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|release = May 2010
 
|release = May 2010
 
|coverartist = [[Claus Stefan]]
 
|coverartist = [[Claus Stefan]]
|rulebook = https://www.riograndegames.com/wp-content/uploads/2022/03/Dominion-Rules-Alchemy.pdf
+
|rulebook = http://www.riograndegames.com/uploads/Game/Game_356_gameRules.pdf
 
}}
 
}}
  
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== Contents ==
 
== Contents ==
=== Basic Supply cards ===
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=== Basic Supply Cards ===
* {{Cost|4}}: {{Card|Potion}}
+
{{Cost|4}} {{Card|Potion}}
 +
* Potion is included in the [[Supply]] whenever at least one of the Kingdom Cards included in the game has {{Cost|P}} in its cost.
  
=== Kingdom cards ===
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=== Kingdom Cards ===
* {{Cost|P}}: {{Card|Transmute}}, {{Card|Vineyard}}
+
{{Cost|2}} {{Card|Herbalist}}
* {{Cost|2}}: {{Card|Herbalist}}
+
<br>{{Cost|5}} {{Card|Apprentice}}
* {{Cost|2P}}: {{Card|Apothecary}}, {{Card|Scrying Pool}}, {{Card|University}}
+
<br>{{Cost|P}} {{Card|Transmute}}, {{Card|Vineyard}}
* {{Cost|3P}}: {{Card|Alchemist}}, {{Card|Familiar}}, {{Card|Philosopher's Stone}}
+
<br>{{Cost|2P}} {{Card|Apothecary}}, {{Card|Scrying Pool}}, {{Card|University}}
* {{Cost|4P}}: {{Card|Golem}}
+
<br>{{Cost|3P}} {{Card|Alchemist}}, {{Card|Familiar}}, {{Card|Philosopher's Stone}}
* {{Cost|5}}: {{Card|Apprentice}}
+
<br>{{Cost|4P}} {{Card|Golem}}
* {{Cost|6P}}: {{Card|Possession}}
+
<br>{{Cost|6P}} {{Card|Possession}}
  
== Additional rules ==
+
== Rules for Alchemy ==
 
=== Preparation ===
 
=== Preparation ===
* After you choose 10 Kingdom cards for the Supply, if any of them have {{Cost|P}} in the cost, add the Potion pile to the Supply. Also add the Potion pile if you are using the [[promo]]tional card {{Card|Black Market}}, and the Black Market deck includes at least one card with {{Cost|P}} in the cost. If you don't have any cards with {{Cost|P}} in the cost in the [[Supply]] or in the Black Market deck, do not use the {{Card|Potion}} pile in this game.
+
* After you choose 10 Kingdom cards for the Supply, if any of them have {{Cost|P}} in the cost, add the Potion pile to the Supply. Also add the Potion pile if you are using the promotional card {{Card|Black Market}}, and the Black Market deck includes at least one card with {{Cost|P}} in the cost. If you don't have any cards with {{Cost|P}} in the cost in the Supply or in the Black Market deck, do not use the Potion pile in this game.
* When you have a {{Card|Potion}} pile, put all 16 {{Card|Potion|Potions}} in it, no matter how many players there are. In games using this pile, if the pile becomes empty, that will count towards the game ending condition, like any other Supply pile.
+
* When you have a Potion pile, put all 16 Potions in it, no matter how many players there are. In games using this pile, if the pile becomes empty, that will count towards the game ending condition, like any other Supply pile.
 
