Gameweave

The Alchemist's Crucible

A cooperative, push-your-luck trick-taking game for 3–5 Master Alchemists. Together you are trying to brew the legendary Elixir of Life, but the ingredients are volatile: apply too much energy to the cauldron at once and the mixture boils over, and enough boil-overs destroy your laboratory. You win or lose as a team.

Objective

Each mission the team drafts a set of Condition Task cards — personal objectives such as "win at least one Salt" or "cause exactly one Boil Over." You win the mission only when every drafted task has been completed (plus any mission-specific extra goal). You lose immediately if any drafted task becomes mathematically impossible, or if the cauldron suffers too many Boil Overs.

Components

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54 Dual-Nature Ingredient cards — six suits (Brimstone, Quicksilver, Salt, Mandrake, Aether, Lodestone), each numbered 1–9. Every card is dual-natured: it has an active (top) face you play with and an inactive (bottom) face it becomes when Transmuted. The deck is built so that a card's inactive face is the active face of exactly one sibling card (opposite suit, value 10 − rank).
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4 Catalyst cards — the volatile trump suit, numbered 1–4. Single-natured (they never flip).
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40 Condition Task cards — personal objectives drafted at the start of each mission (see below).
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Slag Tokens — track Boil Overs; reaching the mission's slag cap loses.

Card Types & Symbols

Every card face carries a suit symbol, and numbered cards also show a rank glyph (1–9). Learn the six ingredient suits and the Catalyst trump at a glance — these same symbols appear on the Condition Task cards, so a task such as "Win at least one Aether" is tagged with the matching emblem.
Symbol
Suit
Element
Brimstone
fire & sulphur
Quicksilver
mercury
Salt
earth
Mandrake
root & life
Aether
spirit
Lodestone
magnet & metal
Catalyst
the volatile trump

Dual-Nature Ingredient cards (54)

The heart of the deck. Each card is double-ended and shows two faces at once:
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The active (top) face — upright — is the suit and value you play with right now (its symbol and rank glyph).
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The transmuted (bottom) face — printed upside-down — is what the card becomes if it is Transmuted: the opposite suit on the wheel (Brimstone↔Mandrake, Quicksilver↔Aether, Salt↔Lodestone) at value 10 − rank. Rotate the card 180° and that face is now upright and active.
The deck is built so a card's transmuted face is the active face of exactly one sibling card, so the 54 cards are closed under flipping.

Catalyst cards (4)

The volatile trump suit (values 1–4), marked with the
symbol. Catalysts are single-natured — they show one face only and never flip, even on a successful Transmute.

Condition Task cards (40)

Personal objectives drafted at the start of each mission. Each task shows a category badge, its objective text, and the suit symbol(s) the objective involves. A task is self-checking — it watches its owner's score pile and completes (or becomes impossible) on its own.

Character discipline cards (10)

Each alchemist drafts one discipline per mission (deal two, keep one). A character card shows its portrait, name, and its ability text — a passive or once-per-mission power (see the disciplines listed under Digital Adaptation Notes).

Setup

Pick a mission from the logbook (1–12). The 58-card deck is shuffled and dealt out evenly (any remainder is left undealt and out of play). The Alchemist holding Catalyst 4 is the Lead Alchemist and leads the first reaction.

Drafting the Tasks

At the start of the mission the specified number of Task cards is revealed face up. Starting with the Lead Alchemist, alchemists take turns claiming one Task card at a time until all revealed tasks are claimed. A claimed task belongs to that alchemist and only their play can satisfy it.

Two Critical Numbers

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Cauldron Limit (default 22): the maximum sum allowed when Catalyzing.
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Transmutation Target (default 18): the minimum sum required when Transmuting.

Playing a Reaction (a "trick")

At the start of each reaction, the Lead Alchemist declares its intent — Catalyze or Transmute — and plays a card. Moving clockwise, every other alchemist plays one card. You must follow the lead suit (by the card's active suit) if you have one; otherwise you may play any card.

Action A — Catalyze (stabilize ingredients)

The active values of the played cards are added as they enter the cauldron.
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Safe: if the total stays ≤ the Cauldron Limit once everyone has played, the highest card of the lead suit (or the highest Catalyst) wins the reaction and collects the cards into their score pile. Only Catalyze tricks count toward trick-volume tasks.
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Boil Over: the moment the running total exceeds the Cauldron Limit, an explosion occurs. The alchemist who pushed it over takes a Slag Token, the cards are discarded to the Slag Pile (no one wins them), and that alchemist leads the next reaction. Reaching the slag cap = the lab is destroyed and the team loses.

Action B — Transmute (alter your ingredients)

Bleed off energy to change the physical nature of the ingredients. Transmute reactions never cause Boil Overs, no matter how high the total.
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Success: if the total is ≥ the Transmutation Target, the reaction succeeds. Every player takes the card they just played, flips it 180° (its inactive face becomes active — a new suit and value), and returns it to their hand. Catalysts do not flip.
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Failure: if the total is < the Transmutation Target, the reaction fizzles and those cards are destroyed (removed from play for the rest of the mission).
Either way, the highest card of the lead suit (or highest Catalyst) leads the next reaction, even though no cards were "won".

