Ever wanted to become an apprentice to an alchemist? I have… Now, thanks to Aviary Games, here’s our chance! But of course, we all want to be the favorite student, so we’ll be fighting over who can make the best potions.
Players: 3 – 5
Time: 30 – 90 minutes
Estimated Delivery: September 2014
Location: Newton, MA
Alchemy’s campaign has ended and has been very successful. However, they’re not done yet. You can still pledge until March 5th by emailing [email protected] by March 5, 2014 and if you miss that date you can preorder Alchemy! at a discount and get extras at the Alchemy! website, alchemycardgame.com
Alchemy! the card game! is a competitive game which will be available in both print and play and physical card format. The visuals so far look appealing and it seems like it will be a fun game. Once the beta is released, I will provide a more detailed review and description of the game content. For now, I leave you with the description from the Kickstarter page.
In Alchemy! players become apprentice alchemists sharing a laboratory and trying to outdo one another and prove they’ve got what it takes to become a master of their craft. Players compete to build potions from a random assortment of formulas laid out on the table at the start of the game and play cards to transmute materials, sabotage one another and mix potions faster.
Each potion can only be made once, so it’s important to keep your eyes on what your opponents are trying to make. You can keep potions you make to earn points towards your victory or drink them, lowering their value but giving you an extra benefit.
Pledge Levels: 8 levels ranging from $5 to $320
End Date: Mon, Mar 3 2014 10:20 am EST
Chances of success
The campaign became successful even before I had a chance to finish this review. The project goal was reached within the first 30 hours! Why has it received such a great start? Well, for one thing, Aviary Games included many of the important features that produce a successful campaign including Kickstarter exclusives, tiers for backer input, and tiers for beta testing. As for production, the time frame seems reasonable. Half a year should be enough time to work out any “bugs” in the game, especially with feedback from the beta testers.