+
* You can play Dominion using any number of Kingdom cards from Alchemy, but we especially recommend playing with 3 - 5 Alchemy cards at once.
=== Potion ===
+
=== Playing the Game ===
* Potion is a new [[Basic cards|Basic]] [[Treasure]] card. It costs {{Cost|4}}, and when played produces {{Cost|P}} rather than {{Cost}}. {{Cost|P}} is a new resource, with no equivalent in {{Cost}}. You get a single {{Cost|P}} per {{Card|Potion}} played.
+
* Potion is a new [[Basic cards|Basic]] [[Treasure]] card. It costs {{Cost|4}}, and when played produces {{Cost|P}} rather than coins. {{Cost|P}} has no equivalent in coins. To buy a card with {{Cost|P}} in the cost, a player needs {{Cost|P}}.
* To buy a card with {{Cost|P}} in the cost, you need {{Cost|P}}. For example to buy an {{Card|Alchemist}}, which costs {{Cost|3P}}, you need both {{Cost|3}} and {{Cost|P}}. You could play a {{Card|Gold}} and a {{Card|Potion}}, then buy {{Card|Alchemist}} with the {{Cost|3}} and {{Cost|P}} they produced. To buy two {{Card|Alchemist|Alchemists}} in one turn, you need {{Cost|6}} and two {{Cost|P}} (and a [[+Buy]]). As with {{Cost}}, any unspent {{Cost|P}} is lost at end of turn (but you will still have the {{Card|Potion}} itself to replay for {{Cost|P}} on future turns).
+
* Buying cards using {{Cost|P}} works just like buying cards with coins. If a player has {{Cost|P}}{{Cost|4}}, he could buy a card costing {{Cost|P}}{{Cost|4}}, or a card costing {{Cost|4}}, and so on. If he has {{Cost|P}}{{Cost|5}} and an extra Buy, he could buy a card costing {{Cost|P}} and a card costing {{Cost|5}}, or a card costing {{Cost|P}}{{Cost|2}} and a card costing {{Cost|3}}, and so on. He could not buy two cards costing {{Cost|P}}{{Cost|2}}, because he has only one {{Cost|P}}. He needs {{Cost|P}} per card he wants to buy that has {{Cost|P}} in the cost.
* Some cards refer to how much a card costs. Adding {{Cost|P}} to a cost gives you a higher cost; {{Cost|3P}} is more than {{Cost|3}}. More specifically:
+
* Some cards refer to how much a card costs. Generally, adding {{Cost|P}} to a cost gives a a player a higher cost: {{Cost|P}}{{Cost|3}} is more than {{Cost|3}}. More specifically:
** References to cards costing “up to” some cost only include {{Cost|P}} if {{Cost|P}} is in the given cost. If {{Cost|P}} is in the cost, you can drop the {{Cost|P}} and that is still "up to", but you cannot add {{Cost|P}} if it is not there.
+
** References to cards costing “up to” some cost only include {{Cost|P}} if {{Cost|P}} is in the given cost. If {{Cost|P}} is in the cost, a player can drop the {{Cost|P}} and it is still "up to," but a player cannot add {{Cost|P}} if it is not there.
*** '''Example:''' {{Card|University}} gains an [[Action]] card costing up to {{Cost|5}}; it cannot gain a card with {{Cost|P}} in the cost. However if you use {{Card|Remodel}} to trash a card costing {{Cost|2P}}, you gain a card costing up to {{Cost|4P}}, which could be a card costing {{Cost|4P}}, {{Cost|4}}, {{Cost|3P}}, {{Cost|3}}, and on down to {{Cost|0}}.
+
** If a card only costs {{Cost|P}} (Vineyard, Transmute), the number of coins in that card's cost is {{Cost|0}}.
** Adding coins to a cost does not affect {{Cost|P}} being in the cost or not. If {{Cost|P}} was in the cost, it still is; if it was not, it still is not. Same with subtracting coins from a cost.
+
*** Example: when a player uses University to Gain an [[Action]] card costing up to {{Cost|5}}, the player may not gain a card with {{Cost|P}} in the cost. A card costing {{Cost|P}}{{Cost|3}} does not cost {{Cost|5}} or less. It is just like Buying a card - if a player just has {{Cost|5}}, he cannot buy a card with {{Cost|P}} in the cost. However if a player uses {{Card|Remodel}} to trash a card costing {{Cost|P}}{{Cost|2}}, he could gain a card costing {{Cost|P}}{{Cost|4}} or a card costing {{Cost|4}}, as those are both "up to" {{Cost|P}}{{Cost|4}}.
*** '''Example:''' {{Card|Remodel}} allows you to gain a card costing up to {{Cost|2}} more than the trashed card. Trashing a card that costs {{Cost|2}} would not let you gain a card costing {{Cost|4P}} using {{Card|Remodel}}. {{Card|Bridge}} makes cards cost {{Cost|1}} less this turn. This lowers the cost of a card costing {{Cost|4P}} to {{Cost|3P}}. It does nothing to the cost of a card costing just {{Cost|P}}.
+
** Adding coins to a cost doesn't affect {{Cost|P}} being in the cost or not. If {{Cost|P}} was in the cost, it still is; if it wasn't, it still isn't. Same with subtracting coins from a cost.
** References to cards costing some number of {{Cost}} “or more” include cards with or without {{Cost|P}} in the cost.
+
*** Example: Remodel allows a player to gain a card costing up to {{Cost|2}} more than the trashed card. Trashing a card that costs {{Cost|2}} would not let the player gain a card costing {{Cost|P}}{{Cost|4}} using Remodel. However, a player could use Remodel to trash a card costing {{Cost|P}}{{Cost|2}} to gain a card costing {{Cost|P}}{{Cost|4}}. A player could also trash a card costing {{Cost|P}}{{Cost|2}} to gain a card costing {{Cost|4}} (with no {{Cost|P}}). {{Card|Bridge}} makes cards cost less this turn. This lowers the cost of a card costing {{Cost|P}}{{Cost|4}} to {{Cost|P}}{{Cost|3}}. It does nothing to the cost of a card costing just {{Cost|P}}.
*** '''Example:''' {{Card|Patrician}} (from {{Set|Empires|Dominion: Empires}}) checks to see if a card costs {{Cost|5}} or more. {{Card|Apothecary}} costs {{Cost|2P}} and so does not, since it doesn't have at least {{Cost|5}} in its cost, but {{Card|Possession}} costs {{Cost|6P}} and so does cost {{Cost|5}} or more.
+
** References to cards costing some number of coins “or more” include cards with or without {{Cost|P}} in the cost.
** References to a cost range in {{Cost|}} does not include cards with {{Cost|P}} in the cost.
+
*** Example: since {{Card|Saboteur}} trashes a card costing at least {{Cost|3}}, it could trash a card with {{Cost|P}} in the cost. A card costing {{Cost|5}} costs at least {{Cost|3}}. A card costing {{Cost|P}}{{Cost|4}} also costs {{Cost|3}} or more. A card costing {{Cost|P}}{{Cost|2}} does not cost "{{Cost|3}} or more" because it does not have at least {{Cost|3}} in the cost.
*** '''Example:''' {{Card|Rogue}} (from {{Set|Dark Ages|Dominion: Dark Ages}}) can trash a card costing from {{Cost|3}} to {{Cost|6}}. That means cards costing exactly {{Cost|3}}, {{Cost|4}}, {{Cost|5}}, or {{Cost|6}}. None of those have {{Cost|P}} in the cost.
+
** References to a cost range in {{cost}} does not include cards with {{Cost|P}} in the cost.
** Cards which look at the cost of a card in {{Cost}} do not do anything with {{Cost|P}}.
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*** Example: a card that refers to cards costing "from {{Cost|3}} to {{Cost|6}}" ({{Card|Graverobber}}, {{Card|Knights}}, {{Card|Rogue}}) would mean cards costing exactly {{Cost|3}}, {{Cost|4}}, {{Cost|5}}, or {{Cost|6}}. Cards costing {{Cost|4}}{{Cost|P}} or even {{Cost|3}}{{Cost|P}} do not fall within that range.
*** '''Example:''' {{Card|Salvager}} (from {{Set|Seaside|Dominion: Seaside}}) trashes a card, and produces +{{Cost|1}} per {{Cost|1}} the card cost. If you trash a card costing {{Cost|3P}}, you will just get +{{Cost|3}}.
+
** Cards which convert a cost into a number do not do anything with {{Cost|P}}.
 +
*** Example: {{Card|Salvager}} trashes a card, and produces an amount of coins equal to the cost of the card. If a player trashes a card costing {{Cost|P}}{{Cost|3}}, he will just get {{Cost|3}}.
 
