins. To buy a card with Potion icon in the cost, a player needs Potion icon. Buying cards using Potion icon works just like buying cards with coins; you need Potion icon per card you want to buy that has Potion icon in the cost.

"In play" refers to Action cards and Treasure cards played face-up to a play area until they are moved elsewhere, usually during the Clean-up phase. Cards in hands, decks, discard piles, set aside, trashed, or in the Supply are not in play.

During the Buy phase, all Treasures are played before a player buys any cards, even if they have +Buys. A player may not play Treasures after buying a card.

When a player discards cards from play, they may discard them in any order.

Alchemy Kingdom Cards:

  • Alchemist (Action, Cost 3Potion icon): +2 Cards, +1 Action. When you discard this from play, if you have a Potion in play, you may put this on top of your deck. This is optional and happens before drawing your new hand. If you have no cards in your deck, Alchemist becomes the only card. If you have multiple Alchemists and a Potion, you can put any or all of them on top of your deck. You don't have to have used the Potion to buy anything, only played it.
  • Apothecary (Action, Cost 2Potion icon): +1 Card, +1 Action. Reveal the top 4 cards of your deck. Put the revealed Coppers and Potions into your hand. Put the other cards back on top of your deck in any order. You cannot choose not to take all Coppers and Potions.
  • Apprentice (Action, Cost 5): +1 Action. Trash a card from your hand. +1 Card per Coin icon it costs. +2 Cards if it has Potion icon in its cost. If you have no cards left in hand to trash, you draw no cards. If you trash a card costing 0 (like Curse or Copper), you draw no cards.
  • Familiar (Action, Cost 3Potion icon): +1 Card, +1 Action. Each other player gains a Curse. If there aren't enough Curses, deal them out in turn order, starting with the player to your left. A player gaining a Curse puts it face-up into their Discard pile.
  • Golem (Action, Cost 4Potion icon): Reveal cards from your deck until revealing 2 Action cards other than Golems. Discard the other cards, then play the Action cards in either order. You cannot choose not to play one of them. These Action cards are not in your hand.
  • Herbalist (Action, Cost 2): +1 Buy, +1Coin icon. When you discard this from play, you may put one of your Treasures from play on top of your deck. If you have multiple Herbalists, each one lets you put another Treasure from play onto your deck.
  • Philosopher’s Stone (Treasure, Cost 3Potion icon): +1 Buy, +1Coin icon. When you play this, count your deck and discard pile. Worth 1Coin icon per 5 cards total between them (rounded down). This is a Kingdom card, not part of the Basic Supply. It is played during your Buy phase like other Treasure cards. The amount of coins it produces does not change after being played, even if the number of cards changes later in the turn. You only count your deck and discard pile, not your hand or cards in play or set aside cards.
  • Possession (Action, Cost 6Potion icon): The player to your left takes an extra turn after this one, in which you can see all cards he can and make all decisions for him. Any cards he would gain on that turn, you gain instead (to your discard pile); any cards of his that are trashed are set aside and returned to his discard pile at end of turn. This causes an extra turn to be played after your current turn is completely over. Possession is cumulative; playing it twice in one turn results in two extra turns.
  • Scrying Pool (Action, Cost 2Potion icon): +1 Action. Each player (including you) reveals the top card of his deck and either discards it or puts it back, your choice. Then reveal cards from the top of your deck until revealing one that isn’t an Action. Put all of your revealed cards into your hand.
  • Transmute (Action, Cost 0Potion icon): Trash a card from your hand. If it is an Action card, gain a Duchy. If it is a Treasure card, gain a Transmute. If it is a Victory card, gain a Gold. If you have no cards left in hand to trash, you get nothing. If you trash a Curse, you get nothing. If you trash a card with more than one type (e.g., Action-Victory), you gain each applicable thing. Gained cards come from the Supply and go to your discard pile.
  • University (Action, Cost 2Potion icon): +2 Actions. You may gain an Action card costing up to 5Coin icon. Gaining an Action card is optional. The card comes from the Supply and goes to your discard pile. Cards with Potion icon in their cost cannot be gained by this.
  • Vineyard (Victory, Cost 0Potion icon): Worth 1 VP for every 3 Action cards in your deck (rounded down). This is a Kingdom card and a Victory card, not an Action card. It does nothing until the end of the game.

