Official Game Rules & Manual
Players: 2–6
Play Time: 15–20 Minutes
Age: 8+ (Junior Mode) / 12+ (Master Mode)
1. The Goal of the Game
The objective is simple: Bankrupt your opponents. You win by collecting all the cards in the deck. You win cards by proving that your Element is stronger, hotter, heavier, or more dangerous than theirs.
2. Setup
Shuffle: Shuffle the deck of Element Cards thoroughly.
Deal: Deal the entire deck face-down equally among all players.
Hold: Players hold their cards in a neat stack (face-down) in their hand.
Important: You are only allowed to look at the one card on the very top of your stack. Do not look at the cards underneath!
3. The Card Anatomy (What’s on a card?)
Every card features an Elemental Character and 5 Battle Stats.
| Stat Name | What it means | Winning Condition |
| Atomic Mass | How heavy the atom is. | Higher Number Wins |
| Melting Point | The heat required to melt it. | Higher Number Wins |
| Rarity (Cost) | How expensive/rare it is ($). | Higher Cost Wins |
| Discovery Year | When humans found it. | Lower Year Wins (Older is better!) |
| Danger Level | Toxicity & Reactivity (0-10). | Higher Number Wins |
4. How to Play (The Core Loop)
Step 1: The Challenge
The player to the left of the dealer goes first. They look at the top card of their stack (e.g., Oxygen). They evaluate its stats, choose the strongest one, and call it out loud.
Player 1 says: "I choose Melting Point... minus 218 degrees!"
Step 2: The Response
All other players look at their top card and read out the value for the exact same category.
Player 2 (Holding Iron) says: "1538 degrees."
Player 3 (Holding Helium) says: "Minus 272 degrees."
Step 3: The Battle
Compare the numbers to find the winner based on the "Winning Condition" (see the table above).
In this example: The category is Melting Point (Higher Wins). Iron (1538°) is higher than Oxygen (-218°) and Helium (-272°).
Result: Player 2 Wins!
Step 4: The Reward
The winner (Player 2) collects the top cards from Player 1 and Player 3. They place these won cards, plus their own winning card, at the bottom of their stack.
Step 5: Next Turn
The winner of the previous round gets to lead the next turn. They look at their new top card and choose a category.
5. Special Rules & Scenarios
The "Tie" War
If two players share the same winning value (e.g., both have a Danger Level of 10):
Those two players place their current card in the middle of the table ("The Pot").
They draw their next card immediately.
The player who caused the tie calls the same category again for the new cards.
The winner of this "Tie-Breaker" takes all the cards from the pot (including the original tied cards).
The Special Abilities (Master Mode Only)
If playing in "Master Mode," use the text written at the bottom of the cards.
Noble Shield (He, Ne, Ar): If you lose a round holding a Noble Gas, you do not give up your card. Place it at the bottom of your own deck instead. (A "Second Life").
Electron Steal (Fluorine): If you play Fluorine, you automatically win the round immediately, unless someone plays a Noble Gas.
Radioactive Decay (Uranium, Plutonium): If you play this card and lose, you must give up the top 2 cards from your deck instead of just 1.
6. Victory Conditions
The game continues until one player holds all the cards in the deck. That player is declared the "Grand Alchemist."
(Short Game Variant: If you don't have time to play to the end, set a timer for 15 minutes. When the timer rings, the player with the most cards wins.)
7. Educational Tips for Parents
Negative Numbers: Remind children that in "Melting Point," a negative number (like -200) is very small. It will lose against positive numbers (like 100).
Discovery Year: Explain that "Older is Better" because elements discovered in ancient times (like Gold and Copper) are the "Classics"—they built human civilization!
Danger Level: Use this to teach safety. If a card has High Danger (like Chlorine), explain why (e.g., "It's a poisonous gas!").
8. Quick Reference Card (Print this small)
Mass: High Wins
Melt: High Wins
Cost: High Wins
Year: Low Wins (Oldest)
Danger: High Wins
Tie? -> War! Play the next card.
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