** Cards which check if two costs are the same include {{Cost|P}} if it is there.
 
** Cards which check if two costs are the same include {{Cost|P}} if it is there.
*** '''Example:''' {{Card|Swindler}} (from {{Set|Intrigue|Dominion: Intrigue}}) trashes a card, and has the player who lost it gain a card with the same cost. If {{Card|Swindler}} trashes a card costing {{Cost|3P}}, that player will gain another card costing exactly {{Cost|3P}}.
+
*** Example: {{Card|Swindler}} trashes a card, and has the player who lost it gain a card with the same cost. If a player trashes a card costing {{Cost|P}}{{Cost|3}} with Swindler, that player will gain a card costing exactly {{Cost|P}}{{Cost|3}}.
 +
 
 +
=== Additional Rules ===
 +
*“In play” -- Action cards and Treasure cards played face-up to a play area are in play until they are moved somewhere else—usually until they are discarded during a Clean-up phase. Only played cards are in play; set aside cards, trashed cards, cards in the Supply, and cards in hands, decks, and discard piles are not in play. [[Reaction]] abilities like {{Card|Moat|Moat’s}} do not put those cards into play.
 +
* Alchemy includes a Treasure card with rules: Philosopher's Stone. Philosopher's Stone is in the Supply if it is selected as one of the 10 Kingdom cards for the game; it is not part of the Basic Supply. It is just like a normal Treasure, but has special abilities. Philosopher's Stone is played during the Buy phase like a normal Treasure. It can be stolen by a {{Card|Thief}} and so on.
 +
* During the Buy phase, all Treasures are played before a player buys any cards, even if he has +Buys. A player may not play Treasures after Buying a card. This is important for Philosopher's Stone.
 +
* When a player discards cards from play, he may discard them in any order. This normally does not matter, but is important for Alchemist and Herbalist.
  
 
== Flavor text ==
 
== Flavor text ==
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  |Text=There are strange things going on in your basement laboratories. They keep calling up for more barrels of quicksilver, or bits of your hair. It's all in the name of progress. They're looking for a way to turn lead into gold, or at least into something better than lead. That lead had just been too good of a bargain to pass up; you didn't think where you would put all the lead or what you will do with the lead. Well that will all be sorted out. They're also looking for a universal solvent. If they manage that one, you will take whatever they use to hold it in and build a castle out of it. A castle that can't be dissolved! Now that's progress.
 
  |Text=There are strange things going on in your basement laboratories. They keep calling up for more barrels of quicksilver, or bits of your hair. It's all in the name of progress. They're looking for a way to turn lead into gold, or at least into something better than lead. That lead had just been too good of a bargain to pass up; you didn't think where you would put all the lead or what you will do with the lead. Well that will all be sorted out. They're also looking for a universal solvent. If they manage that one, you will take whatever they use to hold it in and build a castle out of it. A castle that can't be dissolved! Now that's progress.
 
  |Name=[[Donald X. Vaccarino]]
 
  |Name=[[Donald X. Vaccarino]]
  |Source=[https://www.riograndegames.com/games/dominion-alchemy/ Rio Grande Games]
+
  |Source=[http://www.riograndegames.com/games.html?id=356 the Alchemy rulebook]
}}
+
== Mechanics ==
+
{{Quote|
+
|Text=This is the 3rd expansion to Dominion. It adds 12 new [[Kingdom]] cards to Dominion, plus a new resource, {{Card|Potion|Potions}}.
+
|Name=[[Donald X. Vaccarino]]
+
|Source=[https://www.riograndegames.com/wp-content/uploads/2022/03/Dominion-Rules-Alchemy.pdf the Alchemy rulebook]
+
 
}}
 
}}
== Cards gallery ==
+
== Cards Gallery ==
=== Basic cards ===
+
=== Basic Cards ===
 
{{CardImage|Potion}}
 
{{CardImage|Potion}}
=== Kingdom cards ===
+
=== Kingdom Cards ===
{{CardImage|Transmute}}{{CardImage|Vineyard}}{{CardImage|Herbalist}}{{CardImage|Apothecary}}{{CardImage|Scrying Pool}}{{CardImage|University}}{{CardImage|Alchemist}}{{CardImage|Familiar}}{{CardImage|Philosopher's Stone}}{{CardImage|Golem}}{{CardImage|Apprentice}}{{CardImage|Possession}}
+
{{CardImage|Transmute}}{{CardImage|Vineyard}}{{CardImage|Herbalist}}{{CardImage|Apothecary}}{{CardImage|Scrying_Pool}}{{CardImage|University}}{{CardImage|Alchemist}}{{CardImage|Familiar}}{{CardImage|Philosopher's_Stone}}{{CardImage|Golem}}{{CardImage|Apprentice}}{{CardImage|Possession}}
  
== Impact ==
+
== Alchemy Theme ==
Due to the [[Action]]s theme of this set, most of these cards are excellent for [[engine]]s. That said, the awkwardness of the {{Card|Potion}} [[cost]] can discourage some players from pursuing strategies with Alchemy cards. Because of this awkwardness, players often choose Alchemy as their least favorite expansion, and [[Donald X.]] has stated that it's highly unlikely he'll revisit {{Card|Potion|Potions}} as a mechanic, mainly for this very reason. However, the set does have supporters, and once actually in your deck, most of the cards are quite powerful and fun to play with.
+
Game designer Donald X. offered some insight into some themes of the set [http://forum.dominionstrategy.com/index.php?topic=1818.msg28889#msg28889 here].
 +
* 12 Potion-related: Apprentice cares if it's in the cost and Herbalist can put a Potion on your deck for reuse, so, the whole set.
 +
* 5 Actions theme: Transmute, Vineyard, Scrying Pool, University, Golem
 +
* 10 Useful in multiples: Everything but Herbalist and Possession
  
== Theme ==
+
== Impact of Alchemy ==
Game designer [[Donald X.]] offered some insight into some themes of the set [http://forum.dominionstrategy.com/index.php?topic=1818.msg28889#msg28889 here].
+
Due to the Actions theme of this set, most of these cards are excellent for [[engine|engines]].  That said, the awkwardness of the Potion cost can discourage some players from pursuing strategies with Alchemy cards. Because of this awkwardness, players often choose Alchemy as their least favorite expansion, and Donald X. has stated that it's highly unlikely he'll revisit Potions as a mechanic, mainly for this very reason.  However, the set does have supporters, and once actually in your deck, most of the cards are quite powerful and fun to play with.
* 12 {{Card|Potion}}-related: {{Card|Apprentice}} cares if it's in the [[cost]] and {{Card|Herbalist}} can put a {{Card|Potion}} on your deck for reuse, so, the whole set.
+
* 5 [[Action]]s theme: {{Card|Transmute}}, {{Card|Vineyard}}, {{Card|Scrying Pool}}, {{Card|University}}, {{Card|Golem}}
+
* 10 useful in multiples: Everything but {{Card|Herbalist}} and {{Card|Possession}}
+
  
 
=== Engines ===
 
=== Engines ===
 
* {{Card|Vineyard}} - Not an engine part, but greatly rewards engine players, as engine decks tend to consist of mostly Actions
 
