Alchemaidens

Field Manual

How to play Alchemaidens

You are playing poker hands against a score target. The cards are only half of it — the other half is a collection of Charms and consumables that break the rules of poker in your favour.

No poker knowledge assumed. No deckbuilder knowledge assumed. Sections 1 to 3 are everything you need to press Play; read the rest once the game has confused you about something specific.

01

The idea

One paragraph, and then you can genuinely start playing.

Every round gives you a score to beat and a small number of attempts. You beat it by selecting up to five cards from your hand and playing them. The game works out what poker hand they form — a Pair, a Flush, whatever — and that hand has a Chips value and a Mult value. Multiply them together and that's your score for those five cards.

Chips × Mult = your score

The only equation in the game. Everything you buy exists to raise one of those two numbers.

Beat the target and you're paid, you shop, and the next round asks for more. Fail and the run ends. There are 8 Cycles, three rounds each, and the last round of each is a boss with a nasty rule attached.

The interesting part is that a plain Pair is worth almost nothing, and a plain Pair played through a stack of Charms you assembled over an hour can be worth millions. You are not really trying to draw good cards. You are building a machine.

02

A round, start to finish

This is the loop you'll repeat about twenty-four times per run.

Demo clip pending
assets/img/demos/play-a-hand.mp4
Select up to five cards, play them, and watch the Charms fire left to right.
  1. Pick your opponent

    Three rounds sit side by side: Small, Big, and the Boss. You take them in order. Small and Big can be skipped for a bonus tag instead of played — tempting, but you skip the money too.

  2. You're dealt 8 cards

    You start each round with 4 hands and 3 discards (your starting Order may adjust this). Click cards to select up to five; click again to deselect.

  3. Discard what's useless

    Discard up to five cards to draw replacements. Discards are free score — unused ones are simply wasted, so spend them shaping toward one good hand rather than hoarding them.

  4. Play a hand

    The cards fly up and score one at a time, then your Charms fire left to right. Whatever total comes out is added to your round score.

  5. Repeat until you clear the target

    You do not need to clear it in one hand. Four decent hands beat one perfect one you never assembled. Run out of hands below the target and the run is over.

  6. Get paid, then shop

    You're paid for the win, plus $1 for every hand you didn't need, plus interest. Then the shop opens.

The most common beginner mistake

Sitting on discards. If you finish a round with 3 unused discards, you left three free reshuffles on the table. Use them early, while there's still time to use the hand they set up.

03

The hands you can make

If you already know poker, skim the table and move on. If you don't, this is the whole of it.

A rank is the number or letter on the card (2 through 10, then Jack, Queen, King, Ace). A suit is the little symbol — Hearts, Diamonds, Clubs, Spades. Every poker hand is just a pattern of matching ranks, matching suits, or ranks in a row.

Poker hands at level 1
HandWhat it isChipsMultScore
High CardNone of the below. Your worst result.515
PairTwo cards of the same rank10220
Two PairTwo separate pairs20240
Three of a KindThree cards of the same rank30390
FlushFive cards all of one suit255125
StraightFive ranks in a row, any suits453135
Full HouseThree of a kind plus a pair505250
Four of a KindFour cards of the same rank657455
Straight FlushFive in a row, all one suit1109990
Five of a KindFive of one rank — only possible once you've duplicated cards130121,560
Flush HouseA Full House where all five share a suit150152,250
Flush FiveFive of one rank and one suit180184,320

The bottom three don't exist in real poker. They're only reachable here because you can copy cards, change their suit, and make cards count as every suit at once. Getting there is a whole build.

Worth knowing early

A Straight beats a Flush here, unlike some card games. A Flush only needs one suit, and a one-suit deck is the easiest thing in the game to build toward — so it's priced lower on purpose.

Every hand type has a level. Using a Metal (the ore-looking consumables) permanently raises the Chips and Mult of one hand type for the rest of the run. Levelling the one hand you actually play is one of the strongest things you can do.

04

Reading the screen

Four things matter; the rest is decoration.

  • Top right — who you're fighting, and score / target. That bar filling up is the whole round.
  • Top left — your Squad: the Charms currently helping you. Left-to-right order matters (see section 5).
  • Bottom — your hand, and the buttons: Play, Discard, and sorting by Rank or Suit.
  • The middle readout — the hand type your selection forms, and what that hand type is worth at its level.
That readout is not your score

It shows what the hand type is worth, not what your cards will actually score. Your Charms, card bonuses and modifiers aren't in it. Finding out what a hand really scores is the point of playing it — that suspense is deliberate.

The MENU tab

There's a slim tab on the left edge of the screen. Open it. It has two pages: every card left in your deck (greyed out once drawn), and the full table of hand types with their current levels and how often you've played each. It's the single most useful screen in the game and it's easy to miss.

You can also right-click almost anything to inspect it, and press Escape to pause.

Demo clip pending
assets/img/demos/menu-drawer.mp4
The MENU tab: what is left in your deck, and every hand type's current level.
05

Charms & your Squad

Your five permanent helpers. This is where runs are won.

A Charm sits in your Squad and changes how scoring works — adds Chips, adds Mult, multiplies Mult, pays you money, retriggers cards. You have 5 Squad slots. Buying a sixth Charm means selling one first.

In this game a Charm never floats on its own: it always arrives riding an Awakened maiden card, which matters enormously for the next section.

Order matters, and it is not cosmetic

Charms fire left to right. A Charm that adds +4 Mult placed before one that doubles Mult is worth far more than the same two reversed — the doubling has more to work on. Drag a Squad slot to reorder. Two Charms that both just add can be in any order; addition doesn't care.