The 40 Condition Task cards

Each drafted task is self-checking: it knows whose play satisfies it and watches that alchemist's score pile and record. Categories:
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Trick Volume (×6): win exactly 0 / 1 / 2 / 3 / 4 / 5+ Catalyze tricks.
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Suit Specifics (×12): win at least one — or ZERO — of each of the six suits.
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Rank Specifics (×4): win a 9, a 1, at least one Catalyst, or ZERO Catalysts.
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Reactions & Transmutes (×6): win a Catalyze trick summing exactly 22; cause exactly one Boil Over; play the highest / lowest card in a successful Transmute; play a card that fizzles a Transmute; lead exactly one Transmute.
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Timing & Order (×4): win the first trick, the last trick, none of the first three, or the trick immediately after a Boil Over.
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Comparisons (×4): win more / fewer tricks than the Lead Alchemist, the most tricks outright, or the same number as the alchemist to your left.
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Combos (×4): win a trick with two Mandrake, three of one suit, two Catalysts, or no card higher than 5.

Winning and Losing

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Win: when the last ingredient leaves play, if every drafted task is complete (and any mission extra is satisfied), the elixir is brewed — everyone wins.
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Lose: immediately when a drafted task becomes mathematically impossible, immediately upon reaching the slag cap, or at mission end if the tasks were not all completed.

Communication — Whisper Tokens

Alchemists can't discuss their hands. Once per mission, before a trick begins, a holder may spend their Whisper Token to reveal one card from their hand with a hint — Top (highest of that suit), Bottom (lowest), or Middle (only card of that suit). Before each new reaction the table is offered the chance to whisper in turn; anyone may pass. On Mission 9 (Blind Brewing) no Whisper Tokens may be used.

Mission Logbook

Play through the missions in order. Default Cauldron Limit 22, Transmutation Target 18, slag cap 3.
#
Mission
Tasks
Twist
1
First Day in the Lab
2
Standard rules
2
Theory into Practice
3
Team must also complete one Transmute
3
Precise Measurements
3
Tasks must be completed in draft order
4
Volatile Compounds
3
Cauldron Limit 19
5
The Cooling Phase
4
Cauldron Limit 25, but one Slag Token loses
6
The Alchemical Exchange
3
Transmutation Target 14, Cauldron Limit 18
7
Heavy Metals
4
Catalysts count as 10 toward both totals
8
Heavy Resistance
4
Transmutation Target 24
9
Blind Brewing
4
No Whisper Tokens may be used
10
Perfect Equilibrium
3
Also need a 22-Catalyze and an 18-Transmute
11
The Sabotaged Batch
5
A "Sponge" wins no Catalyze trick, leads no Transmute
12
The Elixir of Life
6
Limit 20, Target 20, slag cap 2

Strategy

Catalyze is safe points but risks a boil-over as the total climbs — play low to stay under the limit, or dump high cards early. Transmute reshapes a bad hand into a useful one (and some tasks require it), but a weak transmute destroys cards forever. Because you can't freely discuss your hands, reading which suits your fellow alchemists are void in — from what they play — is the heart of the game, and drafting tasks you can actually see a path to completing is half the battle.

Digital Adaptation Notes

This implementation realizes the game's core engine, the full 40-card Condition Task system (drafted per mission, self-checking win/loss, immediate math-fail loss), and the complete 12-mission logbook — each mission's Cauldron Limit, Transmutation Target, task count and slag cap, plus every special rule that fits the turn model: Mission 2's required Transmute, Mission 3's sequential task order, Mission 5's zero-boil cap, Mission 7's Heavy Metals, Mission 10's equilibrium, Mission 11's Sponge (wins no Catalyze trick, leads no Transmute), and Mission 12's caps.
The Whisper communication tokens are modelled on top of the engine's generic response-window (interrupt) primitive: before each new reaction a window offers each token-holder the chance to whisper or pass, in turn.
All 10 Character disciplines are drafted at the start of each mission (deal two, keep one) and modelled:
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Passive (always on): Void Weaver (your Catalysts count 0 toward both totals and cannot win a trick) and Apprentice (your Whisper also announces the inactive half's Odd/Even parity).
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Activated on your own turn as a button (no reactive pop-ups), each committing a per-trick modifier that the resolver reads and clears when the reaction resolves:
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Purifier — ignore the Cauldron Limit for a Catalyze trick.
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Metallurgist — lower the Transmutation Target by 5.
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Pyromancer — your Brimstone counts 0 in a Catalyze trick.
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Stabilizer — raise the Cauldron Limit by 3 for a Catalyze trick.
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Transmuter — force a Transmute to succeed.
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Hoarder — claim a safe Catalyze trick's cards for your pile.
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Anchor — keep your card upright on a successful Transmute.
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Seer — swap one of your Tasks with another alchemist's.
Every exhaustible discipline spends a once-per-mission use. Each single-tap discipline is activated through an outcome-first confirmation — the button names what the ability will do this reaction, and you confirm or cancel before the use is spent. The Seer's task swap has a dedicated two-step picker (pick one of your Tasks, then an opponent's) since it targets two Task cards. All ten disciplines are therefore fully playable in the app.