Ludexv2026.11.01-65114139TrismegistusOfficial rulebook ↗

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Teach the Game

Teach Trismegistus: draft dice for potency, turn metals into gold and publish your experiments over three rounds.

How you win

“We are 19th-century researchers chasing the Philosopher’s Stone. Over three rounds, we draft dice, gather and transform metals, perform experiments and publish what we learn. The alchemist with the most victory points wins.”

Score by filling sections of your Publication sideboard, performing experiments, advancing on Mastery tracks, collecting Books in your Study and keeping some Gold and Extra Potency for the end.

Each turn begins with a die. Spend its Potency to take one Main action; fit in your once-per-turn Free actions before, between or after Potency you spend. The die’s color determines which pool, Experiment offer and Artifact offer match.

The boards

The Main board’s dice pools, four Mastery tracks and two reward offers

The Main board holds the dice pools, Experiment and Artifact offers, four Mastery tracks, and two Mastery Reward offers.

A Player board beside its Publication sideboard

Your Player board tracks Potency, Metals, Books, Mastery requirements and Artifacts. Your Publication sideboard is a four-section pattern: cover its Element icons as you gain Elements, and fill a section to score its Theory tile.

A round

The game lasts three rounds. Full round order

  1. Preparation — ready spent Batteries and Artifacts, refresh the offers, roll the dice and assign them to pools. [Events] then adds an Event tile to a pool.
  2. Action phase — take turns in order. If you have no active die, draft one from any pool and gain the unrefined Metal shown by its face. Put it on the Potency space equal to the number of dice that were in that pool, counting the die you took.
  3. Take a turn — resolve one Main action and any eligible Free actions. Spend Potency by moving your die down its track. When it leaves space 1, it is exhausted.
  4. Pass — if you already have three exhausted dice at the start of your turn, pass for the rest of this round. After everyone passes, prepare the next round. After round three, score.

The five Main actions are Gain Metal, Gain Essence, Take an Experiment, Take an Artifact, and Perform Transmutations. You may perform each listed Free action once per turn: Use Aqua Regia, Use Extra Potency, Use a Battery, Spend Gold for Knowledge, and Perform an Experiment.

How the game ends

After the third round’s Action phase, score completed Publication sections, the highest space on each Mastery track, Books in your Study, and remaining resources. Scoring details. Most points wins; books in your Study break a tie, then completed Experiments. If still tied, share the win.

Ways to score

SourceWhen it scores
Theory tiles on completed Publication sectionsEnd of game: tile value multiplied by the section’s Publication value
Mastery tracksEnd of game: the highest reached space on each track
Books in the StudyEnd of game: a rising value for 1–7 Books
ExperimentsWhen performed: the printed victory points
Remaining Gold and Extra PotencyEnd of game: 1 point each
Remaining Metals (except Gold), Essences and Aqua RegiaEnd of game: 1 point per three tokens combined

What each resource is for

ResourceWhy you need itHow you gain or use it
Dice and PotencyPay for Main actionsDraft a die from a pool; its starting Potency equals that pool’s size
MetalsPay for Experiments and other effectsGain with a matching Main action, an effect or a drafted die
Essences and MercuryMove metals along Transmutation paths and advance MasterySpend one matching Essence or Mercury per Transmutation
Aqua RegiaChange a die or reduce an Experiment’s Mastery requirementGain from effects; spend it for either use
ArtifactsAdd immediate and repeatable effectsTake one with a matching die, resolve it, then place it ready under a Transmutation section
BooksReduce matching Experiment costs and requirements; fill Study rows and columnsMove the leftmost Book from an Element section into the Study
Theory tiles and Element markersComplete Publication sectionsCover a matching Element icon; place a Theory tile when you first cover an icon in that section
BatteriesGain extra Transmutations or refresh an ArtifactUse the Battery’s printed option, then exhaust it
Extra PotencyExtend a Main action by one PotencySpend exactly one token before the Main action
GoldBuy Books and score at the endGain from effects and by refining metals

Teaching tips

Rules

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