Demo clip pending
assets/img/demos/squad-reorder.mp4
Dragging a Squad slot. The same two Charms in the other order score a different number.

Right-click a Squad member to sell it. Selling a Charm gives you two options: sell the Charm alone and keep the maiden (she goes back into your deck), or sell both for more money. Keeping her is usually right — she's fuel for section 6.

06

Awaken, Fuse, Final Form

The part that isn't in any other game like this. Skip it and you'll lose around Cycle 5.

Cards come in three tiers. Ordinary cards are Base. Spend Shards on one and she becomes Awakened — worth more chips, and, crucially, counted as fuel. Gather four Awakened cards of the same rank and you can Fuse them into a Final Form: a single card with a unique signature ability that fires from your Squad.

Demo clip pending
assets/img/demos/fusion.mp4
Four Awakened cards of one rank converge into her Final Form.

The chain

  1. Awaken — 10 Shards each

    Open the Evolution screen from the shop. Pick a rank and raise four of them.

  2. Fuse — 15 Shards the first time

    Four Awakened cards of one rank, any suits. The price rises by 20 for each Fusion after.

  3. She joins your Squad

    Her signature only works from a Squad slot. Sitting in your deck she's just a strong card.

Budget reality

A full run pays roughly 128 Shards, and a first Final Form costs 55 (four Awakenings plus the Fusion). You are comfortably funded for one, and you have to work for a second. Pick a rank early and commit.

Suit doesn't matter for Fusion — four Nines in any mix of suits is a valid set. Hover any Awakened card anywhere in the game and it tells you how many of that rank you're holding.

If you're desperate mid-round, the Ascend button fuses any four cards of a rank on the spot for a flat 75 Shards, no Awakening required. It's an emergency button, priced like one.

07

Money and Shards

Two currencies that never touch each other, on purpose.

Money ($)Shards
BuysCharms, packs, Rites, consumables, rerollsAwakening and Fusion. Nothing else, ever.
EarnedRound rewards, unused hands, interest, some Charms3 / 5 / 8 for Small / Big / Boss
WatchInterest pays $1 per $5 banked, up to $5 a roundThere is no way to convert money into Shards
Interest is a real strategy

Holding $25 earns you the maximum +$5 every single round. Early on, spending down to nothing costs you more than the thing you bought was worth. Try to sit above $25 once you can.

Because Shards only ever come from beating rounds, your Final Form timing is fixed by how far you've got — you can't rush it with money. That's the point.

08

The shop

Between every round. Don't reflexively spend everything.

  • Charms — the top row. Double-click to buy, or right-click for options, including buying only the maiden and skipping the Charm.
  • Packs — open one and choose from what's inside. Maiden packs give cards, Elixir and Ore packs give consumables, Vapor packs give the strange ones.
  • Rites — permanent run-long upgrades. Expensive and almost always worth it.
  • Reroll — new shop contents for a rising price.
  • Evolution — not a purchase. This is the Awaken and Fuse screen from section 6.
Demo clip pending
assets/img/demos/shop.mp4
Buying a Charm. The Squad row fills up, and the Charm arrives riding a maiden.

You hold 2 consumables at a time. The three families:

  • Elixirs change cards — aspects, suits, ranks, copies
  • Metals permanently level one hand type
  • Sublimates the odd ones — sigils, deck surgery, Charm effects
If you buy one thing

A Metal for the hand you actually play compounds for the whole run. A Charm you'll sell in two rounds does not.

09

What's on a card

Three separate slots, and a card can carry one of each.

Aspects — the card's material

Fortified+30 Chips when scored
Fervent+4 Mult when scored
Crystalline×2 Mult — but 1 in 4 to shatter and be destroyed
Tempered×1.5 Mult while held in hand, not played
ProteanCounts as every suit at once
Auric+$3 if still in your hand at the end of a round
AuspiciousA gamble — sometimes big Mult, sometimes money, often nothing
Petrified+50 Chips, always scores, but loses its rank and suit entirely

Finishes — rare, and they stack on top

Chrome+50 Chips
Halo+10 Mult
Iridescent×1.5 Mult

Sigils — a mark in the corner

EchoScores the card twice
Coin+$3 when scored
VeinYields a Metal at round end
PhialYields an Elixir when discarded

Hover any card to see exactly what it's carrying. A card with a good Aspect, a Finish and a Sigil all at once is a genuine prize — protect it.

10

Bosses

The third round of every Cycle. Each one breaks a different rule.

A boss demands roughly double the usual score and attaches a restriction — debuffing a whole suit, dealing your cards face-down, forcing a minimum hand size, taking your discards away, or turning your entire Squad face-down so you can't tell which Charm is which.

Demo clip pending
assets/img/demos/boss.mp4
A villainess and her rule. Read the line under her portrait before you press Play.
You get to see it coming

The boss for the current Cycle is shown from the moment the Cycle starts, and the final Cycle-8 boss is revealed at the very start of the run. That's not decoration — it's so you can build against her all game. Most boss losses are from not reading her rule.

11

When you're stuck

The five things that most often go wrong.

  1. You're playing whatever you're dealt

    Pick one hand type by about Cycle 2 and shape everything toward it — discards, purchases, Metals.

  2. Your Squad is in the wrong order

    Additions first, multiplications last. Drag them.

  3. You never Fused

    If you reach Cycle 5 with no Final Form, that's usually the reason the wall appeared.

  4. You spent to zero every shop

    Interest at $25 is worth more than most cheap Charms.

  5. You're saving discards

    They don't carry over. Spend them.

And the real answer

Losing is normal and expected. A run is 40–60 minutes; most of them end early. The game is about how far the machine you built gets you, not about surviving your first attempt.

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