
- BGG rank
- BGG #15
- BGG rating
- 8.6
Slay the Spire: The Board Game
- 1–4 players
- 30–150 min
- Complexity 2.9/5
- 2024

2019
Rules assistance for Weird Alchemy
Plain-language explanations of turns, card effects and disputed situations, with official source references and saved question history.
For 3 players

What would you like to know?
Answers come from the official rulebook, with the page to check.
Weird Alchemy is a board game released in 2019 for 3–6 players, 10–20 minutes per game, and ages 10 and up. It was designed by Chris Winterburn and its main mechanics are Hand Management.
Weird Alchemy is a fast paced, highly competitive, game for three to six players. Illustrated by Juan Moore, he has created 39 individual artworks that bring the game to life. In the game, each player is an alchemist trying to take over the world through various means but with creating a new kind of creature at the core of their scheme. Unfortunately something went wrong in their lab and now they are trying to cover it all up. On an alchemist's turn, they will play one of their pass cards if they have one and then draw a card. If an accident is drawn, players reveal their hands and any creatures are claimed by the player holding them. Magic can be used at this time also leading to weird and wonderful situations. At the end of the game players score points for exposed creatures they have and cards in their hand. The player with the least points wins. -description from designer
Weird Alchemy supports 3–6 players according to the catalogue. This range comes from the publisher’s listed player count, so the game can be set up for any group size within it. Some setups, rules and scoring details may still vary by player count, so check your edition’s rulebook for the exact configuration.
The listed playing time for Weird Alchemy is 10–20 minutes. This is the publisher’s estimate for a full game. The actual duration depends on the group, the player count and familiarity with the rules: first sessions usually run longer, while experienced groups often finish faster. Setup and teaching time are not included in this estimate.
The catalogue lists Weird Alchemy for ages 10 and up. This is the publisher’s recommendation and reflects reading demands, rule complexity and small components rather than theme alone. Younger players can often join with help from an adult, so check the age guidance on your edition and consider your group’s experience with board games.
Weird Alchemy has a complexity rating of 1.3 out of 5 from BoardGameGeek players, which makes it a light game. The rating reflects how much rules knowledge, planning and decision-making a typical game demands. Expect a longer first teach for heavier games, and use a preparation guide before game night.
Weird Alchemy belongs to these categories: Card Game and Fantasy. Its main mechanics are Hand Management. Categories describe the theme and setting of a game, while mechanics describe what players actually do on their turns. Each mechanic links to a catalogue hub with similar games, which helps when you want something comparable.
The credited designers of Weird Alchemy are: Chris Winterburn. These credits come from the published game data and name the people responsible for the game’s design, not its illustrators or publishers. Designer pages on MeepleRules collect other titles by the same designers, which helps when you enjoy a game and want to find similar ones.
The catalogue lists Weird Alchemy as a base game. It can be played on its own with the components in the box and does not require any other title. Expansions, if any exist, add new content or rules on top of it and are listed separately in the catalogue with a link back to this base game.