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oin the inhabitants of Mornea, the proud and fierce Khaliman republic, the peacefull Aurlok nation, the corrupted realm of Avalon and the prosperous Empire of the Jade Triad .... Take part in the many fights that take place on Mornea, but always keep in mind that the only reason to fight is to gain control of the most prized ressource of the broken world: The alchemical stones.

With Alkemy, the miniature game, simulate these battles during interactive games where your tactical talents will be challenged:

- You will need to manage at best the actions of your troops to surprise your opponent.
- You will bluff your opponent during intensive fights.
- You will need to wisely use the powers of your alchemists.

Become the master of the Jin Stones, the true power source on Mornea !


Alkemy is a strategy game that takes place in a medieval fantasy world. During your Alkemy games, you will control a group of fighters represented by miniatures and you will manage them in scenario-driven encounters against an enemy group. You can play using the basic scenario provided at the end of this booklet or create your own scenarios and stories.

Alkemy is a skirmish miniature game. You will usually play with between 10 and 15 miniatures.

All Alkemy games are driven by a scenario.

The game system works on a turn basis, with a system of Action Points and alternated activation of Cards. The order in which you will activate your cards being very important.


The Alkemy Starter boxes contain everythin that you need to start playing:

- A warband of 5 unpainted unassembled plastic miniatures
- 4 or 5 profile cards
- 1 Alchemical Formulas card
- 1 Rulebook
- 6 special dices of the D³ system
- 5 Combat Cards
- 1 ruler
- 21 markers

This is what you will see after having opened an Alkemy starter set (after having removed the Rulebook that is included in the box).

On the first picture you can see the whole contents and the way it is organized in the plastic container. Here you can notice that the miniatures are not on sprues. And as you can see, the box is well filled.

On the two next pictures, you have an example on how easy to assemble Alkemy miniatures, in this case the Auroch Totem-Warrior. Assembly is very easy, the assembled parts are very resistant and pinning is completely redundant.

In order to improve the speed and originality of this game, we have created the following innovative gaming mechanisms:


The six Dice that are included in the starter pack are specific to Alkemy.

Why the D³? Because each dice has three information:

  • a color representing the health state
  • A number indicating the quality of the roll
  • Symbols that will indicate the amount of damage dealt

Depending on the color of the dice, the numbers and symbols on its side are not the same.

The dice have three colors: Each color represents a particular health state. The numbersand symbols on the dice are figur des dés. If your miniature is unharmed, you will roll white dice, yellow dice if your miniature is seriously wounded and red dice if your miniature is critically wounded.

They also have three different symbols: sword, axe and mace. Combined into pairs they will allow you to define the damage inflicted on your opponent in the case of a successful ranged or close combat attack.

So, with a single dice roll, and without any specific calculation:

  • You take into account the Health Status of your miniature by rolling the dice of the appropriate color.
  • You can see if you hit or not your opponent by adding the values of both dice with your Combat. If the result is greater than or equal to the defense of your opponent, you hit.
  • The damage inflicted is read directly by the combination of symbols.

Of course, in some situations, you will have the chance to roll more than two dice for a given action ... Since the core rule is that you keep only two dice, you will have to choose which ones to pick, taking into account the numbers and the symbols.

On the left side, there is a picture of these dice, as wall as an exemple of a Life Line and a Damage Table.


The Combat Cards where for us a mean to add some bluff in the combat phases.

There are 5 Combat Cards. Each of them represents an attitude that a miniature can adopt during a round of close combat. These five cards are the following:

  • Three attack cards: “Quick Attack”, “Normal Attack” and “Brutal Attack”.
  • One defense card : “Parry”,
  • Another card allowing a bluff or indicating a passive state: “Inactive”.

When two miniatures are engaged in a combat, each player must choose a Combat Card for his miniature. These cards describe the attitude of the miniature. These cards placed face down. Once the cards have been chosen, they are compared to assess their impacts on the current combat.

On each card, you will find the following information:

  • The Name of the Card: Normal Attack, Quick Attack, Brutal Attack, Parry or Inactive.
  • The Bonus: Depending on the combat card played by your opponent, you may receive bonus dice for your combat roll.
  • The Reflexes Modifier: This bonus or penalty is only applied to the reflexes roll that will define which miniature strikes first.
  • The Damage Modifier: To understand this, please take a look at the Damage Table.
  • Special Rule: Some cards can have a special effect applied to the current attack.

Of course you can try to do some bluff to get your opponent to play a card against which you will have some bonus ... It becomes very interesting when you will have some miniatures that for example double the effects of the Brutal Attack. It will then become a very motivated bluff.

New combat cards will appear as Alkemy expands. They will be reserved for a faction, a miniature or standard. They will be defined as variations of the existing 5 combat cards and associated with one of them.