Alchemist’s organized play performance is on the Stats page.

Face 1: Solution
Solution
Face 2: Solution
Solution
Face 3: Solution
Solution
Face 4: Composition
Composition
Face 5: Composition
Composition
Face 6: Crucible
Crucible

Status Effects

Punchify Unique Status Effect

Stack limit 6, Attack Modifier

  • May only be Attached to an Offensive Ability. When spent, add 2 dmg to your Attack.

Bolsterate Unique Status Effect

Stack limit 2

  • May only be Attached to a Defensive Ability. When spent, prevent 2 incoming dmg.

Cleansitude Unique Status Effect

Stack limit 3

  • May be Attached to any Ability. When spent, the Alchemist chooses one: Remove 1 status effect from yourself or Heal 1.

Toxification Unique Status Effect

Stack limit 1

  • May be Attached to any Ability. When spent, inflict Poison on a chosen player.

Poison Negative Status Effect

Stack limit 3

  • A player afflicted with this token is dealt 1 dmg per Poison token during their Upkeep Phase. Persistent.

Other Rules

Potions Mechanic

  • Potions are a Unique Status Effect with a stack limit that varies by type. Whenever you Attach a Potion, choose any one Potion and place it on an open Potion Slot within an acceptable Ability. You may not Attach more Potions (on your entire Hero Board) than the Limit noted for each Potion type. Whenever you activate an Ability, you may spend any number of Potions that are Attached to that Ability. For an Offensive Ability, spend at the end of the Offensive Roll Phase. For a Defensive Ability, spend after resolving the effects of your defense. Potions may not be transferred by any means (but can be removed).

Abilities

The Lab Passive

  • During your Upkeep Phase, Attach 1 Potion. You may remove an Attached Potion at any time to re-roll 1 of your dice.

Transmute Offensive (65.6%)

Needs SolutionSolutionSolutionCompositionComposition

  • Gain 1 CP. Deal 6 dmg.

Hermetics Offensive (84.2%)

Needs CompositionCompositionComposition

  • Attach 3 Potions. Heal 2.

Potion Overload Offensive (31.0%)

Needs SolutionCrucibleCrucibleCrucible

  • Attach 2 Potions. Deal 7 dmg.

Diffusion Offensive (61.5% / 26.1%)

  • Small Straight Attach 1 Potion. Deal 7 dmg.
  • Large Straight Attach 2 Potions. Draw 1. Deal 8 dmg.

Catalyst Offensive (10.4%)

Needs CrucibleCrucibleCrucibleCrucible

  • Attach 1 of each type of Potion. Deal 6 undefendable dmg.

Chain Reaction Offensive (50.7%)

Needs SolutionSolutionSolutionSolutionCrucible

  • Deal 6 dmg. You may spend 1 Potion that is Attached to your other Offensive Abilities.

Passivation Defensive

Defense Roll 5 dice

  • Attach 1 x Crucible Potion.

Chemical Trip! Ultimate (1.3%)

Needs CrucibleCrucibleCrucibleCrucibleCrucible

  • Attach 4 Potions. Deal 10 dmg. You may spend up to 3 Potions that are Attached to your Offensive Abilities.

Upgrades

The Lab II Upgrade of The Lab (2 CP)

  • During your Upkeep Phase, roll 1 die: On Solution, Attach 1 Potion. On Composition or Crucible, Attach 2 Potions. You may remove an Attached Potion at any time to re-roll 1 of your dice.

Transmute II Upgrade of Transmute (1 CP)

Needs SolutionSolutionSolutionCompositionComposition

  • Gain 2 CP. Deal 6 dmg.

Hermetics II Upgrade of Hermetics (1 CP)

Needs CompositionCompositionComposition

  • Attach 3 Potions. Heal 3.

Inspired Chemist Same card (17.3%)

Needs CompositionCompositionCompositionCompositionComposition

  • Attach 4 Potions. Heal 4.

Potion Overload II Upgrade of Potion Overload (1 CP)

Needs SolutionCrucibleCrucibleCrucible

  • Attach 3 Potions. Deal 7 dmg.

Chain Reaction II Upgrade of Chain Reaction (0 CP)

Needs SolutionSolutionSolutionSolutionCrucible

  • Deal 7 dmg. You may spend 1 Potion that is Attached to your other Offensive Abilities.

Hero Cards

Girded! Card

Roll Phase Action, 1 CP

  • You may perform an additional Roll Attempt of up to five dice during the Defensive Roll Phase. If you do not roll any Crucible with your defense, prevent 2 incoming dmg.

Potion Explosion! Card

Roll Phase Action, 1 CP

  • Play only after being Attacked. Remove up to 2 Attached Potions. Then deal 2 dmg per Potion removed.

Life Extraction! Card

Roll Phase Action, 2 CP, Attack Modifier

  • Roll 3 dice: Add 1 x Solution dmg. Heal 1 x Solution.

Potion Master! Card

Main Phase Action, 2 CP

  • Attach 1 of each type of Potion.

Noxious! Card

Main Phase Action, 1 CP

  • Attach Toxification.

Concoction! Card

Main Phase Action, 1 CP

  • Roll 1 die: On Solution, Attach 1 Potion. On Composition, Attach 2 Potions of the same type. On Crucible, Attach 2 Potions and Heal 1.

Tonic! Card

Main Phase Action, 1 CP

  • Remove Punchify to deal 3 dmg to a chosen player.

Mutation! Card

Main Phase Action, 0 CP

  • Remove up to 2 Attached Potions. Then gain 2 CP per Potion removed.

Chemistry! Card

Main Phase Action, 2 CP

  • Remove 1 Attached Potion. Then Attach 3 Potions that are a different type than the one that was removed (the new Potions may all be of the same type or different types).

Transmogrify! Card

Main Phase Action, 1 CP

  • Remove Cleansitude to remove a status effect token from a chosen player.

Refill! Card

Main Phase Action, 0 CP, Promo card

  • Roll 1 die: On Crucible, Attach 4 Potions. On any other outcome, draw 1.