* {{Card|Vineyard}} - Not an engine part, but greatly rewards engine players, as engine decks tend to consist of mostly Actions
* {{Card|Apothecary}} - Clears out {{Card|Copper|Coppers}} and {{Card|Potion|Potions}} from the top of your deck, making your engine more efficient
+
* {{Card|Apothecary}} - Clears out {{Card|Copper|Coppers}} and Potions from the top of your deck, making your engine more efficient
 
* {{Card|Scrying Pool}} - The ultimate engine card, one of these can draw your entire deck in the right circumstances
 
* {{Card|Scrying Pool}} - The ultimate engine card, one of these can draw your entire deck in the right circumstances
 
* {{Card|University}} - Good for quickly gaining engine pieces, though it becomes much less useful in the endgame, barring Vineyards
 
* {{Card|University}} - Good for quickly gaining engine pieces, though it becomes much less useful in the endgame, barring Vineyards
 
* {{Card|Alchemist}} - A {{Card|Laboratory}} that can be {{Card|Scheme|Schemed}} every turn - an engine unto itself
 
* {{Card|Alchemist}} - A {{Card|Laboratory}} that can be {{Card|Scheme|Schemed}} every turn - an engine unto itself
 
* {{Card|Familiar}} - A [[cantrip]] [[curser]]
 
* {{Card|Familiar}} - A [[cantrip]] [[curser]]
* {{Card|Golem}} - Seeks out Actions to play in your deck
+
* {{Card|Golem}} - A [[Throne Room variant]] that seeks out Actions to play in your deck
 
* {{Card|Apprentice}} - An excellent [[trasher]]; trashing and non-terminal card draw are always good for an engine
 
* {{Card|Apprentice}} - An excellent [[trasher]]; trashing and non-terminal card draw are always good for an engine
  
 
=== Potion ===
 
=== Potion ===
The addition of the {{Card|Potion}} cost has notable effects:
+
The addition of the Potion cost has notable effects:
* Slightly longer games if all players go for {{Card|Potion}}-based strategies
+
* Slightly longer games if all players go for Potion-based strategies
* Potion strategies can be easily thwarted by [[trashing attack]]s or {{Card|Embargo}} - if your Potion is trashed, or the Potion-cost card is Embargoed, you may have to change your strategy
+
* Potion strategies can be easily thwarted by trashing Attacks or {{Card|Embargo}} - if your Potion is trashed, or the Potion-cost card is Embargoed, you may have to change your strategy
 
* Interesting interactions with cost-caring cards
 
* Interesting interactions with cost-caring cards
  
 
=== Possession ===
 
=== Possession ===
{{Card|Possession}} is (if you take {{Cost|P}} to be worth a little more than {{Cost|2}}) the most expensive Action card in the game, and the card with the longest FAQ to date. It gives an extra turn like {{Card|Outpost}}, but the only limitation on the number of turns you get is how many times you can play {{Card|Possession}}, rather than the artificial cap Outpost has. It features often in [[combo]]s, and is one of the more hated cards in the game, mostly due to the fact that it allows another player to use your deck.
+
{{Card|Possession}} is (if you take {{Cost|P}} to be worth a little more than {{Cost|2}}) the most expensive Action card in the game, and the card with the longest FAQ to date. It gives an extra turn like {{Card|Outpost}}, but the only limitation on the number of turns you get is how many times you can play Possession, rather than the artificial cap Outpost has. It features often in [[Combo|Combos]], and is one of the more hated cards in the game, mostly due to the fact that it allows another player to use your deck.
  
 
== Trivia ==
 
== Trivia ==
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* Czech: Alchymie
 
* Czech: Alchymie
 
* Dutch: De Alchemisten (lit. ''the alchemists'')
 
* Dutch: De Alchemisten (lit. ''the alchemists'')
** No longer available. In 2019 999 games combined it with {{set|Cornucopia}} in a larger box (https://www.999games.nl/dominion-alchemisten-overloed-mix-box.html)
 
 
* Finnish: Alkemia
 
* Finnish: Alkemia
 
* French: Alchimie
 
* French: Alchimie
* German: Die Alchemisten (lit. ''the alchemists''), Alchemisten
+
* German: Die Alchemisten (lit. ''the alchemists'')
 
* Italian: Alchimia
 
* Italian: Alchimia
 
* Japanese: 錬金術 (pron. ''renkinjutsu'')
 
* Japanese: 錬金術 (pron. ''renkinjutsu'')
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{{Quote
 
{{Quote
 
|Text=At first there were just a bunch of cards. One day I decided, okay, these are the main set, these are the first expansion, these are the second expansion. I divided everything up based on mechanical themes. This much, you know.
 
|Text=At first there were just a bunch of cards. One day I decided, okay, these are the main set, these are the first expansion, these are the second expansion. I divided everything up based on mechanical themes. This much, you know.
 
+
<br /><br />
 
Then I made some other games. My friends just wanted to play Dominion though. Okay; I could make some more expansions. I made a 3rd, then a 4th, then a 5th. That's where things stood when I showed the game to Jay at Origins. During development of the main set I made some more cards, and reconfigured everything I had into 8 smaller sets. Then I rereconfigured them into 6 large sets. The original 2nd set ended up as two full sets (it had two themes and I split them up). The original 5th set ended up 6th.
 
Then I made some other games. My friends just wanted to play Dominion though. Okay; I could make some more expansions. I made a 3rd, then a 4th, then a 5th. That's where things stood when I showed the game to Jay at Origins. During development of the main set I made some more cards, and reconfigured everything I had into 8 smaller sets. Then I rereconfigured them into 6 large sets. The original 2nd set ended up as two full sets (it had two themes and I split them up). The original 5th set ended up 6th.
 
+
<br /><br />
After we finished working on {{Set|Seaside}}, we moved on to the 3rd set. We finished that up, or so we thought, and were soon to begin work on the 4th set.
+
After we finished working on [[Seaside]], we moved on to the 3rd set. We finished that up, or so we thought, and were soon to begin work on the 4th set.
 
+
<br /><br />
 
Meanwhile, people were clamoring for smaller sets. And when I say people I don't mean players, although maybe they were too; I mean, some of the publishers of the game wanted smaller sets. They talked to Jay and Jay talked to me; maybe we should do some small sets here too. Not that we wouldn't keep doing the large ones. But you know. Give the people something that's not the full price of the main game. And the ideal timing would be, next. It would squeeze ahead of the now-misnumbered 3rd expansion.
 
Meanwhile, people were clamoring for smaller sets. And when I say people I don't mean players, although maybe they were too; I mean, some of the publishers of the game wanted smaller sets. They talked to Jay and Jay talked to me; maybe we should do some small sets here too. Not that we wouldn't keep doing the large ones. But you know. Give the people something that's not the full price of the main game. And the ideal timing would be, next. It would squeeze ahead of the now-misnumbered 3rd expansion.
 