End of Game and Pontuation

The game ends when any three Supply piles are empty. In games using the Potion pile, if it becomes empty, that will count towards the game ending condition, like any other Supply pile.

Victory Points are counted at the end of the game. For Vineyard cards, count all Action cards in your deck (including your Discard pile and hand at that point). Each Vineyard is worth 1 Victory Point for every 3 Action cards in your deck, rounded down.

Consulte o manual para detalhes sobre os critérios de vitória e derrota.

Dicas para Vencer

  • Consider playing with 3-5 Alchemy cards at once to highlight interesting card interactions and game strategies.
  • When playing Alchemist, try to have a Potion in play during the Clean-up phase to put Alchemist back on top of your deck, allowing you to draw it again next turn.
  • If you have Herbalist, Potion, and Alchemist in play, you can strategically discard them during Clean-up. For example, discard Alchemist first to put it on top of your deck, then discard Herbalist to put Potion on top of your deck, setting up your next turn.

Rules manual

Official PDF file

Prefer the Official PDF? Download the official Dominion: Alchemy rulebook or browse it online with our AI rules assistant.
View Rulebook PDF

Frequently Asked Questions

Quick answers about the rules

5 questions
What is the objective of Dominion: Alchemy?
In Dominion: Alchemy, you are exploring strange things in your basement laboratories, looking for a way to turn lead into gold, or at least into something better than lead. You're also looking for a universal solvent to build an indissoluble castle. Dominion: Alchemy is an expansion and cannot be played by itself; you need Dominion or a standalone expansion like Dominion: Intrigue to play. These provide the Basic cards (Treasure, Victory, and Curse cards) and the full rules for setup and…
How do you set up Dominion: Alchemy?
Dominion: Alchemy adds 12 new Kingdom cards and a new resource: Potions. To play, you will need the Treasure cards, Victory cards, Curse cards, and Trash card from either Dominion or a standalone expansion like Dominion: Intrigue. Players must choose 10 sets of Kingdom cards for each game. You can use any number of Kingdom cards from Alchemy, but it's recommended to play with 3-5 Alchemy cards at once. Alchemy includes 12 randomizer cards (one for each Kingdom card in Alchemy). If players…
How do you play Dominion: Alchemy?
Dominion: Alchemy introduces Potion as a new Basic Treasure card. It costs and, when played, produces rather than 2 coins. has no equivalent in coins. To buy a card with in the cost, a player needs . Buying cards using works just like buying cards with coins; you need per card you want to buy that has in the cost. "In play" refers to Action cards and Treasure cards played face-up to a play area until they are moved elsewhere, usually during the Clean-up phase. Cards in hands, decks, discard…
How does Dominion: Alchemy end, and how do you score?
The game ends when any three Supply piles are empty. In games using the Potion pile, if it becomes empty, that will count towards the game ending condition, like any other Supply pile. Victory Points are counted at the end of the game. For Vineyard cards, count all Action cards in your deck (including your Discard pile and hand at that point). Each Vineyard is worth 1 Victory Point for every 3 Action cards in your deck, rounded down. Consulte o manual para detalhes sobre os critérios de…
What are some tips for winning Dominion: Alchemy?
Consider playing with 3-5 Alchemy cards at once to highlight interesting card interactions and game strategies. When playing Alchemist, try to have a Potion in play during the Clean-up phase to put Alchemist back on top of your deck, allowing you to draw it again next turn. If you have Herbalist, Potion, and Alchemist in play, you can strategically discard them during Clean-up. For example, discard Alchemist first to put it on top of your deck, then discard Herbalist to put Potion on top of…
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