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.
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.
A round, start to finish
This is the loop you'll repeat about twenty-four times per run.
assets/img/demos/play-a-hand.mp4
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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.
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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.
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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.
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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.
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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.
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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.
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.
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.
| Hand | What it is | Chips | Mult | Score |
|---|---|---|---|---|
| High Card | None of the below. Your worst result. | 5 | 1 | 5 |
| Pair | Two cards of the same rank | 10 | 2 | 20 |
| Two Pair | Two separate pairs | 20 | 2 | 40 |
| Three of a Kind | Three cards of the same rank | 30 | 3 | 90 |
| Flush | Five cards all of one suit | 25 | 5 | 125 |
| Straight | Five ranks in a row, any suits | 45 | 3 | 135 |
| Full House | Three of a kind plus a pair | 50 | 5 | 250 |
| Four of a Kind | Four cards of the same rank | 65 | 7 | 455 |
| Straight Flush | Five in a row, all one suit | 110 | 9 | 990 |
| Five of a Kind | Five of one rank — only possible once you've duplicated cards | 130 | 12 | 1,560 |
| Flush House | A Full House where all five share a suit | 150 | 15 | 2,250 |
| Flush Five | Five of one rank and one suit | 180 | 18 | 4,320 |
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.
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.
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.
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.
assets/img/demos/menu-drawer.mp4
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.
assets/img/demos/squad-reorder.mp4
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.
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.
assets/img/demos/fusion.mp4
The chain
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Awaken — 10 Shards each
Open the Evolution screen from the shop. Pick a rank and raise four of them.
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Fuse — 15 Shards the first time
Four Awakened cards of one rank, any suits. The price rises by 20 for each Fusion after.
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She joins your Squad
Her signature only works from a Squad slot. Sitting in your deck she's just a strong card.
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.
Money and Shards
Two currencies that never touch each other, on purpose.
| Money ($) | Shards | |
|---|---|---|
| Buys | Charms, packs, Rites, consumables, rerolls | Awakening and Fusion. Nothing else, ever. |
| Earned | Round rewards, unused hands, interest, some Charms | 3 / 5 / 8 for Small / Big / Boss |
| Watch | Interest pays $1 per $5 banked, up to $5 a round | There is no way to convert money into Shards |
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.
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.
assets/img/demos/shop.mp4
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
A Metal for the hand you actually play compounds for the whole run. A Charm you'll sell in two rounds does not.
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 |
| Protean | Counts as every suit at once |
| Auric | +$3 if still in your hand at the end of a round |
| Auspicious | A 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
| Echo | Scores the card twice |
| Coin | +$3 when scored |
| Vein | Yields a Metal at round end |
| Phial | Yields 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.
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.
assets/img/demos/boss.mp4
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.
When you're stuck
The five things that most often go wrong.
- You're playing whatever you're dealt
Pick one hand type by about Cycle 2 and shape everything toward it — discards, purchases, Metals.
- Your Squad is in the wrong order
Additions first, multiplications last. Drag them.
- You never Fused
If you reach Cycle 5 with no Final Form, that's usually the reason the wall appeared.
- You spent to zero every shop
Interest at $25 is worth more than most cheap Charms.
- You're saving discards
They don't carry over. Spend them.
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.