+
<br /><br />
 
Since we had just finished the set that was due, shortly before it was due, there wasn't much time. In order to have something that was as polished as possible, as soon as possible, it had to be a subset of one of the existing large sets. Only the 6th set leant itself to this. It had a theme that was just the right size and could stand by itself, and a sub-theme that could be expanded for another small set. And the set was missing some cards, due to stealing them for earlier sets, so it didn't feel like I was breaking up something finished.
 
Since we had just finished the set that was due, shortly before it was due, there wasn't much time. In order to have something that was as polished as possible, as soon as possible, it had to be a subset of one of the existing large sets. Only the 6th set leant itself to this. It had a theme that was just the right size and could stand by itself, and a sub-theme that could be expanded for another small set. And the set was missing some cards, due to stealing them for earlier sets, so it didn't feel like I was breaking up something finished.
 
+
<br /><br />
So I broke up the 6th set. The {{Card|Potion|Potions}} part went into this set, Alchemy. I did actually get some advance warning, and started working on it before Essen; then at Essen we worked out that it was in fact going to happen, and that I could have it ready about when they wanted it, although not quite that fast. I demanded an extra month, and then when the time came I got 10 more days, although that last stretch was just spent working on the rulebook and deciding which {{Card|Herbalist}} to use.
+
So I broke up the 6th set. The Potions part went into this set, Alchemy. I did actually get some advance warning, and started working on it before Essen; then at Essen we worked out that it was in fact going to happen, and that I could have it ready about when they wanted it, although not quite that fast. I demanded an extra month, and then when the time came I got 10 more days, although that last stretch was just spent working on the rulebook and deciding which Herbalist to use.
 
+
<br /><br />
In its original 5th-set form, Alchemy was 20 cards (7 with {{Card|potion}} in the cost). It went down to 16 when everything did, and up to 25 (but unfinished) when I went to 6 sets. When I broke it up, at first it was 10 cards plus {{Card|Potion}}, but the number of printed cards was going to be 100 or 150, so it went up to 12 cards plus {{Card|Potion}}, since going up was way better than going down.
+
In its original 5th-set form, Alchemy was 20 cards (7 with potion in the cost). It went down to 16 when everything did, and up to 25 (but unfinished) when I went to 6 sets. When I broke it up, at first it was 10 cards plus Potion, but the number of printed cards was going to be 100 or 150, so it went up to 12 cards plus Potion, since going up was way better than going down.
 
+
<br /><br />
Two cards in the set do not have {{Card|Potion}} in the cost (besides {{Card|Potion}} itself). In games using lots of cards from Alchemy, you will not always have a card at any particular cost. The most important cost is {{Cost|5}}. So the set has a {{Cost|5}}. Then it has a {{Cost|2}} because it's nice to have one of those. At {{Cost|3}} and {{Cost|4}} you have Silver and Potion, and if there are a lot of Alchemy cards then people will be pulled in that direction anyway (though obviously sometimes some other start will be better).
+
Two cards in the set do not have Potion in the cost (besides Potion itself). In games using lots of cards from Alchemy, you will not always have a card at any particular cost. The most important cost is {{Cost|5}}. So the set has a {{Cost|5}}. Then it has a {{Cost|2}} because it's nice to have one of those. At {{Cost|3}} and {{Cost|4}} you have Silver and Potion, and if there are a lot of Alchemy cards then people will be pulled in that direction anyway (though obviously sometimes some other start will be better).
 
+
<br /><br />
"Has a {{Card|potion}} in its cost" is not actually a huge connection functionally, so I supplemented the main theme with a "cares about [[action]]s" sub-theme.
+
"Has a potion in its cost" is not actually a huge connection functionally, so I supplemented the main theme with a "cares about actions" sub-theme.
 
+
<br /><br />
When I came up with Dominion, I figured it would have multiple resources. When I actually made it, I went with one resource, because it was simpler. I could always add another resource in an expansion. With Alchemy I finally got around to doing that. Originally I was thinking it would be Reagents or Mandrake or something. I didn't find a good enough picture to use for such a card, so I went with {{Card|Potion|Potions}}. That's how these decisions get made.
+
When I came up with Dominion, I figured it would have multiple resources. When I actually made it, I went with one resource, because it was simpler. I could always add another resource in an expansion. With Alchemy I finally got around to doing that. Originally I was thinking it would be Reagents or Mandrake or something. I didn't find a good enough picture to use for such a card, so I went with Potions. That's how these decisions get made.
 
+
<br /><br />
The second copy of Dominion was Kelly Bailey's (cheepicus on these forums). He renamed some of the cards, redid all the graphics, changed a few cards, and added some of his own. He took most of the cards from all of the expansions I had, but did not take the cards with {{Card|Potion}} in the cost from Alchemy. He figured, he was shuffling everything together, and some games he would just turn over one card with {{Card|Potion}} in the cost. Do you buy {{Card|Potion}} just to get that one card? He thought not.
+
The second copy of Dominion was Kelly Bailey's (cheepicus on these forums). He renamed some of the cards, redid all the graphics, changed a few cards, and added some of his own. He took most of the cards from all of the expansions I had, but did not take the cards with Potion in the cost from Alchemy. He figured, he was shuffling everything together, and some games he would just turn over one card with Potion in the cost. Do you buy Potion just to get that one card? He thought not.
 
+
<br /><br />
So I always knew this was an issue. The cards had to be worth buying multiple copies of. They had to be compelling. With just one out, you had to still consider buying {{Card|Potion}} to get it. So that's why the set has so many +1 action cards, and then a [[victory]] card and a [[treasure]]; it's all stuff you want as much of as you can get.
+
So I always knew this was an issue. The cards had to be worth buying multiple copies of. They had to be compelling. With just one out, you had to still consider buying Potion to get it. So that's why the set has so many +1 action cards, and then a victory card and a treasure; it's all stuff you want as much of as you can get.
 
