Learn Tinctura
Learn the game in 5 short steps. Everything links to the full rules.
Plan the day
Each weekday has nine working hours. Behind your screen, place one location marker on each hour: white for Pharmacy, blue for Village and green for Forest. Plan the location now; choose the action when the hour arrives. A two-hour course needs two Village markers. If an Apprentice was left untrained yesterday, reserve one hour to supervise it.
See Planning phase.
Take your actions
Reveal plans and resolve each hour in Tea-track order. Choose an available action at your planned location, or experiment if a shared Experiment remains. Training and some bonuses grant exceptions. Take markers back after each hour; additional planning markers from training let you schedule more visits to that location.
See Work phase.
Serve patients
Accept at most two patients at once. Read each card’s medicine, ingredients, skill minimum and reward. Improve Botany in the forest and medicine skills through training or experiments. Produce each order by the same hour the following day. Missing its deadline or declining it costs 1 RP.
Build your pharmacy
Hire Apprentices, then automatically train them by making their medicine type. Journeymen grant one-time or lasting abilities. Buy furnishings to climb bonus tracks and Mortars to make more tea in one action. Tea changes your position for the next hour, so it can help you reach a contested space first.
See Village actions and Apprentices.
Finish the week
After Friday’s final hour, finish eligible medicines for patients still on your board. Then score Tea position, Botany, trained Journeymen and your weakest skill. Lose 1 RP for any remaining unserved patient. Highest RP wins; a Tea-track lead breaks a tie.
See Game End and Scoring.