+
<br /><br />
And what, if you want you can just guarantee that you always have a few of them at once - say, once you've dealt out 8 cards from your [[randomizer]] deck, if you have any Alchemy cards, make sure the next two are also from Alchemy (by digging for them), and if you don't, make sure the next two also aren't Alchemy cards. Put the cards you skip over back on top of the randomizer deck. This way you see everything just as often as you would have (in the long run), but the Alchemy cards end up clumped together. Or if, like me, you don't manage to carry every expansion to the place you're playing, you can just specifically play with 3 cards from Alchemy on the nights that you bring it. Or whatever. There are lots of ways to manage this. I realize some BGG people are hung up on this point and well it's not hard. If you don't want to just see one card with {{Card|potion}} in the cost out, and also want to see Alchemy cards as often as everything else, determined randomly, you can do it.
+
And what, if you want you can just guarantee that you always have a few of them at once - say, once you've dealt out 8 cards from your randomizer deck, if you have any Alchemy cards, make sure the next two are also from Alchemy (by digging for them), and if you don't, make sure the next two also aren't Alchemy cards. Put the cards you skip over back on top of the randomizer deck. This way you see everything just as often as you would have (in the long run), but the Alchemy cards end up clumped together. Or if, like me, you don't manage to carry every expansion to the place you're playing, you can just specifically play with 3 cards from Alchemy on the nights that you bring it. Or whatever. There are lots of ways to manage this. I realize some BGG people are hung up on this point and well it's not hard. If you don't want to just see one card with potion in the cost out, and also want to see Alchemy cards as often as everything else, determined randomly, you can do it.
 
+
<br /><br />
Now, some outtakes. There were several cards (including three {{Card|Golem}}s, and the other {{Card|Herbalist}}) that didn't work out but which I may be able to rescue for a future set. So those will have to remain a mystery.
+
 
+
- There was an attack, "Gain a {{Card|Gold}}, each other player gains a {{Card|Curse}}." I liked how simple and compelling it was. It tended to be either too weak or too strong though, depending on how quickly you got it. I also didn't like having two cursing attacks in the set. In games with Alchemy, there were just always {{Card|Curse}}s. And they work against all of the chaining actions in the set.
+
 
+
- There was an attack that didn't work out, which I changed and put in another set, where it also failed to work out. I still have hope!
+
 
+
- There was a card that added 2 to numbers in another card's text. It was a wacky thing that was too scary rules-wise to let out. I was especially worried that it might do different things in different languages. I tried a couple versions of it, but it never really had a chance.
+
 
+
- There was a treasure that I stole for an earlier set which will now be a later set. That'll learn me.
+
 
+
- There was the {{Card|Remodel}} that {{Card|Transmute}} replaced.
+
 
+
- There was a card that turned anything into a {{Card|Potion}}, or a {{Card|Potion}} into anything for $6 or less. At some point I realized I couldn't have anything so dependent on {{Card|Potion}} (without {{Cost|P}} in its cost), since people just shuffling everything into one randomizer deck would turn over these cards with no Potion-costers.
+
 
+
- Similarly there was a card that let you discard a {{Card|Potion}} card for an effect, or get a {{Cost|P}} symbol to spend. What {{Card|Potion}}s produce. You know. And there was a {{Card|Remodel}} that could add the potion symbol to a cost.
+
 
+
- There was a card that drew you cards equal to another card's cost, without trashing it. It had more to it than that, but still overlapped too much with {{Card|Apprentice}}.
+
 
+
That leaves a residue of cards that I can't tell you about or that you already know about. There were a few cards that turned into cards I will tell you about in the Secret History of the next small set, which started out as the non-potion half of Alchemy but ended up much different. There were a few cards that aren't in sets but could still make it somewhere, so there's nothing much to say there. There were a couple cards that mutated into cards coming in other later sets. Then there are cards that are already out in other sets: {{Card|Pearl Diver}}, {{Card|Festival}}, {{Card|Library}}, and {{Card|Sea Hag}} all started in Alchemy; {{Card|Bridge}} started in a later version of Alchemy, and {{Card|Wishing Well}} was in Alchemy at some point; the "trash your hand" outtake from Seaside was in Alchemy, as were the card once called {{Card|Militia}} that's not in the main set, and the Village with them discarding instead of you drawing that also isn't in the main set.
+
 
+
And that's that!
+
 
|Name=[[Donald X. Vaccarino]]
 
|Name=[[Donald X. Vaccarino]]
 
|Source=[http://forum.dominionstrategy.com/index.php?topic=118.0 The Secret History of the Alchemy Cards]
 
|Source=[http://forum.dominionstrategy.com/index.php?topic=118.0 The Secret History of the Alchemy Cards]
 
}}
 
}}
=== Retrospective (2012) ===
 
{{Quote|
 
|Text=The first big thing is that, I knew some people wouldn't appreciate the {{Card|potion}} resource concept, so I put the expansion last. Then it was bumped up as the only thing I could get out quickly as a small set. I would put it last. This would simplify all of those threads where people ask what order to buy the expansions.
 
  
The next big thing is that, I knew some people wouldn't appreciate the {{Card|potion}} concept, but did not realize that some people would find the set to be too slow. It has an [[action]]-chaining sub-theme, in order to make individual {{Card|potion}}-costing cards good in games where there's only one card to buy with {{Card|Potion|potions}}, and well this leads to longer games. I could potentially have put in two [[victory]] cards or [[treasure]]s or both though, as those are cards you can buy multiples of (another solution to the problem that action-chaining was solving), and tweaked the card mix other ways to reduce either slowness or the perception of slowness.
+
=== Retrospective ===
|Name=[[Donald X. Vaccarino]]
+
|Source=[http://forum.dominionstrategy.com/index.php?topic=3179.msg56362#msg56362 What Donald X. Might Do With a Dominion Time Machine]
+
}}
+
=== Retrospective (2020) ===
+
 
{{Quote|
 
{{Quote|
|Text=Alchemy is easily the worst. I like {{Card|Potion}}s fine but a lot of people do not. {{Card|Possession}} is super messed-up. {{Card|Philosopher's Stone}} is awful. {{Card|Transmute}} is a nice premise but as priced is awful. {{Card|Herbalist}} is pretty weak. {{Card|Scrying Pool}} is nuts and wordier than it had to be, it got the attack grafted on and I'd like it better without it. Some people hate {{Card|Familiar}}. {{Card|Apprentice}} is great but has a potion clause just to fit in, and I took it from [[Hinterlands]] to have another good card, and man, [[Hinterlands]] would have loved it. The set isn't all bad; it has a few great cards, and I would even defend {{Card|Scrying Pool}} in fixed form (crazy but a fun crazy). But, something has to be last and it's Alchemy. My preferred fix for Alchemy is to do new versions of the best ideas in other sets, and then live with RGG keeping it in print, because what can you do, there will always be people who want it.
+
|Text=The first big thing is that, I knew some people wouldn't appreciate the potion resource concept, so I put the expansion last. Then it was bumped up as the only thing I could get out quickly as a small set. I would put it last. This would simplify all of those threads where people ask what order to buy the expansions.
|Name=[[Donald X. Vaccarino]]
+
|Source=[https://www.reddit.com/r/dominion/comments/hoshhv/if_you_were_to_rank_the_expansions_from_best_to/fxqam7q?utm_source=share&utm_medium=web2x&context=3 If you were to rank the expansions from best to worst, what would the bottom 3 be?]
+
}}
+
  
=== Chances of an Alchemy sequel ===
 
{{Quote|
 
|Text=As I endlessly point out: the important thing to realize is that it isn't "Alchemy II vs. nothing," it's "Alchemy II vs. something else." However much Alchemy II might beat out nothing, it is never beating out something else. There are people who would like more Alchemy; there are more people who would prefer something else.
 
  
And I'm one of them! I'd prefer something else. So.
+
The next big thing is that, I knew some people wouldn't appreciate the potion concept, but did not realize that some people would find the set to be too slow. It has an action-chaining sub-theme, in order to make individual potion-costing cards good in games where there's only one card to buy with potions, and well this leads to longer games. I could potentially have put in two victory cards or treasures or both though, as those are cards you can buy multiples of (another solution to the problem that action-chaining was solving), and tweaked the card mix other ways to reduce either slowness or the perception of slowness.
 
|Name=[[Donald X. Vaccarino]]
 
|Name=[[Donald X. Vaccarino]]
|Source=[http://forum.dominionstrategy.com/index.php?topic=5799.msg673864#msg673864 Interview with Donald X.]
+
|Source=[http://forum.dominionstrategy.com/index.php?topic=3179.msg56362#msg56362 What Donald X. Might Do With a Dominion Time Machine]
 
}}
 
}}
  
== Recommended sets of 10 ==
+
== Recommended Sets of 10 ==
=== Alchemy & [[Dominion (Base Set)|Dominion]] ===
+
=== Alchemy & [[Dominion (base set)|Dominion]] ===
{{Kingdom|Apprentice|Familiar|Possession|University|Bandit|Cellar|Council Room|Gardens|Laboratory|Throne Room|imgwidth = 150|title = Forbidden Arts}}
+
{{Kingdom|Bandit|Cellar|Council Room|Gardens|Laboratory|Throne Room|Apprentice|Familiar|Possession|University|imgwidth = 150|title = Forbidden Arts}}
{{Kingdom|Alchemist|Apothecary|Golem|Herbalist|Transmute|Cellar|Festival|Militia|Poacher|Smithy|imgwidth = 150|title = Potion Mixers}}
+
{{Kingdom|Cellar|Festival|Militia|Poacher|Smithy|Alchemist|Apothecary|Golem|Herbalist|Transmute|imgwidth = 150|title = Potion Mixers}}
{{Kingdom|Alchemist|Golem|Philosopher's Stone|University|Bureaucrat|Market|Moat|Remodel|Vassal|Witch|imgwidth = 150|title = Chemistry Lesson}}
+
{{Kingdom|Bureaucrat|Market|Moat|Remodel|Vassal|Witch|Alchemist|Golem|Philosopher's Stone|University|imgwidth = 150|title = Chemistry Lesson}}
  
 
=== Alchemy & [[Intrigue]] ===
 
=== Alchemy & [[Intrigue]] ===
{{Kingdom|Golem|Possession|Scrying Pool|Transmute|Vineyard|Conspirator|Mill|Minion|Pawn|Steward|imgwidth = 150|title = Servants}}
+
{{Kingdom|Conspirator|Mill|Minion|Pawn|Steward|Golem|Possession|Scrying Pool|Transmute|Vineyard|imgwidth = 150|title = Servants}}
{{Kingdom|Familiar|Herbalist|Philosopher's Stone|University|Bridge|Masquerade|Minion|Nobles|Shanty Town|Torturer|imgwidth = 150|title = Secret Research}}
+
{{Kingdom|Bridge|Masquerade|Minion|Nobles|Shanty Town|Torturer|Familiar|Herbalist|Philosopher's Stone|University|imgwidth = 150|title = Secret Research}}
{{Kingdom|Apothecary|Apprentice|Golem|Scrying Pool|Baron|Ironworks|Lurker|Nobles|Trading Post|Wishing Well|imgwidth = 150|title = Pools, Tools, and Fools|id = poolstoolsfools}}
+
{{Kingdom|Baron|Ironworks|Lurker|Nobles|Trading Post|Wishing Well|Apothecary|Apprentice|Golem|Scrying Pool|imgwidth = 150|title = Pools, Tools, and Fools|id = poolstoolsfools}}
  
 
=== Alchemy & [[Seaside]] ===
 
=== Alchemy & [[Seaside]] ===
{{Kingdom|Haven|Sailor|Sea Chart|Sea Witch|Warehouse|Apprentice|Familiar|Herbalist|Philosopher's Stone|Vineyard|imgwidth = 150|title = Gummed Up}}
+
{{Kingdom|Cutpurse|Embargo|Ghost Ship|Native Village|Treasure Map|Apothecary|Golem|Possession|Scrying Pool|Transmute|imgwidth = 150|title = Forewarned}}
 +
{{Kingdom|Ambassador|Haven|Sea Hag|Smugglers|Warehouse|Apprentice|Familiar|Herbalist|Philosopher's Stone|Vineyard|imgwidth = 150|title = Gummed Up}}
  
 
=== Alchemy & [[Prosperity]] ===
 
=== Alchemy & [[Prosperity]] ===
{{Kingdom|Apothecary|Golem|Herbalist|Philosopher's Stone|Bank|Counting House|Goons|Hoard|Rabble|Quarry|imgwidth = 150|title = Counting Contest}}
+
{{Kingdom|Bank|Counting House|Hoard|Goons|Rabble|Quarry|Philosopher's Stone|Golem|Herbalist|Apothecary|imgwidth = 150|title = Counting Contest}}
{{Kingdom|Apprentice|Familiar|University|Vineyard|Bishop|Mint|Peddler|Talisman|Worker's Village|Vault|imgwidth = 150|title = Lower Learning}}
+
{{Kingdom|Talisman|Mint|Bishop|Worker's Village|Peddler|Vault|Familiar|Apprentice|University|Vineyard|imgwidth = 150|title = Lower Learning}}
 
+
=== Alchemy & [[Cornucopia]] ===
+
{{Kingdom|Alchemist|Familiar|Golem|Philosopher's Stone|University|Harvest|Horse Traders|Jester|Menagerie|Remake|imgwidth = 150|title = Clown College}}
+
{{Kingdom|Apothecary|Apprentice|Scrying Pool|Transmute|Vineyard|Fairgrounds|Hamlet|Horn of Plenty|Hunting Party|Young Witch|bane=Herbalist|imgwidth = 150|id = kingdom_wineanddine|title = Wine & Dine}}
+
  
 
=== Alchemy & [[Hinterlands]] ===
 
=== Alchemy & [[Hinterlands]] ===
{{Kingdom|Apothecary|Apprentice|Herbalist|Philosopher's Stone|Transmute|Duchess|Fool's Gold|Ill-Gotten Gains|Jack of All Trades|Scheme|imgwidth = 150|title = Schemes and Dreams}}
+
{{Kingdom|Apothecary|Apprentice|Herbalist|Philosopher's Stone|Transmute|Duchess|Fool's Gold|Ill-Gotten Gains|Jack of all Trades|Scheme|imgwidth = 150|title = Schemes and Dreams}}
 
{{Kingdom|Apprentice|Familiar|Golem|University|Vineyard|Crossroads|Farmland|Haggler|Highway|Nomad Camp|imgwidth = 150|title = Wine Country}}
 
{{Kingdom|Apprentice|Familiar|Golem|University|Vineyard|Crossroads|Farmland|Haggler|Highway|Nomad Camp|imgwidth = 150|title = Wine Country}}
  
 
=== Alchemy & [[Dark Ages]] ===
 
=== Alchemy & [[Dark Ages]] ===
{{Kingdom|Apprentice|Scrying Pool|Transmute|Vineyard|Armory|Cultist|Feodum|Market Square|Rats|Wandering Minstrel|imgwidth = 150|title = Infestations|shelters=1}}
+
{{Kingdom|Armory|Cultist|Feodum|Market Square|Rats|Wandering Minstrel|Apprentice|Scrying Pool|Transmute|Vineyard|imgwidth = 150|title = Infestations}}
{{Kingdom|Apothecary|Golem|Herbalist|University|Beggar|Catacombs|Counterfeit|Forager|Ironmonger|Pillage|imgwidth = 150|title = Lamentations|shelters=1}}
+
{{Kingdom|Beggar|Catacombs|Counterfeit|Forager|Ironmonger|Pillage|Apothecary|Golem|Herbalist|University|imgwidth = 150|title = Lamentations}}
 
+
=== Alchemy & [[Guilds]] ===
+
{{Kingdom|Apprentice|Golem|Philosopher's Stone|Scrying Pool|University|Butcher|Herald|Masterpiece|Merchant Guild|Stonemason|imgwidth = 150|title = Illuminati}}
+
{{Kingdom|Alchemist|Familiar|Herbalist|Transmute|Vineyard|Baker|Candlestick Maker|Doctor|Plaza|Soothsayer|imgwidth = 150|id=kingdom_tonicsandtoxins|title = Tonics & Toxins}}
+
  
 
=== Alchemy & [[Adventures]] ===
 
=== Alchemy & [[Adventures]] ===
{{Kingdom|Apprentice|Scrying Pool|Transmute|University|Vineyard|Magpie|Messenger|Port|Royal Carriage|Treasure Trove|event1 = Plan|imgwidth = 150|title = Haste Potion}}
+
{{Kingdom|Magpie|Messenger|Port|Royal Carriage|Treasure Trove|Apprentice|Scrying Pool|Transmute|University|Vineyard|event1 = Plan|imgwidth = 150|title = Haste Potion}}
{{Kingdom|Apothecary|Familiar|Golem|Herbalist|Philosopher's Stone|Amulet|Bridge Troll|Caravan Guard|Peasant|Ratcatcher|event1 = Save|event2 = Trade|imgwidth = 150|title = Cursecatchers}}
+
{{Kingdom|Amulet|Bridge Troll|Caravan Guard|Peasant|Ratcatcher|Apothecary|Familiar|Golem|Herbalist|Philosopher's Stone|event1 = Save|event2 = Trade|imgwidth = 150|title = Cursecatchers}}
  
 
=== Alchemy & [[Empires]] ===
 
=== Alchemy & [[Empires]] ===
{{Kingdom|Apothecary|Apprentice|Herbalist|Transmute|University|City Quarter|Crown|Encampment|Enchantress|Farmers' Market|landmark1 = Colonnade|landmark2 = Museum|imgwidth = 150|title = Collectors}}
+
{{Kingdom|City Quarter|Crown|Encampment|Enchantress|Farmers' Market|Apothecary|Apprentice|Herbalist|Transmute|University|landmark1 = Colonnade|landmark2 = Museum|imgwidth = 150|title = Collectors}}
 
+
=== Alchemy & [[Nocturne]] ===
+
{{Kingdom|Alchemist|Apprentice|Transmute|Vineyard|Bard|Blessed Village|Cemetery|Sacred Grove|Skulk|Tracker|imgwidth = 150|title = Nightmare Fuel}}
+
 
+
=== Alchemy & [[Renaissance]] ===
+
{{Kingdom|Cargo Ship|Improve|Lackeys|Patron|Sculptor|Silk Merchant|Alchemist|Apothecary|Golem|Scrying Pool|project1 = Cathedral|imgwidth = 150|title = Peek-a-boo}}
+
=== Alchemy & [[Menagerie (expansion)|Menagerie]] ===
+
{{Kingdom|Cavalry|Coven|Hunting Lodge|Kiln|Livery|Snowy Village|Wayfarer|Transmute|Vineyard|University|way1=Way of the Owl|event1=Delay|imgwidth=150|title = Class of 20}}
+
 
+
=== Alchemy & [[Allies]] ===
+
{{Kingdom|Barbarian|Galleria|Importer|Merchant Camp|Modify|Wizards|Alchemist|Apprentice|Golem|Scrying Pool|ally=Coastal Haven|imgwidth = 150|title=Recursion}}
+
 
+
=== Alchemy & [[Plunder (expansion)|Plunder]] ===
+
{{Kingdom|Flagship|Jewelled Egg|Mining Road|Swamp Shacks|Tools|Trickster|Alchemist|Apothecary|Golem|Transmute|event1=Deliver|trait1=Cursed|traitfor=Golem|imgwidth = 150|title = Special Delivery}}
+
 
+
 
+
 
{{Navbox Alchemy}}
 
{{Navbox Alchemy}}
 
{{Navbox expansions}}
 
{{Navbox expansions}}

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